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-rw-r--r--doc/classes/Control.xml8
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 22061322c8..fea706987c 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -4,7 +4,7 @@
All User Interface nodes inherit from Control. A control's anchors and margins adapt its position and size relative to its parent.
</brief_description>
<description>
- Base class for all User Interface or [i]UI[/i] related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change.
+ Base class for all User Interface or [i]UI[/i] related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change.
For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [Control] and [Container] nodes.
[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.
@@ -714,7 +714,7 @@
<member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents">
Enables whether rendering of children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered.
</member>
- <member name="rect_global_position" type="Vector2" setter="set_global_position" getter="get_global_position">
+ <member name="rect_global_position" type="Vector2" setter="_set_global_position" getter="get_global_position">
The node's global position, relative to the world (usually to the top-left corner of the window).
</member>
<member name="rect_min_size" type="Vector2" setter="set_custom_minimum_size" getter="get_custom_minimum_size">
@@ -723,7 +723,7 @@
<member name="rect_pivot_offset" type="Vector2" setter="set_pivot_offset" getter="get_pivot_offset">
By default, the node's pivot is its top-left corner. When you change its [member rect_scale], it will scale around this pivot. Set this property to [member rect_size] / 2 to center the pivot in the node's rectangle.
</member>
- <member name="rect_position" type="Vector2" setter="set_position" getter="get_position">
+ <member name="rect_position" type="Vector2" setter="_set_position" getter="get_position">
The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by [member rect_pivot_offset].
</member>
<member name="rect_rotation" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees">
@@ -732,7 +732,7 @@
<member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale">
The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset].
</member>
- <member name="rect_size" type="Vector2" setter="set_size" getter="get_size">
+ <member name="rect_size" type="Vector2" setter="_set_size" getter="get_size">
The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically.
</member>
<member name="size_flags_horizontal" type="int" setter="set_h_size_flags" getter="get_h_size_flags">