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-rw-r--r--doc/classes/SceneTree.xml240
1 files changed, 65 insertions, 175 deletions
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 06800082cb..9a38e52b23 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -14,36 +14,27 @@
</tutorials>
<methods>
<method name="call_group" qualifiers="vararg">
- <return type="Variant">
- </return>
- <argument index="0" name="group" type="StringName">
- </argument>
- <argument index="1" name="method" type="StringName">
- </argument>
+ <return type="Variant" />
+ <argument index="0" name="group" type="StringName" />
+ <argument index="1" name="method" type="StringName" />
<description>
Calls [code]method[/code] on each member of the given group. You can pass arguments to [code]method[/code] by specifying them at the end of the method call.
[b]Note:[/b] [method call_group] will always call methods with an one-frame delay, in a way similar to [method Object.call_deferred]. To call methods immediately, use [method call_group_flags] with the [constant GROUP_CALL_REALTIME] flag.
</description>
</method>
<method name="call_group_flags" qualifiers="vararg">
- <return type="Variant">
- </return>
- <argument index="0" name="flags" type="int">
- </argument>
- <argument index="1" name="group" type="StringName">
- </argument>
- <argument index="2" name="method" type="StringName">
- </argument>
+ <return type="Variant" />
+ <argument index="0" name="flags" type="int" />
+ <argument index="1" name="group" type="StringName" />
+ <argument index="2" name="method" type="StringName" />
<description>
Calls [code]method[/code] on each member of the given group, respecting the given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] by specifying them at the end of the method call.
[b]Note:[/b] Group call flags are used to control the method calling behavior. If the [constant GROUP_CALL_REALTIME] flag is present in the [code]flags[/code] argument, methods will be called immediately. If this flag isn't present in [code]flags[/code], methods will be called with a one-frame delay in a way similar to [method call_group].
</description>
</method>
<method name="change_scene">
- <return type="int" enum="Error">
- </return>
- <argument index="0" name="path" type="String">
- </argument>
+ <return type="int" enum="Error" />
+ <argument index="0" name="path" type="String" />
<description>
Changes the running scene to the one at the given [code]path[/code], after loading it into a [PackedScene] and creating a new instance.
Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [code]path[/code] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if that scene cannot be instantiated.
@@ -51,10 +42,8 @@
</description>
</method>
<method name="change_scene_to">
- <return type="int" enum="Error">
- </return>
- <argument index="0" name="packed_scene" type="PackedScene">
- </argument>
+ <return type="int" enum="Error" />
+ <argument index="0" name="packed_scene" type="PackedScene" />
<description>
Changes the running scene to a new instance of the given [PackedScene].
Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.
@@ -62,12 +51,9 @@
</description>
</method>
<method name="create_timer">
- <return type="SceneTreeTimer">
- </return>
- <argument index="0" name="time_sec" type="float">
- </argument>
- <argument index="1" name="process_always" type="bool" default="true">
- </argument>
+ <return type="SceneTreeTimer" />
+ <argument index="0" name="time_sec" type="float" />
+ <argument index="1" name="process_always" type="bool" default="true" />
<description>
Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this [SceneTree]. If [code]process_always[/code] is set to [code]false[/code], pausing the [SceneTree] will also pause the timer.
Commonly used to create a one-shot delay timer as in the following example:
@@ -90,176 +76,121 @@
The timer will be automatically freed after its time elapses.
</description>
</method>
- <method name="get_first_node_in_group">
- <return type="Node">
- </return>
- <argument index="0" name="group" type="StringName">
- </argument>
- <description>
- </description>
- </method>
- <method name="get_frame" qualifiers="const">
- <return type="int">
- </return>
+ <method name="create_tween">
+ <return type="Tween" />
<description>
- Returns the current frame number, i.e. the total frame count since the application started.
+ Creates and returns a new [Tween].
</description>
</method>
- <method name="get_network_connected_peers" qualifiers="const">
- <return type="PackedInt32Array">
- </return>
+ <method name="get_first_node_in_group">
+ <return type="Node" />
+ <argument index="0" name="group" type="StringName" />
<description>
- Returns the peer IDs of all connected peers of this [SceneTree]'s [member network_peer].
</description>
</method>
- <method name="get_network_unique_id" qualifiers="const">
- <return type="int">
- </return>
+ <method name="get_frame" qualifiers="const">
+ <return type="int" />
<description>
- Returns the unique peer ID of this [SceneTree]'s [member network_peer].
+ Returns the current frame number, i.e. the total frame count since the application started.
</description>
</method>
<method name="get_node_count" qualifiers="const">
- <return type="int">
- </return>
+ <return type="int" />
<description>
Returns the number of nodes in this [SceneTree].
</description>
</method>
<method name="get_nodes_in_group">
- <return type="Array">
- </return>
- <argument index="0" name="group" type="StringName">
- </argument>
+ <return type="Array" />
+ <argument index="0" name="group" type="StringName" />
<description>
Returns a list of all nodes assigned to the given group.
</description>
</method>
- <method name="get_rpc_sender_id" qualifiers="const">
- <return type="int">
- </return>
+ <method name="get_processed_tweens">
+ <return type="Array" />
<description>
- Returns the sender's peer ID for the most recently received RPC call.
+ Returns an array of currently existing [Tween]s in the [SceneTree] (both running and paused).
</description>
</method>
<method name="has_group" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="name" type="StringName">
- </argument>
+ <return type="bool" />
+ <argument index="0" name="name" type="StringName" />
<description>
Returns [code]true[/code] if the given group exists.
</description>
</method>
- <method name="has_network_peer" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if there is a [member network_peer] set.
- </description>
- </method>
- <method name="is_network_server" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in server mode (listening for connections).
- </description>
- </method>
<method name="notify_group">
- <return type="void">
- </return>
- <argument index="0" name="group" type="StringName">
- </argument>
- <argument index="1" name="notification" type="int">
- </argument>
+ <return type="void" />
+ <argument index="0" name="group" type="StringName" />
+ <argument index="1" name="notification" type="int" />
<description>
Sends the given notification to all members of the [code]group[/code].
</description>
</method>
<method name="notify_group_flags">
- <return type="void">
- </return>
- <argument index="0" name="call_flags" type="int">
- </argument>
- <argument index="1" name="group" type="StringName">
- </argument>
- <argument index="2" name="notification" type="int">
- </argument>
+ <return type="void" />
+ <argument index="0" name="call_flags" type="int" />
+ <argument index="1" name="group" type="StringName" />
+ <argument index="2" name="notification" type="int" />
<description>
Sends the given notification to all members of the [code]group[/code], respecting the given [enum GroupCallFlags].
</description>
</method>
<method name="queue_delete">
- <return type="void">
- </return>
- <argument index="0" name="obj" type="Object">
- </argument>
+ <return type="void" />
+ <argument index="0" name="obj" type="Object" />
<description>
Queues the given object for deletion, delaying the call to [method Object.free] to after the current frame.
</description>
</method>
<method name="quit">
- <return type="void">
- </return>
- <argument index="0" name="exit_code" type="int" default="0">
- </argument>
+ <return type="void" />
+ <argument index="0" name="exit_code" type="int" default="0" />
<description>
Quits the application at the end of the current iteration. Argument [code]exit_code[/code] can optionally be given (defaulting to 0) to customize the exit status code.
By convention, an exit code of [code]0[/code] indicates success whereas a non-zero exit code indicates an error.
For portability reasons, the exit code should be set between 0 and 125 (inclusive).
+ [b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the iOS Human Interface Guidelines, the user is expected to close apps via the Home button.
</description>
</method>
<method name="reload_current_scene">
- <return type="int" enum="Error">
- </return>
+ <return type="int" enum="Error" />
<description>
Reloads the currently active scene.
Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member current_scene] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.
</description>
</method>
<method name="set_auto_accept_quit">
- <return type="void">
- </return>
- <argument index="0" name="enabled" type="bool">
- </argument>
+ <return type="void" />
+ <argument index="0" name="enabled" type="bool" />
<description>
If [code]true[/code], the application automatically accepts quitting. Enabled by default.
For mobile platforms, see [method set_quit_on_go_back].
</description>
</method>
<method name="set_group">
- <return type="void">
- </return>
- <argument index="0" name="group" type="StringName">
- </argument>
- <argument index="1" name="property" type="String">
- </argument>
- <argument index="2" name="value" type="Variant">
- </argument>
+ <return type="void" />
+ <argument index="0" name="group" type="StringName" />
+ <argument index="1" name="property" type="String" />
+ <argument index="2" name="value" type="Variant" />
<description>
Sets the given [code]property[/code] to [code]value[/code] on all members of the given group.
</description>
</method>
<method name="set_group_flags">
- <return type="void">
- </return>
- <argument index="0" name="call_flags" type="int">
- </argument>
- <argument index="1" name="group" type="StringName">
- </argument>
- <argument index="2" name="property" type="String">
- </argument>
- <argument index="3" name="value" type="Variant">
- </argument>
+ <return type="void" />
+ <argument index="0" name="call_flags" type="int" />
+ <argument index="1" name="group" type="StringName" />
+ <argument index="2" name="property" type="String" />
+ <argument index="3" name="value" type="Variant" />
<description>
Sets the given [code]property[/code] to [code]value[/code] on all members of the given group, respecting the given [enum GroupCallFlags].
</description>
</method>
<method name="set_quit_on_go_back">
- <return type="void">
- </return>
- <argument index="0" name="enabled" type="bool">
- </argument>
+ <return type="void" />
+ <argument index="0" name="enabled" type="bool" />
<description>
If [code]true[/code], the application quits automatically on going back (e.g. on Android). Enabled by default.
To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST].
@@ -284,81 +215,45 @@
</member>
<member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled" default="true">
If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal process_frame].
- If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
- </member>
- <member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
- The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the [SceneTree] will become a network server (check with [method is_network_server]) and will set the root node's network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to [SceneTree]'s signals.
+ If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs. This allows running RPCs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
</member>
<member name="paused" type="bool" setter="set_pause" getter="is_paused" default="false">
If [code]true[/code], the [SceneTree] is paused. Doing so will have the following behavior:
- - 2D and 3D physics will be stopped.
+ - 2D and 3D physics will be stopped. This includes signals and collision detection.
- [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes.
</member>
- <member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections" default="false">
- If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new incoming connections.
- </member>
<member name="root" type="Window" setter="" getter="get_root">
The [SceneTree]'s root [Window].
</member>
</members>
<signals>
- <signal name="connected_to_server">
- <description>
- Emitted whenever this [SceneTree]'s [member network_peer] successfully connected to a server. Only emitted on clients.
- </description>
- </signal>
- <signal name="connection_failed">
- <description>
- Emitted whenever this [SceneTree]'s [member network_peer] fails to establish a connection to a server. Only emitted on clients.
- </description>
- </signal>
<signal name="files_dropped">
- <argument index="0" name="files" type="PackedStringArray">
- </argument>
- <argument index="1" name="screen" type="int">
- </argument>
+ <argument index="0" name="files" type="PackedStringArray" />
+ <argument index="1" name="screen" type="int" />
<description>
Emitted when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated.
</description>
</signal>
- <signal name="network_peer_connected">
- <argument index="0" name="id" type="int">
- </argument>
- <description>
- Emitted whenever this [SceneTree]'s [member network_peer] connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).
- </description>
- </signal>
- <signal name="network_peer_disconnected">
- <argument index="0" name="id" type="int">
- </argument>
- <description>
- Emitted whenever this [SceneTree]'s [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
- </description>
- </signal>
<signal name="node_added">
- <argument index="0" name="node" type="Node">
- </argument>
+ <argument index="0" name="node" type="Node" />
<description>
Emitted whenever a node is added to the [SceneTree].
</description>
</signal>
<signal name="node_configuration_warning_changed">
- <argument index="0" name="node" type="Node">
- </argument>
+ <argument index="0" name="node" type="Node" />
<description>
Emitted when a node's configuration changed. Only emitted in [code]tool[/code] mode.
</description>
</signal>
<signal name="node_removed">
- <argument index="0" name="node" type="Node">
- </argument>
+ <argument index="0" name="node" type="Node" />
<description>
Emitted whenever a node is removed from the [SceneTree].
</description>
</signal>
<signal name="node_renamed">
- <argument index="0" name="node" type="Node">
- </argument>
+ <argument index="0" name="node" type="Node" />
<description>
Emitted whenever a node is renamed.
</description>
@@ -373,11 +268,6 @@
Emitted immediately before [method Node._process] is called on every node in the [SceneTree].
</description>
</signal>
- <signal name="server_disconnected">
- <description>
- Emitted whenever this [SceneTree]'s [member network_peer] disconnected from server. Only emitted on clients.
- </description>
- </signal>
<signal name="tree_changed">
<description>
Emitted whenever the [SceneTree] hierarchy changed (children being moved or renamed, etc.).