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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-11-10 10:43:37 +0100 |
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committer | GitHub <noreply@github.com> | 2020-11-10 10:43:37 +0100 |
commit | cb5d5ff41359c94af2fdc6b2effe2af430080135 (patch) | |
tree | c65bfbf40642097864da082f1ae12579b1a988e9 | |
parent | e1a9ec4e19ec1b1f128ae58c4627864827fae1ba (diff) | |
parent | 9dad1c4943934a584d02ee830542349042281980 (diff) |
Merge pull request #43433 from HaSa1002/docs-examples-43356
[Docs] Add C# example for EditorPlugin::forward_canvas_draw_over_viewport
-rw-r--r-- | doc/classes/EditorPlugin.xml | 25 |
1 files changed, 23 insertions, 2 deletions
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 70d2c6b0a9..a069bdd836 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -211,7 +211,8 @@ </argument> <description> Called by the engine when the 2D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays]. - [codeblock] + [codeblocks] + [gdscript] func forward_canvas_draw_over_viewport(overlay): # Draw a circle at cursor position. overlay.draw_circle(overlay.get_local_mouse_position(), 64) @@ -220,7 +221,27 @@ if event is InputEventMouseMotion: # Redraw viewport when cursor is moved. update_overlays() - [/codeblock] + return true + return false + [/gdscript] + [csharp] + public override void ForwardCanvasDrawOverViewport(Godot.Control overlay) + { + // Draw a circle at cursor position. + overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White); + } + + public override bool ForwardCanvasGuiInput(InputEvent @event) + { + if (@event is InputEventMouseMotion) + { + // Redraw viewport when cursor is moved. + UpdateOverlays(); + return true; + } + return false; + [/csharp] + [/codeblocks] </description> </method> <method name="forward_canvas_force_draw_over_viewport" qualifiers="virtual"> |