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authorAspin <aspinblack@hotmail.com>2019-05-30 20:41:55 +0800
committerGitHub <noreply@github.com>2019-05-30 20:41:55 +0800
commita9ddf2a44915dd912cfafbab929488ab6bc0faf3 (patch)
tree0a8709fee22e101a5bc87ac3efea60ed17631151 /doc/classes/Control.xml
parent9dee6bce8de786e6bb3c13c9c9ac194ff90ecb95 (diff)
More accurate description of valid Parents
I hope this is the right place to edit now.
Diffstat (limited to 'doc/classes/Control.xml')
-rw-r--r--doc/classes/Control.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 22061322c8..ec9d5bc3dc 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -4,7 +4,7 @@
All User Interface nodes inherit from Control. A control's anchors and margins adapt its position and size relative to its parent.
</brief_description>
<description>
- Base class for all User Interface or [i]UI[/i] related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change.
+ Base class for all User Interface or [i]UI[/i] related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change.
For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [Control] and [Container] nodes.
[b]User Interface nodes and input[/b]
Godot sends input events to the scene's root node first, by calling [method Node._input]. [method Node._input] forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls [method MainLoop._input_event]. Call [method accept_event] so no other node receives the event. Once you accepted an input, it becomes handled so [method Node._unhandled_input] will not process it.