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path: root/scene/gui/base_button.cpp (follow)
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* Fix toggle mode of BaseButton.Ferenc Arn2017-09-261-1/+3
| | | | ..which got broken with #11480.
* Ensure pressed is set to false in BaseButton::_unpress_group.Ferenc Arn2017-09-211-1/+1
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* Fix inconsistent toggle button behaviorMatthias Hoelzl2017-08-311-5/+5
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* Dead code tells no talesRémi Verschelde2017-08-271-0/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-6/+6
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-5/+5
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* Renames properties and methods to avoid ambiguitiesIgnacio Etcheverry2017-08-051-1/+1
| | | | | - Method Node2D.scale(Vector2) renamed to Node2D.apply_scale(Vector2) - Property BaseButton.is_pressed renamed to BaseButton.pressed
* Add object type hint for docsPoommetee Ketson2017-07-191-4/+4
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-1/+1
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-125/+122
| | | | this might cause bugs I haven't found yet..
* Prevent to uncheck selected item with button groupvolzhs2017-04-101-0/+2
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-162/+127
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-19/+19
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-7/+7
| | | | This saves typing and is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Renamed button functions to be more verboes, same with Range unit value -> ratioJuan Linietsky2017-01-131-9/+13
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* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-2/+2
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky2017-01-101-16/+91
| | | | | | | | | being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
* Removed the "released" signal from button, it's pointless now that ↵Juan Linietsky2017-01-081-2/+2
| | | | button_down and button_up exist.
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-1/+1
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* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-2/+2
| | | | differentiated than generalized _input
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-16/+16
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Button focus hoveringAnthony Fieroni2016-10-101-0/+10
| | | | Signed-off-by: Anthony Fieroni bvbfan@abv.bg
* Add button_down and button_up signalsGeorge Marques2016-08-261-0/+11
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* Implement missing ShortCuts in CanvasItemEditorIgnacio Etcheverry2016-07-211-1/+1
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* Fixed the order of input, reverts #4384, closes #5361Juan Linietsky2016-07-011-1/+1
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* Figured out a way to fix event propagation for shortcuts and some other ↵Juan Linietsky2016-06-271-0/+5
| | | | cases so they properly stop shortcuts if a modal window is open, closes #4848
* Make button aware of it being dragged and reset state, closes #4178Juan Linietsky2016-06-231-0/+10
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* BaseButton: Add identifier for shortcut in tooltipIgnacio Etcheverry2016-06-111-2/+7
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* -customizable shortcuts in editorJuan Linietsky2016-06-041-0/+36
| | | | | -editor settings now save to .tres instead of .xml -buttons can now hold a shortcut
* GUI Focus mode improvementsZher Huei Lee2016-05-231-1/+16
| | | | | | | | Exposed `get_focus_mode()` to the script Added `focus_mode` to the property panels for line-edit and sliders Added `enabled_focus_mode` to the property panels for buttons enabled_focus_mode is used when button is enabled/disabled
* remove trailing whitespaceHubert Jarosz2016-03-091-48/+48
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Fix BaseButtons remaining pressed when hiding them while pressing them downeska2015-09-261-0/+10
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* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-3/+3
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* Fixed ui_accept problem. It's possible now to make a custom ui_accept action ↵krzycho2015-05-291-0/+1
| | | | event and pull it.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Register CheckBox class to create it using editor.Mariano Javier Suligoy2015-03-021-2/+3
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* -fixes to vmethod for buttonJuan Linietsky2014-12-021-1/+26
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* 3D Import Import & UDPJuan Linietsky2014-11-121-17/+18
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-2/+2
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* Bug FixesJuan Linietsky2014-11-021-0/+8
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* - Fix BaseButton "Click on Press" issue. Now a button correctly show its ↵Guy Rabiller2014-10-241-1/+11
| | | | visual "Pressed" status when "Click on Press" is enabled and the button is clicked.
* Bug FixesJuan Linietsky2014-06-291-0/+5
| | | | | | | | | | -=-=-=-=- -Documentation now shows overridable theme values (though this needs to be documented). -Detect when object transform is flipped and flip normals too. -TileMap can specify bounce and friction for collision. -Removed limit of 4 lights per object -Added is_hovered() to buttons.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+375