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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-02-20 13:26:34 +0100 |
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committer | GitHub <noreply@github.com> | 2019-02-20 13:26:34 +0100 |
commit | 0399297e3e1cb37b82919e9f050136dbae823c17 (patch) | |
tree | ecc31bc73c81782e16ede5ccbb6ceddd207be6f3 /doc | |
parent | f41439c84b206067adeea9c97eaf87fb264ee682 (diff) | |
parent | d1f68e2eaff1be8e2836cb991b2b922f8faf1cd8 (diff) |
Merge pull request #26084 from akien-mga/3d-viewport-fps-tooltip
Add tooltip for in-editor FPS display in 3D viewport
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/Control.xml | 4 | ||||
-rw-r--r-- | doc/classes/Label.xml | 2 |
2 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index fe660be645..0152cca957 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -9,7 +9,7 @@ [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. Only one [code]Control[/code] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method grab_focus]. [code]Control[/code] nodes lose focus when another node grabs it, or if you hide the node in focus. - Set [member mouse_filter] to MOUSE_FILTER_IGNORE to tell a [code]Control[/code] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button. + Set [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a [code]Control[/code] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button. [Theme] resources change the Control's appearance. If you change the [Theme] on a [code]Control[/code] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_*_override[/code] methods, like [method add_font_override]. You can override the theme with the inspector. </description> <tutorials> @@ -658,7 +658,7 @@ Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size. </member> <member name="hint_tooltip" type="String" setter="set_tooltip" getter="_get_tooltip"> - Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments. + Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. </member> <member name="margin_bottom" type="float" setter="set_margin" getter="get_margin"> Distance between the node's bottom edge and its parent control, based on [member anchor_bottom]. diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml index 90547b7c2f..36aa3c8b55 100644 --- a/doc/classes/Label.xml +++ b/doc/classes/Label.xml @@ -5,7 +5,7 @@ </brief_description> <description> Label displays plain text on the screen. It gives you control over the horizontal and vertical alignment, and can wrap the text inside the node's bounding rectangle. It doesn't support bold, italics or other formatting. For that, use [RichTextLabel] instead. - Note that contrarily to most other [Control]s, Label's [member Control.mouse_filter] defaults to MOUSE_FILTER_IGNORE (i.e. it doesn't react to mouse input events). + Note that contrarily to most other [Control]s, Label's [member Control.mouse_filter] defaults to MOUSE_FILTER_IGNORE (i.e. it doesn't react to mouse input events). This implies that a label won't display any configured [member Control.hint_tooltip], unless you change its mouse filter. </description> <tutorials> </tutorials> |