diff options
author | Tomasz Chabora <kobewi4e@gmail.com> | 2020-11-06 13:43:57 +0100 |
---|---|---|
committer | Tomasz Chabora <kobewi4e@gmail.com> | 2020-11-10 11:35:34 +0100 |
commit | cbfbb4538ba1955708e740b049c32dd8dd4749b1 (patch) | |
tree | 6ac9eb5d85f0fbe3aac6691a724579507b8e5179 /doc | |
parent | cb5d5ff41359c94af2fdc6b2effe2af430080135 (diff) |
Register methods for drawing 3D editor overlays
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/EditorPlugin.xml | 54 |
1 files changed, 52 insertions, 2 deletions
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index a069bdd836..ca011abb36 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -292,6 +292,56 @@ [/codeblocks] </description> </method> + <method name="forward_spatial_draw_over_viewport" qualifiers="virtual"> + <return type="void"> + </return> + <argument index="0" name="overlay" type="Control"> + </argument> + <description> + 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_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): + if event is InputEventMouseMotion: + # Redraw viewport when cursor is moved. + update_overlays() + return true + return false + [/gdscript] + [csharp] + public override void ForwardSpatialDrawOverViewport(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) + { + if (@event is InputEventMouseMotion) + { + // Redraw viewport when cursor is moved. + UpdateOverlays(); + return true; + } + return false; + [/csharp] + [/codeblocks] + </description> + </method> + <method name="forward_spatial_force_draw_over_viewport" qualifiers="virtual"> + <return type="void"> + </return> + <argument index="0" name="overlay" type="Control"> + </argument> + <description> + This method is the same as [method forward_spatial_draw_over_viewport], except it draws on top of everything. Useful when you need an extra layer that shows over anything else. + You need to enable calling of this method by using [method set_force_draw_over_forwarding_enabled]. + </description> + </method> <method name="forward_spatial_gui_input" qualifiers="virtual"> <return type="bool"> </return> @@ -584,7 +634,7 @@ <return type="void"> </return> <description> - Enables calling of [method forward_canvas_force_draw_over_viewport] when the 2D editor's viewport is updated. You need to call this method only once and it will work permanently for this plugin. + Enables calling of [method forward_canvas_force_draw_over_viewport] for the 2D editor and [method forward_spatial_force_draw_over_viewport] for the 3D editor when their viewports are updated. You need to call this method only once and it will work permanently for this plugin. </description> </method> <method name="set_input_event_forwarding_always_enabled"> @@ -616,7 +666,7 @@ <return type="int"> </return> <description> - Updates the overlays of the 2D and 3D editor viewport. Causes [method forward_canvas_draw_over_viewport] and [method forward_canvas_force_draw_over_viewport] to be called. + Updates the overlays of the 2D and 3D editor viewport. Causes methods [method forward_canvas_draw_over_viewport], [method forward_canvas_force_draw_over_viewport], [method forward_spatial_draw_over_viewport] and [method forward_spatial_force_draw_over_viewport] to be called. </description> </method> </methods> |