diff options
Diffstat (limited to 'doc/classes/Control.xml')
-rw-r--r-- | doc/classes/Control.xml | 206 |
1 files changed, 103 insertions, 103 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 9c61fca598..33969cf4c3 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -22,6 +22,34 @@ <link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link> </tutorials> <methods> + <method name="_can_drop_data" qualifiers="virtual"> + <return type="bool"> + </return> + <argument index="0" name="position" type="Vector2"> + </argument> + <argument index="1" name="data" type="Variant"> + </argument> + <description> + Godot calls this method to test if [code]data[/code] from a control's [method _get_drag_data] can be dropped at [code]position[/code]. [code]position[/code] is local to this control. + This method should only be used to test the data. Process the data in [method _drop_data]. + [codeblocks] + [gdscript] + func _can_drop_data(position, data): + # Check position if it is relevant to you + # Otherwise, just check data + return typeof(data) == TYPE_DICTIONARY and data.has("expected") + [/gdscript] + [csharp] + public override bool CanDropData(Vector2 position, object data) + { + // Check position if it is relevant to you + // Otherwise, just check data + return data is Godot.Collections.Dictionary && (data as Godot.Collections.Dictionary).Contains("expected"); + } + [/csharp] + [/codeblocks] + </description> + </method> <method name="_clips_input" qualifiers="virtual"> <return type="bool"> </return> @@ -30,6 +58,61 @@ If not overridden, defaults to [code]false[/code]. </description> </method> + <method name="_drop_data" qualifiers="virtual"> + <return type="void"> + </return> + <argument index="0" name="position" type="Vector2"> + </argument> + <argument index="1" name="data" type="Variant"> + </argument> + <description> + Godot calls this method to pass you the [code]data[/code] from a control's [method _get_drag_data] result. Godot first calls [method _can_drop_data] to test if [code]data[/code] is allowed to drop at [code]position[/code] where [code]position[/code] is local to this control. + [codeblocks] + [gdscript] + func _can_drop_data(position, data): + return typeof(data) == TYPE_DICTIONARY and data.has("color") + func _drop_data(position, data): + var color = data["color"] + [/gdscript] + [csharp] + public override bool CanDropData(Vector2 position, object data) + { + return data is Godot.Collections.Dictionary && (data as Godot.Collections.Dictionary).Contains("color"); + } + public override void DropData(Vector2 position, object data) + { + Color color = (Color)(data as Godot.Collections.Dictionary)["color"]; + } + [/csharp] + [/codeblocks] + </description> + </method> + <method name="_get_drag_data" qualifiers="virtual"> + <return type="Variant"> + </return> + <argument index="0" name="position" type="Vector2"> + </argument> + <description> + Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns [code]null[/code] if there is no data to drag. Controls that want to receive drop data should implement [method _can_drop_data] and [method _drop_data]. [code]position[/code] is local to this control. Drag may be forced with [method force_drag]. + A preview that will follow the mouse that should represent the data can be set with [method set_drag_preview]. A good time to set the preview is in this method. + [codeblocks] + [gdscript] + func _get_drag_data(position): + var mydata = make_data() # This is your custom method generating the drag data. + set_drag_preview(make_preview(mydata)) # This is your custom method generating the preview of the drag data. + return mydata + [/gdscript] + [csharp] + public override object GetDragData(Vector2 position) + { + object mydata = MakeData(); // This is your custom method generating the drag data. + SetDragPreview(MakePreview(mydata)); // This is your custom method generating the preview of the drag data. + return mydata; + } + [/csharp] + [/codeblocks] + </description> + </method> <method name="_get_minimum_size" qualifiers="virtual"> <return type="Vector2"> </return> @@ -68,13 +151,24 @@ [/csharp] [/codeblocks] The event won't trigger if: - * clicking outside the control (see [method has_point]); + * clicking outside the control (see [method _has_point]); * control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE]; * control is obstructed by another [Control] on top of it, which doesn't have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE]; * control's parent has [member mouse_filter] set to [constant MOUSE_FILTER_STOP] or has accepted the event; * it happens outside parent's rectangle and the parent has either [member rect_clip_content] or [method _clips_input] enabled. </description> </method> + <method name="_has_point" qualifiers="virtual"> + <return type="bool"> + </return> + <argument index="0" name="point" type="Vector2"> + </argument> + <description> + Virtual method to be implemented by the user. Returns whether the given [code]point[/code] is inside this control. + If not overridden, default behavior is checking if the point is within control's Rect. + [b]Note:[/b] If you want to check if a point is inside the control, you can use [code]get_rect().has_point(point)[/code]. + </description> + </method> <method name="_make_custom_tooltip" qualifiers="virtual"> <return type="Control"> </return> @@ -249,63 +343,6 @@ [/codeblocks] </description> </method> - <method name="can_drop_data" qualifiers="virtual"> - <return type="bool"> - </return> - <argument index="0" name="position" type="Vector2"> - </argument> - <argument index="1" name="data" type="Variant"> - </argument> - <description> - Godot calls this method to test if [code]data[/code] from a control's [method get_drag_data] can be dropped at [code]position[/code]. [code]position[/code] is local to this control. - This method should only be used to test the data. Process the data in [method drop_data]. - [codeblocks] - [gdscript] - func can_drop_data(position, data): - # Check position if it is relevant to you - # Otherwise, just check data - return typeof(data) == TYPE_DICTIONARY and data.has("expected") - [/gdscript] - [csharp] - public override bool CanDropData(Vector2 position, object data) - { - // Check position if it is relevant to you - // Otherwise, just check data - return data is Godot.Collections.Dictionary && (data as Godot.Collections.Dictionary).Contains("expected"); - } - [/csharp] - [/codeblocks] - </description> - </method> - <method name="drop_data" qualifiers="virtual"> - <return type="void"> - </return> - <argument index="0" name="position" type="Vector2"> - </argument> - <argument index="1" name="data" type="Variant"> - </argument> - <description> - Godot calls this method to pass you the [code]data[/code] from a control's [method get_drag_data] result. Godot first calls [method can_drop_data] to test if [code]data[/code] is allowed to drop at [code]position[/code] where [code]position[/code] is local to this control. - [codeblocks] - [gdscript] - func can_drop_data(position, data): - return typeof(data) == TYPE_DICTIONARY and data.has("color") - func drop_data(position, data): - var color = data["color"] - [/gdscript] - [csharp] - public override bool CanDropData(Vector2 position, object data) - { - return data is Godot.Collections.Dictionary && (data as Godot.Collections.Dictionary).Contains("color"); - } - public override void DropData(Vector2 position, object data) - { - Color color = (Color)(data as Godot.Collections.Dictionary)["color"]; - } - [/csharp] - [/codeblocks] - </description> - </method> <method name="find_next_valid_focus" qualifiers="const"> <return type="Control"> </return> @@ -328,8 +365,8 @@ <argument index="1" name="preview" type="Control"> </argument> <description> - Forces drag and bypasses [method get_drag_data] and [method set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. Drag will start even if the mouse is neither over nor pressed on this control. - The methods [method can_drop_data] and [method drop_data] must be implemented on controls that want to receive drop data. + Forces drag and bypasses [method _get_drag_data] and [method set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. Drag will start even if the mouse is neither over nor pressed on this control. + The methods [method _can_drop_data] and [method _drop_data] must be implemented on controls that want to receive drop data. </description> </method> <method name="get_anchor" qualifiers="const"> @@ -364,32 +401,6 @@ Returns the mouse cursor shape the control displays on mouse hover. See [enum CursorShape]. </description> </method> - <method name="get_drag_data" qualifiers="virtual"> - <return type="Variant"> - </return> - <argument index="0" name="position" type="Vector2"> - </argument> - <description> - Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns [code]null[/code] if there is no data to drag. Controls that want to receive drop data should implement [method can_drop_data] and [method drop_data]. [code]position[/code] is local to this control. Drag may be forced with [method force_drag]. - A preview that will follow the mouse that should represent the data can be set with [method set_drag_preview]. A good time to set the preview is in this method. - [codeblocks] - [gdscript] - func get_drag_data(position): - var mydata = make_data() # This is your custom method generating the drag data. - set_drag_preview(make_preview(mydata)) # This is your custom method generating the preview of the drag data. - return mydata - [/gdscript] - [csharp] - public override object GetDragData(Vector2 position) - { - object mydata = MakeData(); // This is your custom method generating the drag data. - SetDragPreview(MakePreview(mydata)); // This is your custom method generating the preview of the drag data. - return mydata; - } - [/csharp] - [/codeblocks] - </description> - </method> <method name="get_end" qualifiers="const"> <return type="Vector2"> </return> @@ -577,17 +588,6 @@ Returns [code]true[/code] if this is the current focused control. See [member focus_mode]. </description> </method> - <method name="has_point" qualifiers="virtual"> - <return type="bool"> - </return> - <argument index="0" name="point" type="Vector2"> - </argument> - <description> - Virtual method to be implemented by the user. Returns whether the given [code]point[/code] is inside this control. - If not overridden, default behavior is checking if the point is within control's Rect. - [b]Note:[/b] If you want to check if a point is inside the control, you can use [code]get_rect().has_point(point)[/code]. - </description> - </method> <method name="has_theme_color" qualifiers="const"> <return type="bool"> </return> @@ -856,7 +856,7 @@ </argument> <description> Forwards the handling of this control's drag and drop to [code]target[/code] control. - Forwarding can be implemented in the target control similar to the methods [method get_drag_data], [method can_drop_data], and [method drop_data] but with two differences: + Forwarding can be implemented in the target control similar to the methods [method _get_drag_data], [method _can_drop_data], and [method _drop_data] but with two differences: 1. The function name must be suffixed with [b]_fw[/b] 2. The function must take an extra argument that is the control doing the forwarding [codeblocks] @@ -871,13 +871,13 @@ # TargetControl.gd extends Control - func can_drop_data_fw(position, data, from_control): + func _can_drop_data_fw(position, data, from_control): return true - func drop_data_fw(position, data, from_control): + func _drop_data_fw(position, data, from_control): my_handle_data(data) # Your handler method. - func get_drag_data_fw(position, from_control): + func _get_drag_data_fw(position, from_control): set_drag_preview(my_preview) return my_data() [/gdscript] @@ -922,12 +922,12 @@ <argument index="0" name="control" type="Control"> </argument> <description> - Shows the given control at the mouse pointer. A good time to call this method is in [method get_drag_data]. The control must not be in the scene tree. You should not free the control, and you should not keep a reference to the control beyond the duration of the drag. It will be deleted automatically after the drag has ended. + Shows the given control at the mouse pointer. A good time to call this method is in [method _get_drag_data]. The control must not be in the scene tree. You should not free the control, and you should not keep a reference to the control beyond the duration of the drag. It will be deleted automatically after the drag has ended. [codeblocks] [gdscript] export (Color, RGBA) var color = Color(1, 0, 0, 1) - func get_drag_data(position): + func _get_drag_data(position): # Use a control that is not in the tree var cpb = ColorPickerButton.new() cpb.color = color |