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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-24/+24
| | | | | | | | 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!
* Fix Label valign positionvolzhs2016-11-071-3/+3
| | | | Fix #7055
* fix a tiny typoScotFlux2016-11-041-2/+2
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* Added extra spacing support for DynamicFontZher Huei Lee2016-08-021-2/+2
| | | | | Side effect is that label min-size will now take into account kerning.
* Label: Added `get_visible_line_count` methodIgnacio Etcheverry2016-07-181-0/+16
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* line/col label was changing size with each cursor move, forcing the GUI to ↵Juan Linietsky2016-07-091-1/+3
| | | | | | | resize upwards and costing considerably CPU usage. It has been changed so it won't resize the UI when modified. This will make the code editor feel a lot smoother.
* Remove unused variables (third pass) + dead codeRémi Verschelde2016-07-071-1/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Fix last line of label being deleted by line spacingJuan Linietsky2016-06-091-1/+3
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* Revert "Fix min size bug of Label"Juan Linietsky2016-06-091-2/+2
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* Fix min size bug of Labelvolzhs2016-06-061-2/+2
| | | | caused by #5030
* fix line_edit&label get min size bugsanikoyes2016-06-041-2/+2
| | | | fix line_edit draw char(x ofs_max)
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-3/+5
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* fix minsize-related issues with LabelZher Huei Lee2015-09-081-10/+11
| | | | | | | - fixed end of string adding to Label minsize - exposed set_clip_text() and is_clipping_text() to the script side - text would now never stick outside its boundaries - label min-height is now restricted by max_lines_visible
* added get_visible_characters() to LabelZher Huei Lee2015-09-071-1/+7
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* reworked Label classZher Huei Lee2015-09-071-105/+145
| | | | | | | - no longer inherits Range - instead, more sensible function names controlling lines visible - more accurate vertical alignment - percent_visible preserved even after setting new text
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-5/+5
| | | | | | | | 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 latin separation in label, broke it? for cjkJuan Linietsky2015-05-191-3/+7
| | | | | | changed non-separatable character detection so latin works properly. This is probably incorrect. If you speak chinese, korean or japanese, please help me fix it. closes #1935
* clearified parenthesis of if constructehriche2015-05-061-1/+1
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* Optimize the code.Gen2015-05-011-66/+31
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* fixed a autowrap bug when word is too length.Gen2015-04-301-6/+5
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* Update label.cppGen2015-04-301-1/+20
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* space is only skipped when autowrap.Gen2015-04-291-3/+2
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* record the number of space before a words.Gen2015-04-291-16/+26
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* Update label.cppGen2015-04-281-5/+37
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* signed distance field font supportJuan Linietsky2015-03-211-1/+3
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* Huge Amount of BugFixJuan Linietsky2014-10-031-2/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
* Made a uniform distribution of characters in Label::set_percent_visible()Theo Hallenius2014-05-311-3/+8
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+619