diff options
Diffstat (limited to 'doc/classes/Node.xml')
| -rw-r--r-- | doc/classes/Node.xml | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index d9732da3a3..620895d8d8 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -110,11 +110,12 @@ <return type="void" /> <param index="0" name="event" type="InputEvent" /> <description> - Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it. + Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI [Control] item. 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. This method can be used to handle Unicode character input with [kbd]Alt[/kbd], [kbd]Alt + Ctrl[/kbd], and [kbd]Alt + Shift[/kbd] modifiers, after shortcuts were handled. 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. + This method also performs better than [method _unhandled_input], since unrelated events such as [InputEventMouseMotion] are automatically filtered. [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan). </description> </method> @@ -145,7 +146,7 @@ [/csharp] [/codeblocks] If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method. - [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. + [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. </description> </method> <method name="add_sibling"> @@ -528,9 +529,9 @@ <method name="move_child"> <return type="void" /> <param index="0" name="child_node" type="Node" /> - <param index="1" name="to_position" type="int" /> + <param index="1" name="to_index" 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. If [param to_position] is negative, the index will be counted from the end. + Moves a child node to a different index (order) among the other children. Since calls, signals, etc. are performed by tree order, changing the order of children nodes may be useful. If [param to_index] is negative, the index will be counted from the end. [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> @@ -767,7 +768,7 @@ </member> <member name="owner" type="Node" setter="set_owner" getter="get_owner"> The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing. - [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. + [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. </member> <member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0"> Can be used to pause or unpause the node, or make the node paused based on the [SceneTree], or make it inherit the process mode from its parent (default). |