diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Control.xml | 4 | ||||
-rw-r--r-- | doc/classes/HTTPClient.xml | 1 | ||||
-rw-r--r-- | doc/classes/HTTPRequest.xml | 1 | ||||
-rw-r--r-- | doc/classes/OS.xml | 13 |
4 files changed, 17 insertions, 2 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 9dbb843902..1f495bf91a 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -856,7 +856,9 @@ The node's rotation around its pivot, in degrees. See [member rect_pivot_offset] to change the pivot's position. </member> <member name="rect_scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2( 1, 1 )"> - The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. + The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset]. The Control's [member hint_tooltip] will also scale according to this value. + [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually. + [b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using [code]yield(get_tree(), "idle_frame")[/code] then set its [member rect_scale] property. </member> <member name="rect_size" type="Vector2" setter="_set_size" getter="get_size" default="Vector2( 0, 0 )"> The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically. diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 76153ae041..7e8f0807ac 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -8,6 +8,7 @@ [b]Note:[/b] This client only needs to connect to a host once (see [method connect_to_host]) to send multiple requests. Because of this, methods that take URLs usually take just the part after the host instead of the full URL, as the client is already connected to a host. See [method request] for a full example and to get started. A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports SSL and SSL server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side. For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616). + [b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link> diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 0b0d71fccf..61e0d2e2b9 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -64,6 +64,7 @@ add_child(texture_rect) texture_rect.texture = texture [/codeblock] + [b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 105def21ca..238bc970ef 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -112,7 +112,18 @@ <return type="PackedStringArray"> </return> <description> - Returns the command line arguments passed to the engine. + Returns the command-line arguments passed to the engine. + Command-line arguments can be written in any form, including both [code]--key value[/code] and [code]--key=value[/code] forms so they can be properly parsed, as long as custom command-line arguments do not conflict with engine arguments. + You can also incorporate environment variables using the [method get_environment] method. + You can set [code]editor/main_run_args[/code] in the Project Settings to define command-line arguments to be passed by the editor when running the project. + Here's a minimal example on how to parse command-line arguments into a dictionary using the [code]--key=value[/code] form for arguments: + [codeblock] + var arguments = {} + for argument in OS.get_cmdline_args(): + if argument.find("=") > -1: + var key_value = argument.split("=") + arguments[key_value[0].lstrip("--")] = key_value[1] + [/codeblock] </description> </method> <method name="get_connected_midi_inputs"> |