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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-02-19 16:53:36 +0100
committerGitHub <noreply@github.com>2021-02-19 16:53:36 +0100
commit3c65550816b1f9ca0d4a12411a4d596ae8e7726b (patch)
tree1390e225e85359c8b8f7945edf80a9026d52efad /doc/classes/Node.xml
parent6d0c502ee48e9724cd71a8f602694e7bccb5d49d (diff)
parent78de8a762b4517bedd63d6756227e9989e062b26 (diff)
Merge pull request #39606 from aaronfranke/pause
Update documentation for the new ProcessMode
Diffstat (limited to 'doc/classes/Node.xml')
-rw-r--r--doc/classes/Node.xml6
1 files changed, 6 insertions, 0 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index ead5045d4b..7ee6860dfc 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -883,6 +883,7 @@
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
</member>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0">
+ Can be used to pause or unpause the node, or make the node paused based on the [SceneTree], or make it inherit the process mode from its parent (default).
</member>
<member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" default="0">
The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first.
@@ -1031,14 +1032,19 @@
Notification received when text server is changed.
</constant>
<constant name="PROCESS_MODE_INHERIT" value="0" enum="ProcessMode">
+ Inherits process mode from the node's parent. For the root node, it is equivalent to [constant PROCESS_MODE_PAUSABLE]. Default.
</constant>
<constant name="PROCESS_MODE_PAUSABLE" value="1" enum="ProcessMode">
+ Stops processing when the [SceneTree] is paused (process when unpaused). This is the inverse of [constant PROCESS_MODE_WHEN_PAUSED].
</constant>
<constant name="PROCESS_MODE_WHEN_PAUSED" value="2" enum="ProcessMode">
+ Only process when the [SceneTree] is paused (don't process when unpaused). This is the inverse of [constant PROCESS_MODE_PAUSABLE].
</constant>
<constant name="PROCESS_MODE_ALWAYS" value="3" enum="ProcessMode">
+ Always process. Continue processing always, ignoring the [SceneTree]'s paused property. This is the inverse of [constant PROCESS_MODE_DISABLED].
</constant>
<constant name="PROCESS_MODE_DISABLED" value="4" enum="ProcessMode">
+ Never process. Completely disables processing, ignoring the [SceneTree]'s paused property. This is the inverse of [constant PROCESS_MODE_ALWAYS].
</constant>
<constant name="DUPLICATE_SIGNALS" value="1" enum="DuplicateFlags">
Duplicate the node's signals.