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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-07-29 18:10:39 +0200 |
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committer | GitHub <noreply@github.com> | 2022-07-29 18:10:39 +0200 |
commit | 7199314eb39408da4f9f7286452c980a3d3da1c9 (patch) | |
tree | bde2b775cfcc20c77c8424b4c038a7553b344226 /doc/classes | |
parent | 5352cf8e2fafb0c974e3ba68ff8e3c2ce80d449e (diff) | |
parent | d4433ae6d3a525683ef37ea521d30b6b97a44024 (diff) |
Merge pull request #63595 from reduz/remove-signal-connect-binds
Remove Signal connect binds
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Object.xml | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 11ae7cc2b0..061b32bfdf 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -152,11 +152,9 @@ <return type="int" enum="Error" /> <argument index="0" name="signal" type="StringName" /> <argument index="1" name="callable" type="Callable" /> - <argument index="2" name="binds" type="Array" default="[]" /> - <argument index="3" name="flags" type="int" default="0" /> + <argument index="2" name="flags" type="int" default="0" /> <description> - Connects a [code]signal[/code] to a [code]callable[/code]. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the [Callable]'s method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants. - [b]Note:[/b] This method is the legacy implementation for connecting signals. The recommended modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below. + Connects a [code]signal[/code] to a [code]callable[/code]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants. A signal can only be connected once to a [Callable]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. If the callable's target is destroyed in the game's lifecycle, the connection will be lost. [b]Examples with recommended syntax:[/b] |