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-rw-r--r--doc/classes/EditorPlugin.xml36
1 files changed, 20 insertions, 16 deletions
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 326c4f6456..f4b912de9e 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -69,21 +69,22 @@
return EditorPlugin.AFTER_GUI_INPUT_PASS
[/gdscript]
[csharp]
- public override void _Forward3dDrawOverViewport(Godot.Control overlay)
+ public override void _Forward3DDrawOverViewport(Control viewportControl)
{
// Draw a circle at cursor position.
- overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White);
+ viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
}
- public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Godot.Camera3D camera, InputEvent @event)
+ public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D viewportCamera, InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
// Redraw viewport when cursor is moved.
UpdateOverlays();
- return EditorPlugin.AFTER_GUI_INPUT_STOP;
+ return EditorPlugin.AfterGuiInput.Stop;
}
- return EditorPlugin.AFTER_GUI_INPUT_PASS;
+ return EditorPlugin.AfterGuiInput.Pass;
+ }
[/csharp]
[/codeblocks]
</description>
@@ -111,9 +112,9 @@
[/gdscript]
[csharp]
// Prevents the InputEvent from reaching other Editor classes.
- public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Camera3D camera, InputEvent @event)
+ public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D camera, InputEvent @event)
{
- return EditorPlugin.AFTER_GUI_INPUT_STOP;
+ return EditorPlugin.AfterGuiInput.Stop;
}
[/csharp]
[/codeblocks]
@@ -127,9 +128,9 @@
[/gdscript]
[csharp]
// Consumes InputEventMouseMotion and forwards other InputEvent types.
- public override EditorPlugin.AfterGUIInput _Forward3dGuiInput(Camera3D camera, InputEvent @event)
+ public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D camera, InputEvent @event)
{
- return @event is InputEventMouseMotion ? EditorPlugin.AFTER_GUI_INPUT_STOP : EditorPlugin.AFTER_GUI_INPUT_PASS;
+ return @event is InputEventMouseMotion ? EditorPlugin.AfterGuiInput.Stop : EditorPlugin.AfterGuiInput.Pass;
}
[/csharp]
[/codeblocks]
@@ -154,13 +155,13 @@
return false
[/gdscript]
[csharp]
- public override void ForwardCanvasDrawOverViewport(Godot.Control overlay)
+ public override void _ForwardCanvasDrawOverViewport(Control viewportControl)
{
// Draw a circle at cursor position.
- overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White);
+ viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
}
- public override bool ForwardCanvasGuiInput(InputEvent @event)
+ public override bool _ForwardCanvasGuiInput(InputEvent @event)
{
if (@event is InputEventMouseMotion)
{
@@ -169,6 +170,7 @@
return true;
}
return false;
+ }
[/csharp]
[/codeblocks]
</description>
@@ -213,12 +215,13 @@
[/gdscript]
[csharp]
// Consumes InputEventMouseMotion and forwards other InputEvent types.
- public override bool ForwardCanvasGuiInput(InputEvent @event)
+ public override bool _ForwardCanvasGuiInput(InputEvent @event)
{
- if (@event is InputEventMouseMotion) {
+ if (@event is InputEventMouseMotion)
+ {
return true;
}
- return false
+ return false;
}
[/csharp]
[/codeblocks]
@@ -245,7 +248,7 @@
return get_editor_interface().get_base_control().get_theme_icon("Node", "EditorIcons")
[/gdscript]
[csharp]
- public override Texture2D GetPluginIcon()
+ public override Texture2D _GetPluginIcon()
{
// You can use a custom icon:
return ResourceLoader.Load&lt;Texture2D&gt;("res://addons/my_plugin/my_plugin_icon.svg");
@@ -409,6 +412,7 @@
<description>
Adds a custom type, which will appear in the list of nodes or resources. An icon can be optionally passed.
When a given node or resource is selected, the base type will be instantiated (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object.
+ [b]Note:[/b] The base type is the base engine class which this type's class hierarchy inherits, not any custom type parent classes.
You can use the virtual method [method _handles] to check if your custom object is being edited by checking the script or using the [code]is[/code] keyword.
During run-time, this will be a simple object with a script so this function does not need to be called then.
[b]Note:[/b] Custom types added this way are not true classes. They are just a helper to create a node with specific script.