diff options
Diffstat (limited to 'doc/classes/Viewport.xml')
-rw-r--r-- | doc/classes/Viewport.xml | 51 |
1 files changed, 31 insertions, 20 deletions
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 4a62d3ec7b..06a7177bfc 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -113,26 +113,34 @@ Returns [code]true[/code] if the viewport is currently performing a drag operation. </description> </method> - <method name="input"> + <method name="is_embedding_subwindows" qualifiers="const"> + <return type="bool" /> + <description> + </description> + </method> + <method name="is_input_handled" qualifiers="const"> + <return type="bool" /> + <description> + </description> + </method> + <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="input_text"> + <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="is_embedding_subwindows" qualifiers="const"> - <return type="bool" /> - <description> - </description> - </method> - <method name="is_input_handled" qualifiers="const"> - <return type="bool" /> + <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> @@ -150,13 +158,6 @@ 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" /> - <argument index="0" name="event" type="InputEvent" /> - <argument index="1" name="in_local_coords" type="bool" default="false" /> - <description> - </description> - </method> <method name="warp_mouse"> <return type="void" /> <argument index="0" name="to_position" type="Vector2" /> @@ -211,6 +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> @@ -271,6 +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> @@ -307,10 +321,7 @@ <constant name="MSAA_8X" value="3" enum="MSAA"> 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 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"> + <constant name="MSAA_MAX" value="4" enum="MSAA"> Represents the size of the [enum MSAA] enum. </constant> <constant name="SCREEN_SPACE_AA_DISABLED" value="0" enum="ScreenSpaceAA"> |