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* Fix #16069, #19292, #19267 and #18940Guilherme Felipe2018-06-061-31/+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!
* Remove unecessary anchors&margins set causing bad display (sons of containers)Gilles Roudiere2017-09-271-1/+1
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* Remove set_area_as_parent_rect and replace it by ↵Gilles Roudiere2017-09-221-1/+1
| | | | set_anchors_and_margins_preset(PRESET_WIDE)
* Dead code tells no talesRémi Verschelde2017-08-271-13/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-2/+2
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-0/+1
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-0/+1
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* | Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-1/+3
|\ \ | |/ |/| Adds Engine::is_editor_hint() method
| * Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-1/+3
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* | Some control fixes and removed useless linesGilles Roudiere2017-08-191-3/+4
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* | Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-4/+4
| | | | | | | | Fixes #10244.
* | Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-131-12/+6
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-5/+5
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-1/+1
| | | | this might cause bugs I haven't found yet..
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-8/+8
| | | | | | | | 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 Verschelde2017-03-051-92/+66
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Make Editor, Export and Project settings dialogs resizable and store their ↵Ray Koopa2017-03-031-3/+7
| | | | bounds
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-6/+6
| | | | | | 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
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-4/+4
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-1/+1
| | | | differentiated than generalized _input
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-1/+2
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-6/+6
| | | | | | | | 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!
* Remove some noisy debug printsRémi Verschelde2016-07-171-4/+0
| | | | Part of #5031
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+10
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* remove trailing whitespaceHubert Jarosz2016-03-091-10/+10
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* -Moved all the "root" input handling for GUI from individual Controls to ↵Juan Linietsky2016-01-161-9/+3
| | | | | | | | Viewport. -Should fix several reported bugs when controls don't have a common parent This may have added new bugs, so please report if so!
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -forgot a check for tools enabled, closes #3166reduz2015-12-291-0/+2
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* make it easy to edit popupmenus, fixes #2595reduz2015-12-291-0/+8
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* some editor window changesJuan Linietsky2015-06-131-0/+42
| | | | | -ability to make dock position configurable, and it gets saved -editor starts maximized default
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* New Navigation & Pathfinding support for 2DJuan Linietsky2015-02-141-0/+4
| | | | | | | -Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)
* -Obscure bug in popups solved, fixes #1008Juan Linietsky2015-01-031-1/+14
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* Lots of 3D improvements:Juan Linietsky2014-05-041-1/+15
| | | | | | | | | | | | | -Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too). -Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed. -Manipulator gizmos are different for edited object and other objects. -Properly highlight manipulator gizmo handles when hovered. -Fixed bugs in fragment program when using more than 1 light together. -Reload png/jpg files automatically in editor if edited externally. -Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios -Added PCF13 to improve smoothness of shadow borders -General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM. -Fixed normal mapping when importing DAE files, works nicely now.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+236