diff options
Diffstat (limited to 'doc/classes/Node.xml')
-rw-r--r-- | doc/classes/Node.xml | 70 |
1 files changed, 54 insertions, 16 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 096fbbf2c0..608d76cd9f 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -35,8 +35,8 @@ Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method Object._notification] and signal [signal tree_exiting]. To get notified when the node has already left the active tree, connect to the [signal tree_exited]. </description> </method> - <method name="_get_configuration_warnings" qualifiers="virtual"> - <return type="String[]" /> + <method name="_get_configuration_warnings" qualifiers="virtual const"> + <return type="PackedStringArray" /> <description> The elements in the array returned from this method are displayed as warnings in the Scene Dock if the script that overrides it is a [code]tool[/code] script. Returning an empty array produces no warnings. @@ -96,9 +96,9 @@ </method> <method name="_unhandled_key_input" qualifiers="virtual"> <return type="void" /> - <argument index="0" name="event" type="InputEventKey" /> + <argument index="0" name="event" type="InputEvent" /> <description> - Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it. + Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it. It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input]. To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called. For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. @@ -109,9 +109,11 @@ <return type="void" /> <argument index="0" name="node" type="Node" /> <argument index="1" name="legible_unique_name" type="bool" default="false" /> + <argument index="2" name="internal" type="int" enum="Node.InternalMode" default="0" /> <description> Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node. If [code]legible_unique_name[/code] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instantiated instead of its type. + If [code]internal[/code] is different than [constant INTERNAL_MODE_DISABLED], the child will be added as internal node. Such nodes are ignored by methods like [method get_children], unless their parameter [code]include_internal[/code] is [code]true[/code].The intended usage is to hide the internal nodes from the user, so the user won't accidentally delete or modify them. Used by some GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes. [b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example: [codeblocks] [gdscript] @@ -141,6 +143,7 @@ Adds a [code]sibling[/code] node to current's node parent, at the same level as that node, right below it. If [code]legible_unique_name[/code] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instantiated instead of its type. Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children. + [b]Note:[/b] If this node is internal, the new sibling will be internal too (see [code]internal[/code] parameter in [method add_child]). </description> </method> <method name="add_to_group"> @@ -150,6 +153,7 @@ <description> Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see [method is_inside_tree]). See notes in the description, and the group methods in [SceneTree]. The [code]persistent[/code] option is used when packing node to [PackedScene] and saving to file. Non-persistent groups aren't stored. + [b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] guaranteed. The order of node groups should not be relied upon as it can vary across project runs. </description> </method> <method name="can_process" qualifiers="const"> @@ -200,22 +204,28 @@ <method name="get_child" qualifiers="const"> <return type="Node" /> <argument index="0" name="idx" type="int" /> + <argument index="1" name="include_internal" type="bool" default="false" /> <description> Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node. Negative indices access the children from the last one. + If [code]include_internal[/code] is [code]true[/code], internal children are skipped (see [code]internal[/code] parameter in [method add_child]). To access a child node via its name, use [method get_node]. </description> </method> <method name="get_child_count" qualifiers="const"> <return type="int" /> + <argument index="0" name="include_internal" type="bool" default="false" /> <description> Returns the number of child nodes. + If [code]include_internal[/code] is [code]false[/code], internal children aren't counted (see [code]internal[/code] parameter in [method add_child]). </description> </method> <method name="get_children" qualifiers="const"> <return type="Node[]" /> + <argument index="0" name="include_internal" type="bool" default="false" /> <description> Returns an array of references to node's children. + If [code]include_internal[/code] is [code]false[/code], the returned array won't include internal children (see [code]internal[/code] parameter in [method add_child]). </description> </method> <method name="get_editor_description" qualifiers="const"> @@ -227,18 +237,21 @@ <return type="Array" /> <description> Returns an array listing the groups that the node is a member of. + [b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] guaranteed. The order of node groups should not be relied upon as it can vary across project runs. </description> </method> <method name="get_index" qualifiers="const"> <return type="int" /> + <argument index="0" name="include_internal" type="bool" default="false" /> <description> Returns the node's order in the scene tree branch. For example, if called on the first child node the position is [code]0[/code]. + If [code]include_internal[/code] is [code]false[/code], the index won't take internal children into account, i.e. first non-internal child will have index of 0 (see [code]internal[/code] parameter in [method add_child]). </description> </method> - <method name="get_network_master" qualifiers="const"> + <method name="get_multiplayer_authority" qualifiers="const"> <return type="int" /> <description> - Returns the peer ID of the network master for this node. See [method set_network_master]. + Returns the peer ID of the multiplayer authority for this node. See [method set_multiplayer_authority]. </description> </method> <method name="get_node" qualifiers="const"> @@ -376,7 +389,14 @@ <method name="is_displayed_folded" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the node is folded (collapsed) in the Scene dock. + Returns [code]true[/code] if the node is folded (collapsed) in the Scene dock. This method is only intended for use with editor tooling. + </description> + </method> + <method name="is_editable_instance" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="node" type="Node" /> + <description> + Returns [code]true[/code] if [code]node[/code] has editable children enabled relative to this node. This method is only intended for use with editor tooling. </description> </method> <method name="is_greater_than" qualifiers="const"> @@ -399,10 +419,10 @@ Returns [code]true[/code] if this node is currently inside a [SceneTree]. </description> </method> - <method name="is_network_master" qualifiers="const"> + <method name="is_multiplayer_authority" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the local system is the master of this node. + Returns [code]true[/code] if the local system is the multiplayer authority of this node. </description> </method> <method name="is_physics_processing" qualifiers="const"> @@ -453,6 +473,7 @@ <argument index="1" name="to_position" type="int" /> <description> Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful. + [b]Note:[/b] Internal children can only be moved within their expected "internal range" (see [code]internal[/code] parameter in [method add_child]). </description> </method> <method name="print_stray_nodes"> @@ -559,17 +580,17 @@ <argument index="0" name="method" type="StringName" /> <description> Sends a remote procedure call request for the given [code]method[/code] to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same [NodePath], including the exact same node name. Behaviour depends on the RPC configuration for the given method, see [method rpc_config]. Methods are not exposed to RPCs by default. Returns an empty [Variant]. - [b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [code]server_disconnected[/code] or by checking [code]get_multiplayer().network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]. + [b]Note:[/b] You can only safely use RPCs on clients after you received the [code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also need to keep track of the connection state, either by the [MultiplayerAPI] signals like [code]server_disconnected[/code] or by checking [code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/code]. </description> </method> <method name="rpc_config"> <return type="int" /> <argument index="0" name="method" type="StringName" /> - <argument index="1" name="rpc_mode" type="int" enum="MultiplayerAPI.RPCMode" /> - <argument index="2" name="transfer_mode" type="int" enum="MultiplayerPeer.TransferMode" default="2" /> + <argument index="1" name="rpc_mode" type="int" enum="RPCMode" /> + <argument index="2" name="transfer_mode" type="int" enum="TransferMode" default="2" /> <argument index="3" name="channel" type="int" default="0" /> <description> - Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]master[/code], [code]puppet[/code], [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). By default, methods are not exposed to networking (and RPCs). + Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum RPCMode] and [enum TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(auth)[/code]). By default, methods are not exposed to networking (and RPCs). </description> </method> <method name="rpc_id" qualifiers="vararg"> @@ -584,7 +605,15 @@ <return type="void" /> <argument index="0" name="fold" type="bool" /> <description> - Sets the folded state of the node in the Scene dock. + Sets the folded state of the node in the Scene dock. This method is only intended for use with editor tooling. + </description> + </method> + <method name="set_editable_instance"> + <return type="void" /> + <argument index="0" name="node" type="Node" /> + <argument index="1" name="is_editable" type="bool" /> + <description> + Sets the editable children state of [code]node[/code] relative to this node. This method is only intended for use with editor tooling. </description> </method> <method name="set_editor_description"> @@ -593,12 +622,12 @@ <description> </description> </method> - <method name="set_network_master"> + <method name="set_multiplayer_authority"> <return type="void" /> <argument index="0" name="id" type="int" /> <argument index="1" name="recursive" type="bool" default="true" /> <description> - Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the [code]master[/code] and [code]puppet[/code] keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the master for all children of this node. + Sets the node's multiplayer authority to the peer with the given peer ID. The multiplayer authority is the peer that has authority over the node on the network. Useful in conjunction with [method rpc_config] and the [MultiplayerAPI]. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the authority for all children of this node. </description> </method> <method name="set_physics_process"> @@ -873,5 +902,14 @@ Duplicate using instancing. An instance stays linked to the original so when the original changes, the instance changes too. </constant> + <constant name="INTERNAL_MODE_DISABLED" value="0" enum="InternalMode"> + Node will not be internal. + </constant> + <constant name="INTERNAL_MODE_FRONT" value="1" enum="InternalMode"> + Node will be placed at the front of parent's node list, before any non-internal sibling. + </constant> + <constant name="INTERNAL_MODE_BACK" value="2" enum="InternalMode"> + Node will be placed at the back of parent's node list, after any non-internal sibling. + </constant> </constants> </class> |