diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 111 |
1 files changed, 90 insertions, 21 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 7ca2dae4d7..fa4ce9bc6d 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -25,7 +25,8 @@ - [code]type[/code]: [int] (see [enum Variant.Type]) - optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and [code]hint_string[/code]: [String] [b]Example:[/b] - [codeblock] + [codeblocks] + [gdscript] ProjectSettings.set("category/property_name", 0) var property_info = { @@ -36,7 +37,21 @@ } ProjectSettings.add_property_info(property_info) - [/codeblock] + [/gdscript] + [csharp] + ProjectSettings.Singleton.Set("category/property_name", 0); + + var propertyInfo = new Godot.Collections.Dictionary + { + {"name", "category/propertyName"}, + {"type", Variant.Type.Int}, + {"hint", PropertyHint.Enum}, + {"hint_string", "one,two,three"}, + }; + + ProjectSettings.AddPropertyInfo(propertyInfo); + [/csharp] + [/codeblocks] </description> </method> <method name="clear"> @@ -65,9 +80,14 @@ <description> Returns the value of a setting. [b]Example:[/b] - [codeblock] + [codeblocks] + [gdscript] print(ProjectSettings.get_setting("application/config/name")) - [/codeblock] + [/gdscript] + [csharp] + GD.Print(ProjectSettings.GetSetting("application/config/name")); + [/csharp] + [/codeblocks] </description> </method> <method name="globalize_path" qualifiers="const"> @@ -76,7 +96,21 @@ <argument index="0" name="path" type="String"> </argument> <description> - Converts a localized path ([code]res://[/code]) to a full native OS path. + Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. + [b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project: + [codeblock] + var path = "" + if OS.has_feature("editor"): + # Running from an editor binary. + # `path` will contain the absolute path to `hello.txt` located in the project root. + path = ProjectSettings.globalize_path("res://hello.txt") + else: + # Running from an exported project. + # `path` will contain the absolute path to `hello.txt` next to the executable. + # This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path, + # but is close enough in spirit. + path = OS.get_executable_path().get_base_dir().plus_file("hello.txt") + [/codeblock] </description> </method> <method name="has_setting" qualifiers="const"> @@ -109,7 +143,7 @@ <argument index="0" name="path" type="String"> </argument> <description> - Convert a path to a localized path ([code]res://[/code] path). + Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [code]path[/code]. See also [method globalize_path]. </description> </method> <method name="property_can_revert"> @@ -178,9 +212,14 @@ <description> Sets the value of a setting. [b]Example:[/b] - [codeblock] + [codeblocks] + [gdscript] ProjectSettings.set_setting("application/config/name", "Example") - [/codeblock] + [/gdscript] + [csharp] + ProjectSettings.SetSetting("application/config/name", "Example"); + [/csharp] + [/codeblocks] </description> </method> </methods> @@ -428,6 +467,9 @@ <member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true"> If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms. </member> + <member name="display/window/force_right_to_left_layout_direction" type="bool" setter="" getter="" default="false"> + Force layout direction and text writing direction to RTL for all locales. + </member> <member name="display/window/handheld/orientation" type="String" setter="" getter="" default=""landscape""> Default orientation on mobile devices. </member> @@ -466,6 +508,9 @@ <member name="display/window/tablet_driver" type="String" setter="" getter=""> Specifies the tablet driver to use. If left empty, the default driver will be used. </member> + <member name="display/window/text_name" type="String" setter="" getter="" default=""""> + Specifies the [TextServer] to use. If left empty, the default will be used. + </member> <member name="display/window/vsync/use_vsync" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If [code]false[/code], vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5). </member> @@ -858,7 +903,7 @@ Maximum number of warnings allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. </member> <member name="network/limits/packet_peer_stream/max_buffer_po2" type="int" setter="" getter="" default="16"> - Default size of packet peer stream for deserializing Godot data. Over this size, data is dropped. + Default size of packet peer stream for deserializing Godot data (in bytes, specified as a power of two). The default value [code]16[/code] is equal to 65,536 bytes. Over this size, data is dropped. </member> <member name="network/limits/tcp/connect_timeout_seconds" type="int" setter="" getter="" default="30"> Timeout (in seconds) for connection attempts using TCP. @@ -895,18 +940,30 @@ <member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98"> The default gravity strength in 2D. [b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample: - [codeblock] + [codeblocks] + [gdscript] # Set the default gravity strength to 98. - PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), PhysicsServer2D.AREA_PARAM_GRAVITY, 98) - [/codeblock] + PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY, 98) + [/gdscript] + [csharp] + // Set the default gravity strength to 98. + PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.Gravity, 98); + [/csharp] + [/codeblocks] </member> <member name="physics/2d/default_gravity_vector" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )"> The default gravity direction in 2D. [b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample: - [codeblock] + [codeblocks] + [gdscript] # Set the default gravity direction to `Vector2(0, 1)`. - PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1)) - [/codeblock] + PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN) + [/gdscript] + [csharp] + // Set the default gravity direction to `Vector2(0, 1)`. + PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down) + [/csharp] + [/codeblocks] </member> <member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1"> The default linear damp in 2D. @@ -942,18 +999,30 @@ <member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8"> The default gravity strength in 3D. [b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample: - [codeblock] + [codeblocks] + [gdscript] # Set the default gravity strength to 9.8. - PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8) - [/codeblock] + PhysicsServer3D.area_set_param(get_viewport().find_world().space, PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8) + [/gdscript] + [csharp] + // Set the default gravity strength to 9.8. + PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D.AreaParameter.Gravity, 9.8); + [/csharp] + [/codeblocks] </member> <member name="physics/3d/default_gravity_vector" type="Vector3" setter="" getter="" default="Vector3( 0, -1, 0 )"> The default gravity direction in 3D. [b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample: - [codeblock] + [codeblocks] + [gdscript] # Set the default gravity direction to `Vector3(0, -1, 0)`. - PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0)) - [/codeblock] + PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN) + [/gdscript] + [csharp] + // Set the default gravity direction to `Vector3(0, -1, 0)`. + PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down) + [/csharp] + [/codeblocks] </member> <member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1"> The default linear damp in 3D. |