diff options
Diffstat (limited to 'doc/classes/Viewport.xml')
-rw-r--r-- | doc/classes/Viewport.xml | 176 |
1 files changed, 79 insertions, 97 deletions
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 96d63b27ad..a02a23517f 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -23,61 +23,57 @@ </tutorials> <methods> <method name="find_world_2d" qualifiers="const"> - <return type="World2D"> - </return> + <return type="World2D" /> <description> Returns the 2D world of the viewport. </description> </method> <method name="find_world_3d" qualifiers="const"> - <return type="World3D"> - </return> + <return type="World3D" /> <description> Returns the 3D world of the viewport, or if none the world of the parent viewport. </description> </method> - <method name="get_camera" qualifiers="const"> - <return type="Camera3D"> - </return> + <method name="get_camera_2d" qualifiers="const"> + <return type="Camera2D" /> <description> - Returns the active 3D camera. + Returns the currently active 2D camera. Returns null if there are no active cameras. + </description> + </method> + <method name="get_camera_3d" qualifiers="const"> + <return type="Camera3D" /> + <description> + Returns the currently active 3D camera. </description> </method> <method name="get_final_transform" qualifiers="const"> - <return type="Transform2D"> - </return> + <return type="Transform2D" /> <description> Returns the total transform of the viewport. </description> </method> <method name="get_mouse_position" qualifiers="const"> - <return type="Vector2"> - </return> + <return type="Vector2" /> <description> Returns the mouse position relative to the viewport. </description> </method> <method name="get_render_info"> - <return type="int"> - </return> - <argument index="0" name="info" type="int" enum="Viewport.RenderInfo"> - </argument> + <return type="int" /> + <argument index="0" name="type" type="int" enum="Viewport.RenderInfoType" /> + <argument index="1" name="info" type="int" enum="Viewport.RenderInfo" /> <description> - Returns information about the viewport from the rendering pipeline. </description> </method> <method name="get_shadow_atlas_quadrant_subdiv" qualifiers="const"> - <return type="int" enum="Viewport.ShadowAtlasQuadrantSubdiv"> - </return> - <argument index="0" name="quadrant" type="int"> - </argument> + <return type="int" enum="Viewport.ShadowAtlasQuadrantSubdiv" /> + <argument index="0" name="quadrant" type="int" /> <description> Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant. </description> </method> <method name="get_texture" qualifiers="const"> - <return type="ViewportTexture"> - </return> + <return type="ViewportTexture" /> <description> Returns the viewport's texture. [b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is flipped vertically. You can use [method Image.flip_y] on the result of [method Texture2D.get_image] to flip it back, for example: @@ -94,103 +90,77 @@ </description> </method> <method name="get_viewport_rid" qualifiers="const"> - <return type="RID"> - </return> + <return type="RID" /> <description> Returns the viewport's RID from the [RenderingServer]. </description> </method> <method name="get_visible_rect" qualifiers="const"> - <return type="Rect2"> - </return> + <return type="Rect2" /> <description> Returns the visible rectangle in global screen coordinates. </description> </method> <method name="gui_get_drag_data" qualifiers="const"> - <return type="Variant"> - </return> + <return type="Variant" /> <description> Returns the drag data from the GUI, that was previously returned by [method Control._get_drag_data]. </description> </method> <method name="gui_is_dragging" qualifiers="const"> - <return type="bool"> - </return> + <return type="bool" /> <description> Returns [code]true[/code] if the viewport is currently performing a drag operation. </description> </method> - <method name="input"> - <return type="void"> - </return> - <argument index="0" name="event" type="InputEvent"> - </argument> - <argument index="1" name="in_local_coords" type="bool" default="false"> - </argument> + <method name="is_embedding_subwindows" qualifiers="const"> + <return type="bool" /> <description> </description> </method> - <method name="input_text"> - <return type="void"> - </return> - <argument index="0" name="text" type="String"> - </argument> + <method name="is_input_handled" qualifiers="const"> + <return type="bool" /> <description> </description> </method> - <method name="is_embedding_subwindows" qualifiers="const"> - <return type="bool"> - </return> + <method name="push_input"> + <return type="void" /> + <argument index="0" name="event" type="InputEvent" /> + <argument index="1" name="in_local_coords" type="bool" default="false" /> <description> </description> </method> - <method name="is_input_handled" qualifiers="const"> - <return type="bool"> - </return> + <method name="push_text_input"> + <return type="void" /> + <argument index="0" name="text" type="String" /> + <description> + Returns [code]true[/code] if the viewport is currently embedding windows. + </description> + </method> + <method name="push_unhandled_input"> + <return type="void" /> + <argument index="0" name="event" type="InputEvent" /> + <argument index="1" name="in_local_coords" type="bool" default="false" /> <description> </description> </method> <method name="set_input_as_handled"> - <return type="void"> - </return> + <return type="void" /> <description> Stops the input from propagating further down the [SceneTree]. </description> </method> <method name="set_shadow_atlas_quadrant_subdiv"> - <return type="void"> - </return> - <argument index="0" name="quadrant" type="int"> - </argument> - <argument index="1" name="subdiv" type="int" enum="Viewport.ShadowAtlasQuadrantSubdiv"> - </argument> + <return type="void" /> + <argument index="0" name="quadrant" type="int" /> + <argument index="1" name="subdiv" type="int" enum="Viewport.ShadowAtlasQuadrantSubdiv" /> <description> Sets the number of subdivisions to use in the specified quadrant. A higher number of subdivisions allows you to have more shadows in the scene at once, but reduces the quality of the shadows. A good practice is to have quadrants with a varying number of subdivisions and to have as few subdivisions as possible. </description> </method> - <method name="unhandled_input"> - <return type="void"> - </return> - <argument index="0" name="event" type="InputEvent"> - </argument> - <argument index="1" name="in_local_coords" type="bool" default="false"> - </argument> - <description> - </description> - </method> - <method name="update_worlds"> - <return type="void"> - </return> - <description> - Forces update of the 2D and 3D worlds. - </description> - </method> <method name="warp_mouse"> - <return type="void"> - </return> - <argument index="0" name="to_position" type="Vector2"> - </argument> + <return type="void" /> + <argument index="0" name="to_position" type="Vector2" /> <description> Warps the mouse to a position relative to the viewport. </description> @@ -200,7 +170,7 @@ <member name="audio_listener_enable_2d" type="bool" setter="set_as_audio_listener_2d" getter="is_audio_listener_2d" default="false"> If [code]true[/code], the viewport will process 2D audio streams. </member> - <member name="audio_listener_enable_3d" type="bool" setter="set_as_audio_listener" getter="is_audio_listener" default="false"> + <member name="audio_listener_enable_3d" type="bool" setter="set_as_audio_listener_3d" getter="is_audio_listener_3d" default="false"> If [code]true[/code], the viewport will process 3D audio streams. </member> <member name="canvas_item_default_texture_filter" type="int" setter="set_default_canvas_item_texture_filter" getter="get_default_canvas_item_texture_filter" enum="Viewport.DefaultCanvasItemTextureFilter" default="1"> @@ -215,6 +185,9 @@ <member name="debug_draw" type="int" setter="set_debug_draw" getter="get_debug_draw" enum="Viewport.DebugDraw" default="0"> The overlay mode for test rendered geometry in debug purposes. </member> + <member name="disable_3d" type="bool" setter="set_disable_3d" getter="is_3d_disabled" default="false"> + Disable 3D rendering (but keep 2D rendering). + </member> <member name="global_canvas_transform" type="Transform2D" setter="set_global_canvas_transform" getter="get_global_canvas_transform"> The global canvas transform of the viewport. The canvas transform is relative to this. </member> @@ -239,6 +212,9 @@ <member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false"> If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process. </member> + <member name="scale_3d" type="int" setter="set_scale_3d" getter="get_scale_3d" enum="Viewport.Scale3D" default="0"> + The scale at which 3D content is rendered. + </member> <member name="screen_space_aa" type="int" setter="set_screen_space_aa" getter="get_screen_space_aa" enum="Viewport.ScreenSpaceAA" default="0"> Sets the screen-space antialiasing method used. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. </member> @@ -287,8 +263,7 @@ </members> <signals> <signal name="gui_focus_changed"> - <argument index="0" name="node" type="Control"> - </argument> + <argument index="0" name="node" type="Control" /> <description> Emitted when a Control node grabs keyboard focus. </description> @@ -300,6 +275,16 @@ </signal> </signals> <constants> + <constant name="SCALE_3D_DISABLED" value="0" enum="Scale3D"> + </constant> + <constant name="SCALE_3D_75_PERCENT" value="1" enum="Scale3D"> + </constant> + <constant name="SCALE_3D_50_PERCENT" value="2" enum="Scale3D"> + </constant> + <constant name="SCALE_3D_33_PERCENT" value="3" enum="Scale3D"> + </constant> + <constant name="SCALE_3D_25_PERCENT" value="4" enum="Scale3D"> + </constant> <constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED" value="0" enum="ShadowAtlasQuadrantSubdiv"> This quadrant will not be used. </constant> @@ -325,19 +310,19 @@ Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum. </constant> <constant name="MSAA_DISABLED" value="0" enum="MSAA"> - Multisample antialiasing mode disabled. This is the default value, and also the fastest setting. + Multisample antialiasing mode disabled. This is the default value, and is also the fastest setting. </constant> <constant name="MSAA_2X" value="1" enum="MSAA"> - Use 2x Multisample Antialiasing. + Use 2× Multisample Antialiasing. This has a moderate performance cost. It helps reduce aliasing noticeably, but 4× MSAA still looks substantially better. </constant> <constant name="MSAA_4X" value="2" enum="MSAA"> - Use 4x Multisample Antialiasing. + Use 4× Multisample Antialiasing. This has a significant performance cost, and is generally a good compromise between performance and quality. </constant> <constant name="MSAA_8X" value="3" enum="MSAA"> - Use 8x Multisample Antialiasing. Likely unsupported on low-end and older hardware. + Use 8× Multisample Antialiasing. This has a very high performance cost. The difference between 4× and 8× MSAA may not always be visible in real gameplay conditions. Likely unsupported on low-end and older hardware. </constant> <constant name="MSAA_16X" value="4" enum="MSAA"> - Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end hardware. + Use 16× Multisample Antialiasing. This has a very high performance cost. The difference between 8× and 16× MSAA may not always be visible in real gameplay conditions. Likely unsupported on medium and low-end hardware. </constant> <constant name="MSAA_MAX" value="5" enum="MSAA"> Represents the size of the [enum MSAA] enum. @@ -354,23 +339,20 @@ <constant name="RENDER_INFO_OBJECTS_IN_FRAME" value="0" enum="RenderInfo"> Amount of objects in frame. </constant> - <constant name="RENDER_INFO_VERTICES_IN_FRAME" value="1" enum="RenderInfo"> + <constant name="RENDER_INFO_PRIMITIVES_IN_FRAME" value="1" enum="RenderInfo"> Amount of vertices in frame. </constant> - <constant name="RENDER_INFO_MATERIAL_CHANGES_IN_FRAME" value="2" enum="RenderInfo"> - Amount of material changes in frame. + <constant name="RENDER_INFO_DRAW_CALLS_IN_FRAME" value="2" enum="RenderInfo"> + Amount of draw calls in frame. </constant> - <constant name="RENDER_INFO_SHADER_CHANGES_IN_FRAME" value="3" enum="RenderInfo"> - Amount of shader changes in frame. + <constant name="RENDER_INFO_MAX" value="3" enum="RenderInfo"> + Represents the size of the [enum RenderInfo] enum. </constant> - <constant name="RENDER_INFO_SURFACE_CHANGES_IN_FRAME" value="4" enum="RenderInfo"> - Amount of surface changes in frame. + <constant name="RENDER_INFO_TYPE_VISIBLE" value="0" enum="RenderInfoType"> </constant> - <constant name="RENDER_INFO_DRAW_CALLS_IN_FRAME" value="5" enum="RenderInfo"> - Amount of draw calls in frame. + <constant name="RENDER_INFO_TYPE_SHADOW" value="1" enum="RenderInfoType"> </constant> - <constant name="RENDER_INFO_MAX" value="6" enum="RenderInfo"> - Represents the size of the [enum RenderInfo] enum. + <constant name="RENDER_INFO_TYPE_MAX" value="2" enum="RenderInfoType"> </constant> <constant name="DEBUG_DRAW_DISABLED" value="0" enum="DebugDraw"> Objects are displayed normally. |