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path: root/scene/gui/popup_menu.cpp (follow)
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-3/+3
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-5/+5
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-128/+129
| | | | this might cause bugs I haven't found yet..
* Fixed #8526, popup menu width now responds to submenu iconAlexHoratio2017-05-141-0/+5
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* Implemented scrolling factor for smooth trackpad scrollingtoger52017-05-071-2/+2
| | | | | Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-9/+9
| | | | | | | | 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 Verschelde2017-03-051-427/+355
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-45/+45
| | | | | | 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 Braam2017-02-131-2/+2
| | | | 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.
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-1/+1
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* -Translation text will change automatically for in-game buttons, labels, ↵Juan Linietsky2017-01-091-9/+24
| | | | | | | poups when translation is changed. -Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code -Sorry, editor will not update automatically because it uses a different translatio method.
* PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky2017-01-081-2/+4
| | | | item_pressed, closes #3188
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-4/+4
| | | | differentiated than generalized _input
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-13/+19
| | | | | | | | 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 Linietsky2017-01-021-45/+45
| | | | | | | | 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()
* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-021-5/+33
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| * 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!
| * PopupMenu upgrade: Hide on item selection (#7306)Ivan P. Skodje2016-12-231-4/+32
| | | | | | | | | | | | * Added the option to set hide on item selection. Usable in GDScript and from within the source code when you want to specify popup menus you don't want to close immediately when selecting an item * Renamed getter from get_ to is_, fixed parent/child behavior, renamed bool variable to match most code and added ADD_PROPERTYNO to save some memory
* | Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2016-10-301-13/+25
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| * PopupMenu: added toggle_item_checked and exposed set_item_tooltip and ↵J08nY2016-10-011-13/+25
| | | | | | | | get_item_tooltip
* | Click the inspected objet name to see all subresources.Juan Linietsky2016-09-171-2/+15
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* fix for travisJuan Linietsky2016-06-041-1/+1
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* -customizable shortcuts in editorJuan Linietsky2016-06-041-12/+164
| | | | | -editor settings now save to .tres instead of .xml -buttons can now hold a shortcut
* Fix PopupMenu and MenuButton not activating items with shortcut inside submenusBojidar Marinov2016-04-061-4/+22
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* remove trailing whitespaceHubert Jarosz2016-03-091-56/+56
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-1/+1
| | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
* ability to export scene to zipJuan Linietsky2015-12-131-1/+2
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* make popup emit index when id is not definedJuan Linietsky2015-12-121-8/+9
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* Popup submenu position enhancementneikeq2015-11-221-1/+8
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* Merge pull request #2734 from neikeq/popupmenu_impJuan Linietsky2015-11-181-2/+8
|\ | | | | Small PopupMenu behaviour changes
| * Small PopupMenu changesneikeq2015-11-131-2/+8
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* | Change popup_menu.cpp as proposed in #2011Bojidar Marinov2015-11-131-0/+1
|/ | | Closes #2011
* Merge pull request #2362 from AlexHolly/update-scene-tab-fixJuan Linietsky2015-10-171-1/+9
|\ | | | | [UI-FIX] - Update scene tabs on save
| * close all parent PopupMenus fixAlexander Holland2015-08-121-1/+9
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* | hide opened menu when click on menu buttonfirefly24422015-09-081-1/+3
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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 Linietsky2015-01-031-1/+18
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* Fix some more incorrect bindingsGerold312014-10-261-1/+1
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+916