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path: root/scene/gui/scroll_container.cpp (follow)
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* Native pan and zoom for macOSBernhard Liebl2017-11-211-0/+11
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* Small arrangement in ScrollContainer.Michael Alexsander Silva Dias2017-11-131-3/+2
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-11/+11
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-3/+3
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* 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 Braam2017-08-241-3/+3
| | | | | | | | | | | | 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/
* Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-131-2/+2
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-2/+2
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-80/+76
| | | | this might cause bugs I haven't found yet..
* Implemented scrolling factor for smooth trackpad scrollingtoger52017-05-071-9/+21
| | | | | Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-168/+140
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-11/+11
| | | | | | 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
* Fix #7011 ScrollContainer takes into account child's EXPAND flag when ↵Pawel Kowal2017-02-021-2/+2
| | | | | | scrolling is enabled (cherry picked from commit e9316a009e08e8fe9aa961a0ccef2a77ba7133fc)
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-10/+10
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* -All types have editable script now in propertiesJuan Linietsky2017-01-091-2/+24
| | | | -Changed clip to a property in Control which can be set by the user
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-5/+5
| | | | differentiated than generalized _input
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-20/+21
| | | | | | -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 Linietsky2017-01-021-11/+11
| | | | | | | | 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 pull request #7376 from volzhs/scroll-horizontalRémi Verschelde2017-01-021-6/+14
|\ | | | | Scroll horizontally with mouse wheel when horizontal enabled only
| * Scroll horizontally with mouse wheel when horizontal enabled onlyvolzhs2016-12-271-6/+14
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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!
* fix ScrollContainer cannot scroll when scroll bar is hiddensanikoyes2016-09-131-2/+2
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* ScrollContainer expand children bug fixPawel Kowal2016-07-271-2/+2
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* 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
* -Made editor support SSL certs by default (embedded them)Juan Linietsky2016-03-121-1/+37
| | | | | | | | | -Made asset sharing support https -Many fixes to HTTPRequest -Added an asset installer dialog -Visual cleanups to asset sharing tab -Fixed some issues in ScrollContainer, hope it does not break things -Asset sharing tab is not visible (hidden on purpose) for now.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Fixed a bug in scrollcontainer not respecting expand flagJuan Linietsky2015-10-251-1/+9
| | | | | If you relied on this, make sure the children of your scrollcontainer is set to expand with the expand flag in either vertical or horizontal axis
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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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
* Import 3D Scene ImprovementsJuan Linietsky2014-06-191-1/+1
| | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=- -If re-importing from the "dependency changed" dialog, edited scene will keep the local changes. -Imported scene will keep track of changes in the source asset -Geometry changes in source geometry or nodes with a different transform will be updated. -Materials will be kept if changed locally. -New nodes added will be kept -If nodes were reparented or renamed, they will still keep track -Deleted notes will be restored, use the -noimp option to avoid this. -In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import. -Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh. Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time. So Please test!!
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+427