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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-5/+5
| | | | this might cause bugs I haven't found yet..
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-3/+3
| | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-24/+15
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-4/+4
| | | | | | 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 Braam2017-02-131-1/+1
| | | | This saves typing and is a step towards fixing #56
* Renamed button functions to be more verboes, same with Range unit value -> ratioJuan Linietsky2017-01-131-1/+1
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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
* 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
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-4/+2
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-4/+4
| | | | | | | | 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!
* MenuButton: Fix event propagation with dialogsIgnacio Etcheverry2016-07-181-0/+4
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* MenuButton: Fix regressionIgnacio Etcheverry2016-07-161-1/+1
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* MenuButton: Avoid event propagation if handled as hotkeyIgnacio Etcheverry2016-07-161-1/+2
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* -customizable shortcuts in editorJuan Linietsky2016-06-041-17/+2
| | | | | -editor settings now save to .tres instead of .xml -buttons can now hold a shortcut
* GUI Focus mode improvementsZher Huei Lee2016-05-231-1/+1
| | | | | | | | 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
* Fix PopupMenu and MenuButton not activating items with shortcut inside submenusBojidar Marinov2016-04-061-17/+1
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* remove trailing whitespaceHubert Jarosz2016-03-091-5/+5
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Merged Script and Help tabsJuan Linietsky2015-11-171-0/+2
| | | | | | -Help tabs can be opened many at the same time -Color temperatures for opened scripts -Dominant script opening when switching scene tab
* -removed resources dock, good bye old friendJuan Linietsky2015-09-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-0/+1
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* -Fixed a few bugs in ViewportJuan Linietsky2014-04-101-1/+1
| | | | | -Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+153