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path: root/scene/gui/popup_menu.h (follow)
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* Entirely new (and much improved) animation editor.Juan Linietsky2018-06-071-0/+4
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* Add support for radio-looking items with iconPedro J. Estébanez2018-04-091-0/+1
| | | | | | Letting users of `PopupMenu` use them. `OptionButton` was one of those interested and is updated in this commit. Fixes #18063.
* Merge pull request #17730 from RandomShaper/radio-buttons-in-menusJuan Linietsky2018-04-071-2/+10
|\ | | | | Radio buttons in menus
| * Add radio-button-looking entries to PopupMenuPedro J. Estébanez2018-03-271-2/+10
| | | | | | | | | | | | | | | | | | | | They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually. `is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button. Keeping check in the name adds an additional clue about these facts. Closes #13055.
* | Improve popup menus usabilityPedro J. Estébanez2018-04-071-1/+4
|/ | | | | | | | | | | | It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal. This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item. This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature. This improves UX a bit by saving unnecessary clicks. From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
* Allow popup menu scrolling without mouse wheelBernhard Liebl2018-01-061-0/+1
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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!
* Change statable to multistate, remove extra separatorPoommetee Ketson2017-12-121-6/+6
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* Implemented skeleton visibilityAndreaCatania2017-12-101-2/+15
| | | | Removed code visibility code from popup menu
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-1/+1
| | | | Fixes #10244.
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-2/+2
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* Fix uncheckable checkboxes in RMB menu. closes #9625Jakub Grzesik2017-07-141-0/+1
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* Merge pull request #8407 from Jylhis/popup_item_select_hideThomas Herzog2017-06-201-0/+4
|\ | | | | Update PopupMenu hiding
| * Update PopupMenu hidingJylhis2017-04-141-0/+4
| | | | | | | | | | Make PopupMenu hiding distinguish between checkable item and non checkable item.
* | Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-2/+2
|/ | | | this might cause bugs I haven't found yet..
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-37/+42
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -Translation text will change automatically for in-game buttons, labels, ↵Juan Linietsky2017-01-091-0/+1
| | | | | | | 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.
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-1/+1
| | | | differentiated than generalized _input
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-7/+8
| | | | | | | | 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 Linietsky2017-01-021-1/+1
| | | | | | | | 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 Linietsky2017-01-021-1/+4
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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. Skodje2016-12-231-0/+3
| | | | | | | | | | | | * 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 Linietsky2016-10-301-0/+2
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| * PopupMenu: added toggle_item_checked and exposed set_item_tooltip and ↵J08nY2016-10-011-0/+2
| | | | | | | | get_item_tooltip
* | Click the inspected objet name to see all subresources.Juan Linietsky2016-09-171-1/+3
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* -customizable shortcuts in editorJuan Linietsky2016-06-041-2/+17
| | | | | -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 Marinov2016-04-061-1/+1
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* remove trailing whitespaceHubert Jarosz2016-03-091-13/+13
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* make popup emit index when id is not definedJuan Linietsky2015-12-121-1/+0
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* support for light and normal mapping in 2DJuan Linietsky2015-02-181-1/+1
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* -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-0/+4
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+142