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path: root/scene/resources/dynamic_font.cpp (follow)
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* Remove get_default_video_mode definition on OSX/iOSRémi Verschelde2017-11-091-1/+1
| | | | | | | | It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation for those platforms. Took the opportunity to run clang-format on the code base to fix some corner cases that went through our static tests/were overlooked recently.
* Merge pull request #11365 from leezh/freetype_monoRémi Verschelde2017-09-211-2/+17
|\ | | | | Added support for FT_PIXEL_MODE_MONO in FreeType
| * Added support for FT_PIXEL_MODE_MONO in FreeTypeZher Huei Lee2017-09-191-2/+17
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* | Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
|/ | | | | | | | | | | 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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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-4/+4
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* Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez2017-08-171-1/+1
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-5/+5
| | | | Fixes #10244.
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-5/+5
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* Several changes to better run in mobile.Juan Linietsky2017-07-221-2/+2
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Cache DynamicFont resource for Androidvolzhs2017-03-241-1/+25
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-370/+322
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-17/+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 Braam2017-02-131-9/+9
| | | | This saves typing and is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* 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.
* rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-141-1/+1
| | | | String.get_basename()
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-2/+2
| | | | renamed to PoolVector
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-8/+11
| | | | | | -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 Linietsky2017-01-021-17/+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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-1/+1
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-1/+1
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | 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!
* DynamicFont caches now accounts for texture flagsZher Huei Lee2016-08-021-56/+50
| | | | CacheID added for future-proofing
* Added extra spacing support for DynamicFontZher Huei Lee2016-08-021-5/+57
| | | | | Side effect is that label min-size will now take into account kerning.
* Added texture mipmaps and filtering to DynamicFontZher Huei Lee2016-08-021-7/+73
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* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-1/+1
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* Improved binding system (ObjectTypeDB::bind_method) to be friendlier to ↵Juan Linietsky2016-06-221-2/+2
| | | | | | statically typed languages, should help in the Mono integration. Disabled by default.
* Merge pull request #5259 from neikeq/pr-textedit-zoomRémi Verschelde2016-06-191-1/+1
|\ | | | | TextEdit: Change font size with Ctrl+Mouse Wheel Up/Down
| * TextEdit: Change font size with Ctrl+Mouse Wheel Up/DownIgnacio Etcheverry2016-06-181-1/+1
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* | DynamicFontData can be built-in (will still link to a ttf though), closes #4600Juan Linietsky2016-06-181-0/+11
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* | Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
|/ | | Also removes a couple wrong Godot headers from third-party source files.
* fix crash when clearing dynamicfontdata, closes #4877Juan Linietsky2016-06-131-1/+5
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* Some cleanup to GDScriptJuan Linietsky2016-05-311-0/+8
| | | | separated GDFunction (VM) from GDScript in two different files
* changed font system to use fallbacksJuan Linietsky2016-05-301-31/+254
| | | | this way more than 64k characters can be used
* Finalized DynamicFont implementationJuan Linietsky2016-05-291-121/+180
| | | | | | -DynamicFont uses Freetype by default -Editor fonts are now scalable thanks to this -Cleaned up documentation browser and added fonts for this
* Fix crash in dynamic fontsanikoyes2016-05-031-0/+4
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* Support for dynamic fonts (TTF)Juan Linietsky2016-05-011-0/+519
Added support for DynamicFont, which can load a TTF of any size to use as a font. No import required.