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path: root/scene/gui/base_button.cpp
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* Merge pull request #17451 from Goutte/feat-base-button-maskJuan Linietsky2018-05-071-1/+15
|\ | | | | Allow configuration of which mouse buttons the BaseButton responds to
| * Add a binary mask to allow configuration of which mouse buttons the ↵Goutte2018-03-131-1/+15
| | | | | | | | BaseButton will respond to.
* | Merge pull request #17081 from endragor/no-press-when-scrollRémi Verschelde2018-04-101-1/+1
|\ \ | | | | | | Make Button not emit press when container is scrolled
| * | Make BaseButton not emit press when container is scrolledRuslan Mustakov2018-04-091-1/+1
| |/ | | | | | | | | | | | | | | | | This fixes the problem described in #13996 in a proper way. This also adds "deadzone" property to ScrollContainer. It can be used on mobile, where taps are not as precise as mouse clicks. Player could slightly move their finger when tapping, in which case we still want the button to be pressed rather than the container to be scrolled.
* / Fix BaseButton not always calling _pressed()bncastle2018-03-051-0/+5
|/ | | | | Fix "ui_accept" action in BaseButton.cpp not calling _pressed() func in GDScript
* 2D editor GUI input rework. Changes are:Gilles Roudiere2018-02-161-0/+2
| | | | | | | | | | - The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally
* Allow focus on disabled buttonsHein-Pieter van Braam2018-01-281-4/+0
| | | | | | | | This behavior better matches other gui toolkits. A selected disabled button still can't be interacted with but it can now be selected. This seems to be what QT and GTK do also. This fixes #16131
* Fix signal arguments shadowing member variablesRémi Verschelde2018-01-091-2/+2
| | | | Fixes #10212.
* Remove button from button_group when freevolzhs2018-01-061-3/+3
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* 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!
* Consistent display of shortcut names in tooltipspoke10242017-12-211-4/+4
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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.