diff options
Diffstat (limited to 'doc/classes/VisualShaderNodeCustom.xml')
-rw-r--r-- | doc/classes/VisualShaderNodeCustom.xml | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml index 0a962a4aa4..9813b4778d 100644 --- a/doc/classes/VisualShaderNodeCustom.xml +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -25,15 +25,15 @@ </method> <method name="_get_code" qualifiers="virtual const"> <return type="String" /> - <argument index="0" name="input_vars" type="String[]" /> - <argument index="1" name="output_vars" type="String[]" /> - <argument index="2" name="mode" type="int" enum="Shader.Mode" /> - <argument index="3" name="type" type="int" enum="VisualShader.Type" /> + <param index="0" name="input_vars" type="String[]" /> + <param index="1" name="output_vars" type="String[]" /> + <param index="2" name="mode" type="int" enum="Shader.Mode" /> + <param index="3" name="type" type="int" enum="VisualShader.Type" /> <description> Override this method to define the actual shader code of the associated custom node. The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience). - The [code]input_vars[/code] and [code]output_vars[/code] arrays contain the string names of the various input and output variables, as defined by [code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in this class. + The [param input_vars] and [param output_vars] arrays contain the string names of the various input and output variables, as defined by [code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in this class. The output ports can be assigned values in the shader code. For example, [code]return output_vars[0] + " = " + input_vars[0] + ";"[/code]. - You can customize the generated code based on the shader [code]mode[/code] (see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader.Type]). + You can customize the generated code based on the shader [param mode] (see [enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]). Defining this method is [b]required[/b]. </description> </method> @@ -46,22 +46,22 @@ </method> <method name="_get_func_code" qualifiers="virtual const"> <return type="String" /> - <argument index="0" name="mode" type="int" enum="Shader.Mode" /> - <argument index="1" name="type" type="int" enum="VisualShader.Type" /> + <param index="0" name="mode" type="int" enum="Shader.Mode" /> + <param index="1" name="type" type="int" enum="VisualShader.Type" /> <description> Override this method to add a shader code to the beginning of each shader function (once). The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience). If there are multiple custom nodes of different types which use this feature the order of each insertion is undefined. - You can customize the generated code based on the shader [code]mode[/code] (see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader.Type]). + You can customize the generated code based on the shader [param mode] (see [enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]). Defining this method is [b]optional[/b]. </description> </method> <method name="_get_global_code" qualifiers="virtual const"> <return type="String" /> - <argument index="0" name="mode" type="int" enum="Shader.Mode" /> + <param index="0" name="mode" type="int" enum="Shader.Mode" /> <description> Override this method to add shader code on top of the global shader, to define your own standard library of reusable methods, varyings, constants, uniforms, etc. The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience). Be careful with this functionality as it can cause name conflicts with other custom nodes, so be sure to give the defined entities unique names. - You can customize the generated code based on the shader [code]mode[/code] (see [enum Shader.Mode]). + You can customize the generated code based on the shader [param mode] (see [enum Shader.Mode]). Defining this method is [b]optional[/b]. </description> </method> @@ -74,7 +74,7 @@ </method> <method name="_get_input_port_name" qualifiers="virtual const"> <return type="String" /> - <argument index="0" name="port" type="int" /> + <param index="0" name="port" type="int" /> <description> Override this method to define the names of input ports of the associated custom node. The names are used both for the input slots in the editor and as identifiers in the shader code, and are passed in the [code]input_vars[/code] array in [method _get_code]. Defining this method is [b]optional[/b], but recommended. If not overridden, input ports are named as [code]"in" + str(port)[/code]. @@ -82,7 +82,7 @@ </method> <method name="_get_input_port_type" qualifiers="virtual const"> <return type="int" /> - <argument index="0" name="port" type="int" /> + <param index="0" name="port" type="int" /> <description> Override this method to define the returned type of each input port of the associated custom node (see [enum VisualShaderNode.PortType] for possible types). Defining this method is [b]optional[/b], but recommended. If not overridden, input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type. @@ -104,7 +104,7 @@ </method> <method name="_get_output_port_name" qualifiers="virtual const"> <return type="String" /> - <argument index="0" name="port" type="int" /> + <param index="0" name="port" type="int" /> <description> Override this method to define the names of output ports of the associated custom node. The names are used both for the output slots in the editor and as identifiers in the shader code, and are passed in the [code]output_vars[/code] array in [method _get_code]. Defining this method is [b]optional[/b], but recommended. If not overridden, output ports are named as [code]"out" + str(port)[/code]. @@ -112,7 +112,7 @@ </method> <method name="_get_output_port_type" qualifiers="virtual const"> <return type="int" /> - <argument index="0" name="port" type="int" /> + <param index="0" name="port" type="int" /> <description> Override this method to define the returned type of each output port of the associated custom node (see [enum VisualShaderNode.PortType] for possible types). Defining this method is [b]optional[/b], but recommended. If not overridden, output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type. @@ -127,10 +127,10 @@ </method> <method name="_is_available" qualifiers="virtual const"> <return type="bool" /> - <argument index="0" name="mode" type="int" enum="Shader.Mode" /> - <argument index="1" name="type" type="int" enum="VisualShader.Type" /> + <param index="0" name="mode" type="int" enum="Shader.Mode" /> + <param index="1" name="type" type="int" enum="VisualShader.Type" /> <description> - Override this method to prevent the node to be visible in the member dialog for the certain [code]mode[/code] (see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader.Type]). + Override this method to prevent the node to be visible in the member dialog for the certain [param mode] (see [enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]). Defining this method is [b]optional[/b]. If not overridden, it's [code]true[/code]. </description> </method> |