summaryrefslogtreecommitdiffstats
path: root/scene/gui/slider.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Fix ColorPicker deferred mode not working for sliders.ajreckof2023-10-131-0/+3
|
* Register theme properties with ThemeDBYuri Sizov2023-09-111-16/+13
|
* Fix disabled slider highlightingNiskashY2023-07-081-1/+1
|
* Merge pull request #63168 from Levrault/masterRémi Verschelde2023-06-051-1/+62
|\ | | | | | | Fix: InputEventJoypadMotion should trigger only once on a vslider
| * feat(gamepad): improve gamepad behavior with slider and popup_menuLuc-Frédéric Langis2023-06-051-1/+62
| |
* | Stop dragging when a slider changes editabilityDavid Turner2023-05-191-0/+1
| |
* | Add center_grabber property to Sliderkobewi2023-04-221-13/+18
|/
* Clean-up, harmonize, and improve StyleBox APIYuri Sizov2023-01-191-3/+3
| | | | | | - Make all margin properties follow the same naming convention (their getter and setter too). - Remove a virtual counterpart of `get_style_margin` from API. - Allow to override `get_minimum_size` from scripting and remove `get_center_size`.
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Merge pull request #66337 from EricEzaM/sprite-framesRémi Verschelde2022-10-131-2/+2
|\ | | | | | | Ensure control built-in shortcuts are matched exactly & add shortcuts for SpriteFrames editor
| * Ensure all checks of `is_action` in the editor which are for 'shortcut' use, ↵Eric M2022-09-241-2/+2
| | | | | | | | check the action exactly.
* | ColorPicker UX improvementsVitika92022-09-061-2/+2
|/ | | | | | | | | | | - Tabs and MenuButton for mode selection and enabling/disabling colorized sliders - MenuButton for shape selection with new icon for each shape - Drag and drop functionality for presets to arrange order - A chronological list of recently selected presets which are global for the editor - Presets are now highlighted as being active or inactive - Thicker sliders for easy targeting - `grabber_offset` theme constant for Slider - Uncolorized sliders
* Add a lifecycle method for manual theme item caching to ControlYuri Sizov2022-09-011-12/+45
|
* Rename `CanvasItem.update()` to `queue_redraw()`Micky2022-08-291-6/+6
| | | | | | | | | | Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on. Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency. Just a few comments have also been changed to say "redraw". In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
* Add some codes, returnes directly if the value is not changed.风青山2022-08-231-0/+12
| | | | Avoid executing the following value-changed logics if the value does not really change.
* Consistently use double in Slider and SpinBoxAaron Franke2022-07-151-7/+7
|
* Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde2022-02-151-2/+6
|
* Merge pull request #55775 from timothyqiu/slider-dragRémi Verschelde2022-01-071-0/+8
|\
| * Add drag start/end signals for SliderHaoyu Qiu2021-12-101-0/+8
| |
* | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Rename minimum_size_changed() methodkobewi2021-12-061-1/+1
|
* Use "enum class" for input enumsAaron Franke2021-11-121-3/+3
|
* Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz2021-08-231-2/+1
| | | | | | | | * `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
* Optimize StringName usagereduz2021-07-181-5/+5
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Fix vertical slider grabber_area height calculationazagaya2021-06-131-1/+1
|
* Fix crashes in *_input functionsRafał Mikrut2021-04-051-0/+2
|
* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-3/+3
|
* Merge pull request #38918 from EricEzaM/fix-slider-focus-on-scroll-inputRémi Verschelde2021-02-251-0/+2
|\ | | | | Fixed issue with slider focus and scroll input
| * Fixed issues with slider focus and scroll inputEric M2020-05-211-0/+2
| |
* | Initialize class variables with default values in scene/ [2/2]Rafał Mikrut2021-02-091-7/+0
| |
* | Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
|/ | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-12/+22
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-27/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-2/+4
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Add style for highlighted Slider grab areaPouleyKetchoupp2020-04-021-2/+3
|
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-8/+8
|
* Texture refactorJuan Linietsky2020-02-111-5/+5
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Remove unused theme elements in H/VSliderMichael Alexsander2019-12-131-9/+1
|
* Fix analog input in slidersTomasz Chabora2019-11-071-4/+4
|
* Add overriden properties to the documentationBojidar Marinov2019-09-041-1/+0
| | | | Fixes #31855
* Fix some unincialised variablesqarmin2019-05-281-0/+1
|
* Fix #24124, Slider control sizemawenzy2019-04-091-2/+13
|
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Added scrollable property to SlidersChaosus2018-07-071-5/+20
|
* Add two new default actions ui_end, ui_homeFabio Alessandrelli2018-02-231-20/+6
| | | | Used by Slider and Scrollbar
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixes slider node tick offsetHenrique L Alves2017-12-151-4/+4
| | | | | | Fixes wrong tick offset on slider nodes - they now match with the corresponding 'grabber' positions. Fixes issue #14637