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authorAaron Franke <arnfranke@yahoo.com>2021-08-22 12:46:17 -0500
committerAaron Franke <arnfranke@yahoo.com>2021-08-25 19:45:27 -0500
commit02fa885402549bfd80ee2d6ec65c44fb78388b8a (patch)
treed47d3a75a577e800f547eed02e8761f958eb0a46 /doc/classes
parent5b01a3b3be2c352caea9b024fc11b0eec950ad8a (diff)
Fix docs after GDVIRTUAL pull request
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/@GlobalScope.xml1
-rw-r--r--doc/classes/EditorPlugin.xml16
2 files changed, 9 insertions, 8 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 585b94a522..d44caaf956 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2474,6 +2474,7 @@
<constant name="METHOD_FLAG_STATIC" value="256" enum="MethodFlags">
</constant>
<constant name="METHOD_FLAG_OBJECT_CORE" value="512" enum="MethodFlags">
+ Used internally. Allows to not dump core virtuals such as [code]_notification[/code] to the JSON API.
</constant>
<constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags">
Default method flags.
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index e564e8045c..b8436be76a 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -56,11 +56,11 @@
Called by the engine when the 3D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays].
[codeblocks]
[gdscript]
- func _forward_spatial_3d_over_viewport(overlay):
+ func _forward_3d_draw_over_viewport(overlay):
# Draw a circle at cursor position.
overlay.draw_circle(overlay.get_local_mouse_position(), 64)
- func _forward_spatial_gui_input(camera, event):
+ func _forward_3d_gui_input(camera, event):
if event is InputEventMouseMotion:
# Redraw viewport when cursor is moved.
update_overlays()
@@ -68,13 +68,13 @@
return false
[/gdscript]
[csharp]
- public override void ForwardSpatialDrawOverViewport(Godot.Control overlay)
+ public override void _Forward3dDrawOverViewport(Godot.Control overlay)
{
// Draw a circle at cursor position.
overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White);
}
- public override bool ForwardSpatialGuiInput(Godot.Camera3D camera, InputEvent @event)
+ public override bool _Forward3dGuiInput(Godot.Camera3D camera, InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
@@ -104,12 +104,12 @@
[codeblocks]
[gdscript]
# Prevents the InputEvent to reach other Editor classes.
- func _forward_spatial_gui_input(camera, event):
+ func _forward_3d_gui_input(camera, event):
return true
[/gdscript]
[csharp]
// Prevents the InputEvent to reach other Editor classes.
- public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event)
+ public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event)
{
return true;
}
@@ -119,12 +119,12 @@
[codeblocks]
[gdscript]
# Consumes InputEventMouseMotion and forwards other InputEvent types.
- func _forward_spatial_gui_input(camera, event):
+ func _forward_3d_gui_input(camera, event):
return event is InputEventMouseMotion
[/gdscript]
[csharp]
// Consumes InputEventMouseMotion and forwards other InputEvent types.
- public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event)
+ public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event)
{
return @event is InputEventMouseMotion;
}