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-rw-r--r--doc/classes/@GDScript.xml10
-rw-r--r--doc/classes/InputEventKey.xml2
-rw-r--r--doc/classes/OS.xml9
-rw-r--r--doc/classes/Particles.xml3
4 files changed, 15 insertions, 9 deletions
diff --git a/doc/classes/@GDScript.xml b/doc/classes/@GDScript.xml
index 553fd4d629..b6de5dbf62 100644
--- a/doc/classes/@GDScript.xml
+++ b/doc/classes/@GDScript.xml
@@ -92,13 +92,13 @@
<argument index="0" name="condition" type="bool">
</argument>
<description>
- Assert that the [code]condition[/code] is [code]true[/code] . If the [code]condition[/code] is [code]false[/code] a fatal error is generated and the program is halted. Useful for debugging to make sure a value is always [code]true[/code].
+ Asserts that the [code]condition[/code] is [code]true[/code] . If the [code]condition[/code] is [code]false[/code], an error is generated and the program is halted until you resume it. Only executes in debug builds, or when running the game from the editor. Use it for debugging purposes, to make sure a statement is [code]true[/code] during development.
[codeblock]
- # Speed should always be between 0 and 20
+ # Imagine we always want speed to be between 0 and 20
speed = -10
- assert(speed &lt; 20) # Is true and program continues
- assert(speed &gt;= 0) # Is false and program stops
- assert(speed &gt;= 0 &amp;&amp; speed &lt; 20) # Or combined
+ assert(speed &lt; 20) # True, the program will continue
+ assert(speed &gt;= 0) # False, the program will stop
+ assert(speed &gt;= 0 &amp;&amp; speed &lt; 20) # You can also combine the two conditional statements in one check
[/codeblock]
</description>
</method>
diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml
index 86a1362230..53b1f74bd4 100644
--- a/doc/classes/InputEventKey.xml
+++ b/doc/classes/InputEventKey.xml
@@ -29,7 +29,7 @@
Key scancode, one of the [enum KeyList] constants.
</member>
<member name="unicode" type="int" setter="set_unicode" getter="get_unicode">
- Key unicode identifier when relevant.
+ Key unicode identifier when relevant. Unicode identifiers for the composite characters and complex scripts may not be available unless IME input mode is active. See [method OS.set_ime_active] for more information.
</member>
</members>
<constants>
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index dd0fcd63e7..f7cd6c3e83 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -221,14 +221,16 @@
<return type="Vector2">
</return>
<description>
- Returns IME selection range.
+ Returns IME cursor position (currently edited portion of the string) relative to the characters in the composition string.
+ [code]NOTIFICATION_OS_IME_UPDATE[/code] is sent to the application to notify it of changes to the IME cursor position.
</description>
</method>
<method name="get_ime_text" qualifiers="const">
<return type="String">
</return>
<description>
- Returns IME intermediate text.
+ Returns IME intermediate composition string.
+ [code]NOTIFICATION_OS_IME_UPDATE[/code] is sent to the application to notify it of changes to the IME composition string.
</description>
</method>
<method name="get_latin_keyboard_variant" qualifiers="const">
@@ -710,6 +712,9 @@
</argument>
<description>
Sets whether IME input mode should be enabled.
+ If active IME handles key events before the application and creates an composition string and suggestion list.
+ Application can retrieve the composition status by using [method get_ime_selection] and [method get_ime_text] functions.
+ Completed composition string is committed when input is finished.
</description>
</method>
<method name="set_ime_position">
diff --git a/doc/classes/Particles.xml b/doc/classes/Particles.xml
index 0023fce97d..7820c63ad7 100644
--- a/doc/classes/Particles.xml
+++ b/doc/classes/Particles.xml
@@ -15,13 +15,14 @@
<return type="AABB">
</return>
<description>
+ Returns the bounding box that contains all the particles that are active in the current frame.
</description>
</method>
<method name="restart">
<return type="void">
</return>
<description>
- Restarts the particle emmission, clearing existing particles.
+ Restarts the particle emission, clearing existing particles.
</description>
</method>
</methods>