diff options
Diffstat (limited to 'doc/classes/EditorPlugin.xml')
-rw-r--r-- | doc/classes/EditorPlugin.xml | 110 |
1 files changed, 55 insertions, 55 deletions
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 37efca7f48..e564e8045c 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -38,7 +38,7 @@ </method> <method name="_edit" qualifiers="virtual"> <return type="void" /> - <argument index="0" name="object" type="Object" /> + <argument index="0" name="object" type="Variant" /> <description> This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object. </description> @@ -49,18 +49,18 @@ Called by the engine when the user enables the [EditorPlugin] in the Plugin tab of the project settings window. </description> </method> - <method name="_forward_canvas_draw_over_viewport" qualifiers="virtual"> + <method name="_forward_3d_draw_over_viewport" qualifiers="virtual"> <return type="void" /> - <argument index="0" name="overlay" type="Control" /> + <argument index="0" name="viewport_control" type="Control" /> <description> - Called by the engine when the 2D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays]. + 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_canvas_draw_over_viewport(overlay): + func _forward_spatial_3d_over_viewport(overlay): # Draw a circle at cursor position. - overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.white) + overlay.draw_circle(overlay.get_local_mouse_position(), 64) - func _forward_canvas_gui_input(event): + func _forward_spatial_gui_input(camera, event): if event is InputEventMouseMotion: # Redraw viewport when cursor is moved. update_overlays() @@ -68,13 +68,13 @@ return false [/gdscript] [csharp] - public override void ForwardCanvasDrawOverViewport(Godot.Control overlay) + public override void ForwardSpatialDrawOverViewport(Godot.Control overlay) { // Draw a circle at cursor position. overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White); } - public override bool ForwardCanvasGuiInput(InputEvent @event) + public override bool ForwardSpatialGuiInput(Godot.Camera3D camera, InputEvent @event) { if (@event is InputEventMouseMotion) { @@ -87,28 +87,29 @@ [/codeblocks] </description> </method> - <method name="_forward_canvas_force_draw_over_viewport" qualifiers="virtual"> + <method name="_forward_3d_force_draw_over_viewport" qualifiers="virtual"> <return type="void" /> - <argument index="0" name="overlay" type="Control" /> + <argument index="0" name="viewport_control" type="Control" /> <description> - This method is the same as [method _forward_canvas_draw_over_viewport], except it draws on top of everything. Useful when you need an extra layer that shows over anything else. + This method is the same as [method _forward_3d_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_canvas_gui_input" qualifiers="virtual"> + <method name="_forward_3d_gui_input" qualifiers="virtual"> <return type="bool" /> - <argument index="0" name="event" type="InputEvent" /> + <argument index="0" name="viewport_camera" type="Camera3D" /> + <argument index="1" name="event" type="InputEvent" /> <description> - Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example: + Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example: [codeblocks] [gdscript] - # Prevents the InputEvent to reach other Editor classes - func _forward_canvas_gui_input(event): + # Prevents the InputEvent to reach other Editor classes. + func _forward_spatial_gui_input(camera, event): return true [/gdscript] [csharp] - // Prevents the InputEvent to reach other Editor classes - public override bool ForwardCanvasGuiInput(InputEvent @event) + // Prevents the InputEvent to reach other Editor classes. + public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event) { return true; } @@ -118,12 +119,12 @@ [codeblocks] [gdscript] # Consumes InputEventMouseMotion and forwards other InputEvent types. - func _forward_canvas_gui_input(event): + func _forward_spatial_gui_input(camera, event): return event is InputEventMouseMotion [/gdscript] [csharp] // Consumes InputEventMouseMotion and forwards other InputEvent types. - public override bool ForwardCanvasGuiInput(InputEvent @event) + public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event) { return @event is InputEventMouseMotion; } @@ -131,18 +132,18 @@ [/codeblocks] </description> </method> - <method name="_forward_spatial_draw_over_viewport" qualifiers="virtual"> + <method name="_forward_canvas_draw_over_viewport" qualifiers="virtual"> <return type="void" /> - <argument index="0" name="overlay" type="Control" /> + <argument index="0" name="viewport_control" type="Control" /> <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]. + Called by the engine when the 2D 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): + func _forward_canvas_draw_over_viewport(overlay): # Draw a circle at cursor position. - overlay.draw_circle(overlay.get_local_mouse_position(), 64) + overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.white) - func _forward_spatial_gui_input(camera, event): + func _forward_canvas_gui_input(event): if event is InputEventMouseMotion: # Redraw viewport when cursor is moved. update_overlays() @@ -150,13 +151,13 @@ return false [/gdscript] [csharp] - public override void ForwardSpatialDrawOverViewport(Godot.Control overlay) + public override void ForwardCanvasDrawOverViewport(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) + public override bool ForwardCanvasGuiInput(InputEvent @event) { if (@event is InputEventMouseMotion) { @@ -169,29 +170,28 @@ [/codeblocks] </description> </method> - <method name="_forward_spatial_force_draw_over_viewport" qualifiers="virtual"> + <method name="_forward_canvas_force_draw_over_viewport" qualifiers="virtual"> <return type="void" /> - <argument index="0" name="overlay" type="Control" /> + <argument index="0" name="viewport_control" type="Control" /> <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. + This method is the same as [method _forward_canvas_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"> + <method name="_forward_canvas_gui_input" qualifiers="virtual"> <return type="bool" /> - <argument index="0" name="camera" type="Camera3D" /> - <argument index="1" name="event" type="InputEvent" /> + <argument index="0" name="event" type="InputEvent" /> <description> - Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example: + Called when there is a root node in the current edited scene, [method _handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example: [codeblocks] [gdscript] - # Prevents the InputEvent to reach other Editor classes. - func _forward_spatial_gui_input(camera, event): + # Prevents the InputEvent to reach other Editor classes + func _forward_canvas_gui_input(event): return true [/gdscript] [csharp] - // Prevents the InputEvent to reach other Editor classes. - public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event) + // Prevents the InputEvent to reach other Editor classes + public override bool ForwardCanvasGuiInput(InputEvent @event) { return true; } @@ -201,12 +201,12 @@ [codeblocks] [gdscript] # Consumes InputEventMouseMotion and forwards other InputEvent types. - func _forward_spatial_gui_input(camera, event): + func _forward_canvas_gui_input(event): return event is InputEventMouseMotion [/gdscript] [csharp] // Consumes InputEventMouseMotion and forwards other InputEvent types. - public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event) + public override bool ForwardCanvasGuiInput(InputEvent @event) { return @event is InputEventMouseMotion; } @@ -214,13 +214,13 @@ [/codeblocks] </description> </method> - <method name="_get_breakpoints" qualifiers="virtual"> + <method name="_get_breakpoints" qualifiers="virtual const"> <return type="PackedStringArray" /> <description> This is for editors that edit script-based objects. You can return a list of breakpoints in the format ([code]script:line[/code]), for example: [code]res://path_to_script.gd:25[/code]. </description> </method> - <method name="_get_plugin_icon" qualifiers="virtual"> + <method name="_get_plugin_icon" qualifiers="virtual const"> <return type="Texture2D" /> <description> Override this method in your plugin to return a [Texture2D] in order to give it an icon. @@ -246,14 +246,14 @@ [/codeblocks] </description> </method> - <method name="_get_plugin_name" qualifiers="virtual"> + <method name="_get_plugin_name" qualifiers="virtual const"> <return type="String" /> <description> Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor. For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons. </description> </method> - <method name="_get_state" qualifiers="virtual"> + <method name="_get_state" qualifiers="virtual const"> <return type="Dictionary" /> <description> Gets the state of your plugin editor. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns). @@ -261,19 +261,19 @@ </method> <method name="_get_window_layout" qualifiers="virtual"> <return type="void" /> - <argument index="0" name="layout" type="ConfigFile" /> + <argument index="0" name="configuration" type="ConfigFile" /> <description> Gets the GUI layout of the plugin. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed(For example changing the position of a dock). </description> </method> - <method name="_handles" qualifiers="virtual"> + <method name="_handles" qualifiers="virtual const"> <return type="bool" /> - <argument index="0" name="object" type="Object" /> + <argument index="0" name="object" type="Variant" /> <description> - Implement this function if your plugin edits a specific type of object (Resource or Node). If you return [code]true[/code], then you will get the functions [method _edit] and [method _make_visible] called when the editor requests them. If you have declared the methods [method _forward_canvas_gui_input] and [method _forward_spatial_gui_input] these will be called too. + Implement this function if your plugin edits a specific type of object (Resource or Node). If you return [code]true[/code], then you will get the functions [method _edit] and [method _make_visible] called when the editor requests them. If you have declared the methods [method _forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be called too. </description> </method> - <method name="_has_main_screen" qualifiers="virtual"> + <method name="_has_main_screen" qualifiers="virtual const"> <return type="bool" /> <description> Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and [b]AssetLib[/b]). @@ -302,7 +302,7 @@ </method> <method name="_set_window_layout" qualifiers="virtual"> <return type="void" /> - <argument index="0" name="layout" type="ConfigFile" /> + <argument index="0" name="configuration" type="ConfigFile" /> <description> Restore the plugin GUI layout saved by [method _get_window_layout]. </description> @@ -586,19 +586,19 @@ <method name="set_force_draw_over_forwarding_enabled"> <return type="void" /> <description> - 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. + Enables calling of [method _forward_canvas_force_draw_over_viewport] for the 2D editor and [method _forward_3d_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"> <return type="void" /> <description> - Use this method if you always want to receive inputs from 3D view screen inside [method _forward_spatial_gui_input]. It might be especially usable if your plugin will want to use raycast in the scene. + Use this method if you always want to receive inputs from 3D view screen inside [method _forward_3d_gui_input]. It might be especially usable if your plugin will want to use raycast in the scene. </description> </method> <method name="update_overlays" qualifiers="const"> <return type="int" /> <description> - 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. + 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_3d_draw_over_viewport] and [method _forward_3d_force_draw_over_viewport] to be called. </description> </method> </methods> |