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authorJuan Linietsky <reduzio@gmail.com>2022-07-28 22:56:41 +0200
committerJuan Linietsky <reduzio@gmail.com>2022-07-29 16:26:13 +0200
commitd4433ae6d3a525683ef37ea521d30b6b97a44024 (patch)
tree35870bbe04b53c95ac9d79cc696f9a5356e62418 /doc
parent14d021287bced6a7f5ab9db24936bd07b4cfdfd0 (diff)
Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Object.xml6
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]