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path: root/scene/gui/tab_container.cpp
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* Fix TabContainer not showing tabs on left when resizing.Guilherme Felipe2018-06-121-0/+40
| | | | Fix #19510.
* Drag to rearrange Tabs and TabContainerianb962018-04-081-0/+161
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* Keep to show current script when closing all docsvolzhs2018-02-201-9/+13
| | | | | | | also fix error when removing multiple tabs from TabContainer at same frame. like closing multiple docs at once. Fix #16403
* 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!
* Fix Index p_current=0 error at starting editorvolzhs2017-12-111-3/+8
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* Fix crash when click an empty tabs containersanikoyes2017-10-301-0/+7
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* tab container arrows don't work when a popup was setsantouits2017-10-141-2/+7
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* Vertical alignement (TabContainer menu button)toger52017-09-291-2/+2
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* Remove set_area_as_parent_rect and replace it by ↵Gilles Roudiere2017-09-221-2/+2
| | | | set_anchors_and_margins_preset(PRESET_WIDE)
* Merge pull request #10900 from toger5/theme_tab_borderRémi Verschelde2017-09-171-3/+3
|\ | | | | Added border for tabs + container.
| * Added border for tabs + container.toger52017-09-151-3/+3
| | | | | | | | | | - moved tabConetent position to be more reasonable. - fixed drawing order to allow those kind of styles.
* | Fix enums bindingsMaxim Sheronov2017-09-131-0/+4
|/ | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* 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 Braam2017-08-241-5/+5
| | | | | | | | | | | | 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/
* Rename localization method to `tr` againRémi Verschelde2017-08-181-2/+2
| | | | Partial revert of #10380 based on contributor ~~bullying~~ feedback.
* Rename `XL_MESSAGE` aka `tr` to `localize`Rémi Verschelde2017-08-171-2/+2
| | | | | Also renames `set_message_translation` to `set_message_localization` for consistency.
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-2/+2
| | | | Fixes #10244.
* Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-131-4/+8
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-6/+6
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-1/+1
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-1/+1
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-4/+6
| | | | this might cause bugs I haven't found yet..
* Revert "Add new editor and default theme (WIP)"volzhs2017-05-031-5/+4
| | | | This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
* Add new editor and default theme (WIP)Daniel J. Ramirez2017-04-271-4/+5
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-2/+2
| | | | | | | | 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 Verschelde2017-03-051-48/+27
| | | | | | | | | | | | | | | | | | | | | | | | 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
* - `tab_changed` signal emits only by selecting a different tab.Thaer Razeq2017-03-051-5/+23
| | | | | | - Added `tab_selected` signal. Which emits a signal by selecting any tab, if current tab is selected again. - Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** only `tab_changed` can modify previous tab index. - Add documentation for the added function and signals. Fix a typo too.
* Add disabled tabsRay Koopa2017-02-271-5/+36
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* Fix several drawing and logic issues in TabContainerRay Koopa2017-02-271-426/+306
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-17/+17
| | | | | | 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 Braam2017-02-131-3/+3
| | | | This saves typing and is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-2/+2
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* 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
* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-2/+2
| | | | differentiated than generalized _input
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-17/+17
| | | | | | | | 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!
* VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky2016-08-051-0/+3
| | | | profiler yet.
* Remove unused variables (third pass) + dead codeRémi Verschelde2016-07-071-31/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Merge pull request #5234 from Paulb23/fix_error_tab_printRémi Verschelde2016-06-191-2/+3
|\ | | | | Fixed error: set_current_tab print on project open
| * Fixed error: set_current_tab print on project openPaulb232016-06-151-2/+3
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* | TabContainer now reports proper minimum size, closes #4896Juan Linietsky2016-06-171-3/+6
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* Fix error tab index out of size print, issue 4997Paulb232016-06-061-1/+0
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* -Some fixes to OSX retina scaling for window functionsJuan Linietsky2016-05-301-0/+5
| | | | -Implemented HiDPI detection and support for Godot Editor!
* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -work in progress implementation of NDEE's theme It's NOT DONE YETJuan Linietsky2015-10-201-38/+51
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* some editor window changesJuan Linietsky2015-06-131-15/+105
| | | | | -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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