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-rw-r--r--doc/classes/@VisualScript.xml2
-rw-r--r--doc/classes/CollisionPolygon2D.xml14
-rw-r--r--doc/classes/Control.xml137
-rw-r--r--doc/classes/JSON.xml4
-rw-r--r--doc/classes/JSONParseResult.xml14
-rw-r--r--doc/classes/Polygon2D.xml16
-rw-r--r--doc/classes/VisualScript.xml48
-rw-r--r--doc/classes/VisualScriptBasicTypeConstant.xml4
-rw-r--r--doc/classes/VisualScriptBuiltinFunc.xml62
-rw-r--r--doc/classes/VisualScriptClassConstant.xml4
-rw-r--r--doc/classes/VisualScriptComment.xml6
-rw-r--r--doc/classes/VisualScriptCondition.xml2
-rw-r--r--doc/classes/VisualScriptConstant.xml4
-rw-r--r--doc/classes/VisualScriptConstructor.xml20
-rw-r--r--doc/classes/VisualScriptCustomNode.xml32
-rw-r--r--doc/classes/VisualScriptDeconstruct.xml3
-rw-r--r--doc/classes/VisualScriptEmitSignal.xml3
-rw-r--r--doc/classes/VisualScriptEngineSingleton.xml3
-rw-r--r--doc/classes/VisualScriptNode.xml13
19 files changed, 349 insertions, 42 deletions
diff --git a/doc/classes/@VisualScript.xml b/doc/classes/@VisualScript.xml
index 2392e3ecca..fe40bc45e9 100644
--- a/doc/classes/@VisualScript.xml
+++ b/doc/classes/@VisualScript.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="@VisualScript" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ Built-in visual script functions.
</brief_description>
<description>
+ A list of built-in visual script functions, see [VisualScriptBuiltinFunc] and [VisualScript].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CollisionPolygon2D.xml b/doc/classes/CollisionPolygon2D.xml
index d3dee1e9bb..7f30e8e83e 100644
--- a/doc/classes/CollisionPolygon2D.xml
+++ b/doc/classes/CollisionPolygon2D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionPolygon2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
- Editor-only class for defining a collision polygon in 2D space.
+ Defines a 2D collision polygon.
</brief_description>
<description>
- Allows editing a collision polygon's vertices. This class is only available in the editor. It will not appear in the scene tree at runtime. Creates a [Shape2D] for gameplay. Properties modified during gameplay will have no effect.
+ Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygon can be drawn in the editor or specified by a list of vertices.
</description>
<tutorials>
</tutorials>
@@ -75,22 +75,24 @@
</methods>
<members>
<member name="build_mode" type="int" setter="set_build_mode" getter="get_build_mode" enum="CollisionPolygon2D.BuildMode">
- If BUILD_SOLIDS, the polygon and the area within it will have collision. If BUILD_SEGMENTS, only the edges of the polygon will have collision.
+ Collision build mode. Use one of the [code]BUILD_*[/code] constants. Default value: [code]BUILD_SOLIDS[/code].
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
- If true, no collision will be produced.
+ If [code]true[/code] no collisions will be detected.
</member>
<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled">
- If true, only edges that face up, relative to CollisionPolygon2D's rotation, will collide with other objects.
+ If [code]true[/code] only edges that face up, relative to CollisionPolygon2D's rotation, will collide with other objects.
</member>
<member name="polygon" type="PoolVector2Array" setter="set_polygon" getter="get_polygon">
- Array of vertices which define the polygon.
+ The polygon's list of vertices. The final point will be connected to the first.
</member>
</members>
<constants>
<constant name="BUILD_SOLIDS" value="0">
+ Collisions will include the polygon and its contained area.
</constant>
<constant name="BUILD_SEGMENTS" value="1">
+ Collisions will only include the polygon edges.
</constant>
</constants>
</class>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 59c3bd30c7..b3bdd1d6c2 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -1,16 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Control" inherits="CanvasItem" category="Core" version="3.0.alpha.custom_build">
<brief_description>
- Base node for all User Interface components.
+ All User Interface nodes inherit from Control. Features anchors and margins to adapt its position and size to its parent.
</brief_description>
<description>
- The base class Node for all User Interface components. Every UI node inherits from it. Any scene or portion of a scene tree composed of Control nodes is a User Interface.
- Controls use anchors and margins to place themselves relative to their parent. They adapt automatically when their parent or the screen size changes. To build flexible UIs, use built-in [Container] nodes or create your own.
- Anchors work by defining which margin do they follow, and a value relative to it. Allowed anchoring modes are ANCHOR_BEGIN, where the margin is relative to the top or left margins of the parent (in pixels), ANCHOR_END for the right and bottom margins of the parent and ANCHOR_RATIO, which is a ratio from 0 to 1 in the parent range.
- Godot sends Input events to the root node first, via [method Node._input]. The method distributes it through the node tree and delivers the input events to the node under the mouse cursor or on focus with the keyboard. To do so, it calls [method MainLoop._input_event]. No need to enable [method Node.set_process_input] on Controls to receive input events. Call [method accept_event] to ensure no other node receives the event, not even [method Node._unhandled_input].
- Only the one Control node in focus receives keyboard events. To do so, the Control must get the focus mode with [method set_focus_mode]. It loses focus when another Control gets it, or if the current Control in focus is hidden.
- You'll sometimes want Controls to ignore mouse or touch events. For example, if you place an icon on top of a button. Call [method set_ignore_mouse] for that.
- [Theme] resources change the Control's appearance. If you change the [Theme] on a parent Control node, it will propagate to all of its children. You can override parts of the theme on each Control with the add_*_override methods, like [method add_font_override]. You can also override the theme from the editor.
+ Base class for all User Interface or [i]UI[/i] related nodes. [code]Control[/code] features a bounding rectangle that defines its extents, an anchor position relative to its parent and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change.
+ For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [code]Control[/code] and [Container] nodes.
+ [b]User Interface nodes and input[/b]
+ Godot sends input events to the scene's root node first, by calling [method Node._input]. [method Node._input] forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls [method MainLoop._input_event]. Call [method accept_event] so no other node receives the event. Once you accepted an input, it becomes handled so [method Node._unhandled_input] will not process it.
+ Only one [code]Control[/code] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the foucs, call [method set_focus_mode]. [code]Control[/code] nodes lose focus when another node grabs it, or if you hide the node in focus.
+ Call [method set_ignore_mouse] to tell a [code]Control[/code] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
+ [Theme] resources change the Control's appearance. If you change the [Theme] on a [code]Control[/code] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_*_override[/code] methods, like [method add_font_override]. You can override the theme with the inspector.
</description>
<tutorials>
</tutorials>
@@ -21,7 +21,7 @@
<return type="Vector2">
</return>
<description>
- Returns the minimum size this Control can shrink to. A control will never be displayed or resized smaller than its minimum size.
+ Returns the minimum size this Control can shrink to. The node can never be smaller than this minimum size.
</description>
</method>
<method name="_gui_input" qualifiers="virtual">
@@ -30,13 +30,15 @@
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
+ The node's parent forwards input events to this method. Use it to process and accept inputs on UI elements. See [method accept_event].
+ Replaces Godot 2's [code]_input_event[/code].
</description>
</method>
<method name="accept_event">
<return type="void">
</return>
<description>
- Marks the input event as handled. No other Control will receive it, and the input event will not propagate. Not even to nodes listening to [method Node._unhandled_input] or [method Node._unhandled_key_input].
+ Marks an input event as handled. Once you accept an input event, it stops propagating, even to nodes listening to [method Node._unhandled_input] or [method Node._unhandled_key_input].
</description>
</method>
<method name="add_color_override">
@@ -47,6 +49,7 @@
<argument index="1" name="color" type="Color">
</argument>
<description>
+ Overrides the color in the [theme] resource the node uses.
</description>
</method>
<method name="add_constant_override">
@@ -57,7 +60,7 @@
<argument index="1" name="constant" type="int">
</argument>
<description>
- Override a single constant (integer) in the theme of this Control. If constant equals Theme.INVALID_CONSTANT, override is cleared.
+ Overrides an integer constant in the [theme] resource the node uses. If the [code]constant[code] is invalid, Godot clears the override. See [member Theme.INVALID_CONSTANT] for more information.
</description>
</method>
<method name="add_font_override">
@@ -68,7 +71,7 @@
<argument index="1" name="font" type="Font">
</argument>
<description>
- Override a single font (font) in the theme of this Control. If font is empty, override is cleared.
+ Overrides the [code]name[/code] font in the [theme] resource the node uses. If [code]font[/code] is empty, Godot clears the override.
</description>
</method>
<method name="add_icon_override">
@@ -79,7 +82,7 @@
<argument index="1" name="texture" type="Texture">
</argument>
<description>
- Override a single icon ([Texture]) in the theme of this Control. If texture is empty, override is cleared.
+ Overrides the [code]name[/code] icon in the [theme] resource the node uses. If [code]icon[/code] is empty, Godot clears the override.
</description>
</method>
<method name="add_shader_override">
@@ -90,6 +93,7 @@
<argument index="1" name="shader" type="Shader">
</argument>
<description>
+ Overrides the [code]name[/code] shader in the [theme] resource the node uses. If [code]shader[/code] is empty, Godot clears the override.
</description>
</method>
<method name="add_style_override">
@@ -100,7 +104,7 @@
<argument index="1" name="stylebox" type="StyleBox">
</argument>
<description>
- Override a single stylebox ([Stylebox]) in the theme of this Control. If stylebox is empty, override is cleared.
+ Overrides the [code]name[/code] [Stylebox] in the [theme] resource the node uses. If [code]stylebox[/code] is empty, Godot clears the override.
</description>
</method>
<method name="can_drop_data" qualifiers="virtual">
@@ -180,7 +184,7 @@
<argument index="0" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
- Return the cursor shape at a certain position in the control.
+ Returns the mouse cursor shape the control displays on mouse hover, one of the [code]CURSOR_*[/code] constants.
</description>
</method>
<method name="get_custom_minimum_size" qualifiers="const">
@@ -193,7 +197,7 @@
<return type="int" enum="Control.CursorShape">
</return>
<description>
- Return the default cursor shape for this control. See enum CURSOR_* for the list of shapes.
+ Returns the default cursor shape for this control. See enum [code]CURSOR_*[/code] for the list of shapes.
</description>
</method>
<method name="get_drag_data" qualifiers="virtual">
@@ -624,7 +628,7 @@
<argument index="0" name="shape" type="int" enum="Control.CursorShape">
</argument>
<description>
- Set the default cursor shape for this control. See enum CURSOR_* for the list of shapes.
+ Sets the default cursor shape for this control. See [code]CURSOR_*[/code] for the list of available cursor shapes. Useful for Godot plugins and applications or games that use the system's mouse cursors.
</description>
</method>
<method name="set_drag_forwarding">
@@ -785,7 +789,7 @@
<argument index="0" name="theme" type="Theme">
</argument>
<description>
- Override whole the [Theme] for this Control and all its children controls.
+ Overrides the whole [Theme] for this node and all its [code]Control[/code] children.
</description>
</method>
<method name="set_tooltip">
@@ -794,7 +798,7 @@
<argument index="0" name="tooltip" type="String">
</argument>
<description>
- Set a tooltip, which will appear when the cursor is resting over this control.
+ Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments.
</description>
</method>
<method name="set_v_grow_direction">
@@ -834,58 +838,83 @@
</methods>
<members>
<member name="anchor_bottom" type="float" setter="_set_anchor" getter="get_anchor">
+ Anchors the bottom edge of the node to the origin, the center, or the end of its parent container. It changes how the bottom margin updates when the node moves or changes size. Use one of the [code]ANCHOR_*[/code] constants. Default value: [code]ANCHOR_BEGIN[/code].
</member>
<member name="anchor_left" type="float" setter="_set_anchor" getter="get_anchor">
+ Anchors the left edge of the node to the origin, the center or the end of its parent container. It changes how the left margin updates when the node moves or changes size. Use one of the [code]ANCHOR_*[/code] constants. Default value: [code]ANCHOR_BEGIN[/code].
</member>
<member name="anchor_right" type="float" setter="_set_anchor" getter="get_anchor">
+ Anchors the right edge of the node to the origin, the center or the end of its parent container. It changes how the right margin updates when the node moves or changes size. Use one of the [code]ANCHOR_*[/code] constants. Default value: [code]ANCHOR_BEGIN[/code].
</member>
<member name="anchor_top" type="float" setter="_set_anchor" getter="get_anchor">
+ Anchors the top edge of the node to the origin, the center or the end of its parent container. It changes how the top margin updates when the node moves or changes size. Use one of the [code]ANCHOR_*[/code] constants. Default value: [code]ANCHOR_BEGIN[/code].
</member>
<member name="focus_neighbour_bottom" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour">
+ Tells Godot which node it should give keyboard focus to if the user presses Tab, the down arrow on the keyboard, or down on a gamepad. The node must be a [code]Control[/code]. If this property is not set, Godot will give focus to the closest [code]Control[/code] to the bottom of this one.
+ If the user presses Tab, Godot will give focus to the closest node to the right first, then to the bottom. If the user presses Shift+Tab, Godot will look to the left of the node, then above it.
</member>
<member name="focus_neighbour_left" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour">
+ Tells Godot which node it should give keyboard focus to if the user presses Shift+Tab, the left arrow on the keyboard or left on a gamepad. The node must be a [code]Control[/code]. If this property is not set, Godot will give focus to the closest [code]Control[/code] to the left of this one.
</member>
<member name="focus_neighbour_right" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour">
+ Tells Godot which node it should give keyboard focus to if the user presses Tab, the right arrow on the keyboard or right on a gamepad. The node must be a [code]Control[/code]. If this property is not set, Godot will give focus to the closest [code]Control[/code] to the bottom of this one.
</member>
<member name="focus_neighbour_top" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour">
+ Tells Godot which node it should give keyboard focus to if the user presses Shift+Tab, the top arrow on the keyboard or top on a gamepad. The node must be a [code]Control[/code]. If this property is not set, Godot will give focus to the closest [code]Control[/code] to the bottom of this one.
</member>
<member name="grow_horizontal" type="int" setter="set_h_grow_direction" getter="get_h_grow_direction" enum="Control.GrowDirection">
</member>
<member name="grow_vertical" type="int" setter="set_v_grow_direction" getter="get_v_grow_direction" enum="Control.GrowDirection">
</member>
<member name="hint_tooltip" type="String" setter="set_tooltip" getter="_get_tooltip">
+ Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments.
</member>
<member name="margin_bottom" type="float" setter="set_margin" getter="get_margin">
+ Distance between the node's bottom edge and its parent container, based on [member anchor_bottom].
+ Margins are often controlled by one or multiple parent [Container] nodes. Margins update automatically when you move or resize the node.
</member>
<member name="margin_left" type="float" setter="set_margin" getter="get_margin">
+ Distance between the node's left edge and its parent container, based on [member anchor_left].
</member>
<member name="margin_right" type="float" setter="set_margin" getter="get_margin">
+ Distance between the node's right edge and its parent container, based on [member anchor_right].
</member>
<member name="margin_top" type="float" setter="set_margin" getter="get_margin">
+ Distance between the node's top edge and its parent container, based on [member anchor_top].
</member>
<member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" enum="Control.MouseFilter">
</member>
<member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents">
</member>
<member name="rect_min_size" type="Vector2" setter="set_custom_minimum_size" getter="get_custom_minimum_size">
+ The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.
</member>
<member name="rect_pivot_offset" type="Vector2" setter="set_pivot_offset" getter="get_pivot_offset">
+ By default, the node's pivot is its top-left corner. When you change its [member rect_scale], it will scale around this pivot. Set this property to [member rect_size] / 2 to center the pivot in the node's rectangle.
</member>
<member name="rect_position" type="Vector2" setter="set_position" getter="get_position">
+ The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by [member rect_pivot_offset].
</member>
<member name="rect_rotation" type="float" setter="set_rotation_deg" getter="get_rotation_deg">
+ 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">
+ The node's scale, relative to its [member rect_size]. Change this property to scale the node around its [member rect_pivot_offset].
</member>
<member name="rect_size" type="Vector2" setter="set_size" getter="get_size">
+ The size of the node's bounding rectangle, in pixels. [Container] nodes update this property automatically.
</member>
<member name="size_flags_horizontal" type="int" setter="set_h_size_flags" getter="get_h_size_flags">
+ Tells the parent [Container] nodes how they should resize and place the node on the X axis. Use one of the [code]SIZE_*[/code] constants to change the flags. See the constants to learn what each does.
</member>
<member name="size_flags_stretch_ratio" type="float" setter="set_stretch_ratio" getter="get_stretch_ratio">
+ If the node and at least one of its neighbours uses the [code]SIZE_EXPAND[/code] size flag, the parent [Container] will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.
</member>
<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags">
+ Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use one of the [code]SIZE_*[/code] constants to change the flags. See the constants to learn what each does.
</member>
<member name="theme" type="Theme" setter="set_theme" getter="get_theme">
+ Changing this property replaces the current [Theme] resource this node and all its [code]Control[/code] children use.
</member>
</members>
<signals>
@@ -903,6 +932,7 @@
<argument index="0" name="ev" type="Object">
</argument>
<description>
+ Emitted when the node receives an [InputEvent].
</description>
</signal>
<signal name="minimum_size_changed">
@@ -912,16 +942,17 @@
</signal>
<signal name="modal_closed">
<description>
+ Emitted when a modal [code]Control[/code] is closed. See [method show_modal].
</description>
</signal>
<signal name="mouse_entered">
<description>
- Emitted when the mouse enters the control's area.
+ Emitted when the mouse enters the control's [code]Rect[/code] area.
</description>
</signal>
<signal name="mouse_exited">
<description>
- Emitted when the mouse leaves the control's area.
+ Emitted when the mouse leaves the control's [code]Rect[/code] area.
</description>
</signal>
<signal name="resized">
@@ -931,116 +962,154 @@
</signal>
<signal name="size_flags_changed">
<description>
- Emitted when the size flags change.
+ Emitted when one of the size flags changes. See [member size_flags_horizontal] and [member size_flags_vertical].
</description>
</signal>
</signals>
<constants>
<constant name="FOCUS_NONE" value="0">
- Control can't acquire focus.
+ The node cannot grab focus. Use with [member set_focus_mode].
</constant>
<constant name="FOCUS_CLICK" value="1">
- Control can acquire focus only if clicked.
+ The node can only grab focus on mouse clicks. Use with [member set_focus_mode].
</constant>
<constant name="FOCUS_ALL" value="2">
- Control can acquire focus if clicked, or by pressing TAB/Directionals in the keyboard from another Control.
+ The node can grab focus on mouse click or using the arrows and the Tab keys on the keyboard. Use with [member set_focus_mode].
</constant>
<constant name="NOTIFICATION_RESIZED" value="40" enum="">
- Control changed size (get_size() reports the new size).
+ Sent when the node changes size. Use [member rect_size] to get the new size.
</constant>
<constant name="NOTIFICATION_MOUSE_ENTER" value="41" enum="">
- Mouse pointer entered the area of the Control.
+ Sent when the mouse pointer enters the node's [code]Rect[/code] area.
</constant>
<constant name="NOTIFICATION_MOUSE_EXIT" value="42" enum="">
- Mouse pointer exited the area of the Control.
+ Sent when the mouse pointer exits the node's [code]Rect[/code] area.
</constant>
<constant name="NOTIFICATION_FOCUS_ENTER" value="43" enum="">
- Control gained focus.
+ Sent when the node grabs focus.
</constant>
<constant name="NOTIFICATION_FOCUS_EXIT" value="44" enum="">
- Control lost focus.
+ Sent when the node loses focus.
</constant>
<constant name="NOTIFICATION_THEME_CHANGED" value="45" enum="">
- Theme changed. Redrawing is desired.
+ Sent when the node's [member theme] changes, right before Godot redraws the [code]Control[/code]. Happens when you call one of the [code]add_*_override[/code]
</constant>
<constant name="NOTIFICATION_MODAL_CLOSE" value="46" enum="">
- Modal control was closed.
+ Sent when an open modal dialog closes. See [member show_modal].
</constant>
<constant name="CURSOR_ARROW" value="0">
+ Show the system's arrow mouse cursor when the user hovers the node. Use with [method set_default_cursor_shape].
</constant>
<constant name="CURSOR_IBEAM" value="1">
+ Show the system's I-beam mouse cursor when the user hovers the node. The I-beam pointer has a shape similar to "I". It tells the user they can highlight or insert text.
</constant>
<constant name="CURSOR_POINTING_HAND" value="2">
+ Show the system's pointing hand mouse cursor when the user hovers the node.
</constant>
<constant name="CURSOR_CROSS" value="3">
+ Show the system's cross mouse cursor when the user hovers the node.
</constant>
<constant name="CURSOR_WAIT" value="4">
+ Show the system's wait mouse cursor, often an hourglass, when the user hovers the node.
</constant>
<constant name="CURSOR_BUSY" value="5">
+ Show the system's busy mouse cursor when the user hovers the node. Often an hourglass.
</constant>
<constant name="CURSOR_DRAG" value="6">
+ Show the system's drag mouse cursor, often a closed fist or a cross symbol, when the user hovers the node. It tells the user they're currently dragging an item, like a node in the Scene dock.
</constant>
<constant name="CURSOR_CAN_DROP" value="7">
+ Show the system's drop mouse cursor when the user hovers the node. It can be an open hand. It tells the user they can drop an item they're currently grabbing, like a node in the Scene dock.
</constant>
<constant name="CURSOR_FORBIDDEN" value="8">
+ Show the system's forbidden mouse cursor when the user hovers the node. Often a crossed circle.
</constant>
<constant name="CURSOR_VSIZE" value="9">
+ Show the system's vertical resize mouse cursor when the user hovers the node. A double headed vertical arrow. It tells the user they can resize the window or the panel vertically.
</constant>
<constant name="CURSOR_HSIZE" value="10">
+ Show the system's horizontal resize mouse cursor when the user hovers the node. A double headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.
</constant>
<constant name="CURSOR_BDIAGSIZE" value="11">
+ Show the system's window resize mouse cursor when the user hovers the node. The cursor is a double headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.
</constant>
<constant name="CURSOR_FDIAGSIZE" value="12">
+ Show the system's window resize mouse cursor when the user hovers the node. The cursor is a double headed arrow that goes from the top left to the bottom right, the opposite of [code]CURSOR_BDIAGSIZE[/code]. It tells the user they can resize the window or the panel both horizontally and vertically.
</constant>
<constant name="CURSOR_MOVE" value="13">
+ Show the system's move mouse cursor when the user hovers the node. It shows 2 double-headed arrows at a 90 degree angle. It tells the user they can move a UI element freely.
</constant>
<constant name="CURSOR_VSPLIT" value="14">
+ Show the system's vertical split mouse cursor when the user hovers the node. On Windows, it's the same as [code]CURSOR_VSIZE[/code].
</constant>
<constant name="CURSOR_HSPLIT" value="15">
+ Show the system's horizontal split mouse cursor when the user hovers the node. On Windows, it's the same as [code]CURSOR_HSIZE[/code].
</constant>
<constant name="CURSOR_HELP" value="16">
+ Show the system's help mouse cursor when the user hovers the node, a question mark.
</constant>
<constant name="PRESET_TOP_LEFT" value="0">
+ Snap all 4 anchors to the top-left of the parent container's bounds. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_TOP_RIGHT" value="1">
+ Snap all 4 anchors to the top-right of the parent container's bounds. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_BOTTOM_LEFT" value="2">
+ Snap all 4 anchors to the bottom-left of the parent container's bounds. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_BOTTOM_RIGHT" value="3">
+ Snap all 4 anchors to the bottom-right of the parent container's bounds. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_CENTER_LEFT" value="4">
+ Snap all 4 anchors to the center of the left edge of the parent container's bounds. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_CENTER_TOP" value="5">
+ Snap all 4 anchors to the center of the top edge of the parent container's bounds. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_CENTER_RIGHT" value="6">
+ Snap all 4 anchors to the center of the right edge of the parent container's bounds. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_CENTER_BOTTOM" value="7">
+ Snap all 4 anchors to the center of the bottom edge of the parent container's bounds. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_CENTER" value="8">
+ Snap all 4 anchors to the center of the parent container's bounds. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_LEFT_WIDE" value="9">
+ Snap all 4 anchors to the left edge of the parent container. The left margin becomes relative to the left edge and the top margin relative to the top left corner of the node's parent. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_TOP_WIDE" value="10">
+ Snap all 4 anchors to the top edge of the parent container. The left margin becomes relative to the top left corner, the top margin relative to the top edge, and the right margin relative to the top right corner of the node's parent. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_RIGHT_WIDE" value="11">
+ Snap all 4 anchors to the right edge of the parent container. The right margin becomes relative to the right edge and the top margin relative to the top right corner of the node's parent. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_BOTTOM_WIDE" value="12">
+ Snap all 4 anchors to the bottom edge of the parent container. The left margin becomes relative to the bottom left corner, the bottom margin relative to the bottom edge, and the right margin relative to the bottom right corner of the node's parent. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_VCENTER_WIDE" value="13">
+ Snap all 4 anchors to a vertical line that cuts the parent container in half. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_HCENTER_WIDE" value="14">
+ Snap all 4 anchors to a horizontal line that cuts the parent container in half. Use with [method set_anchors_preset].
</constant>
<constant name="PRESET_WIDE" value="15">
+ Snap all 4 anchors to the respective corners of the parent container. Set all 4 margins to 0 after you applied this preset and the [code]Control[/code] will fit its parent container. Use with [method set_anchors_preset].
</constant>
<constant name="SIZE_EXPAND" value="2">
+ Tells the parent [Container] to let this node take all the available space on the axis you flag. If multiple neighboring nodes are set to expand, they'll share the space based on their stretch ratio. See [member size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and [member size_flags_vertical].
</constant>
<constant name="SIZE_FILL" value="1">
+ Tells the parent [Container] to expand the bounds of this node to fill all the available space without pushing any other node. Use with [member size_flags_horizontal] and [member size_flags_vertical].
</constant>
<constant name="SIZE_EXPAND_FILL" value="3">
+ Sets the node's size flags to both fill and expand. See the 2 constants above for more information.
</constant>
<constant name="SIZE_SHRINK_CENTER" value="4">
+ Tells the parent [Container] to center the node in itself. It centers the [code]Control[/code] based on its bounding box, so it doesn't work with the fill or expand size flags. Use with [member size_flags_horizontal] and [member size_flags_vertical].
</constant>
<constant name="SIZE_SHRINK_END" value="8">
+ Tells the parent [Container] to align the node with its end, either the bottom or the right edge. It doesn't work with the fill or expand size flags. Use with [member size_flags_horizontal] and [member size_flags_vertical].
</constant>
<constant name="MOUSE_FILTER_STOP" value="0">
</constant>
@@ -1053,10 +1122,10 @@
<constant name="GROW_DIRECTION_END" value="1">
</constant>
<constant name="ANCHOR_BEGIN" value="0">
- X is relative to MARGIN_LEFT, Y is relative to MARGIN_TOP.
+ Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/code], in the top left. Use it with one of the [code]anchor_*[/code] member variables, like [member anchor_left]. To change all 4 anchors at once, use [method set_anchors_preset].
</constant>
<constant name="ANCHOR_END" value="1">
- X is relative to -MARGIN_RIGHT, Y is relative to -MARGIN_BOTTOM.
+ Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/code], in the bottom right. Use it with one of the [code]anchor_*[/code] member variables, like [member anchor_left]. To change all 4 anchors at once, use [method set_anchors_preset].
</constant>
</constants>
</class>
diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml
index a38b2f61cf..8bff140bb4 100644
--- a/doc/classes/JSON.xml
+++ b/doc/classes/JSON.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="JSON" inherits="Object" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ Helper class for parsing JSON data.
</brief_description>
<description>
+ Helper class for parsing JSON data.
</description>
<tutorials>
</tutorials>
@@ -15,6 +17,7 @@
<argument index="0" name="json" type="String">
</argument>
<description>
+ Parses a JSON encoded string and returns a [JSONParseResult] containing the result.
</description>
</method>
<method name="print">
@@ -23,6 +26,7 @@
<argument index="0" name="value" type="Variant">
</argument>
<description>
+ Converts a Variant var to JSON text and returns the result. Useful for serializing data to store or send over the network.
</description>
</method>
</methods>
diff --git a/doc/classes/JSONParseResult.xml b/doc/classes/JSONParseResult.xml
index 6aeb614508..86edaaf1e6 100644
--- a/doc/classes/JSONParseResult.xml
+++ b/doc/classes/JSONParseResult.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="JSONParseResult" inherits="Reference" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ Data class wrapper for decoded JSON.
</brief_description>
<description>
+ Returned by [method JSON.parse], [JSONParseResult] contains decoded JSON or error information if JSON source not successfully parsed. You can check if JSON source was successfully parsed with [code]if json_result.error == 0[/code].
</description>
<tutorials>
</tutorials>
@@ -68,12 +70,24 @@
</methods>
<members>
<member name="error" type="int" setter="set_error" getter="get_error" enum="Error">
+ The error type if JSON source was not successfully parsed. See [@Global Scope]ERR_* constants.
</member>
<member name="error_line" type="int" setter="set_error_line" getter="get_error_line">
+ The line number where the error occurred if JSON source was not successfully parsed.
</member>
<member name="error_string" type="String" setter="set_error_string" getter="get_error_string">
+ The error message if JSON source was not successfully parsed. See [@Global Scope]ERR_* constants.
</member>
<member name="result" type="Variant" setter="set_result" getter="get_result">
+ A [Variant] containing the parsed JSON. Use typeof() to check if it is what you expect. For exemple, if JSON source starts with braces [code]{}[/code] a [Dictionary] will be returned, if JSON source starts with array braces [code][][/code] an [Array] will be returned.
+ [i]Be aware that the JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to float types.[/i]
+ [codeblock]
+ p = JSON.parse('["hello", "world", "!"]')
+ if typeof(p) == TYPE_ARRAY:
+ print(p[0]) # prints 'hello'
+ else:
+ print("unexpected results")
+ [/codeblock]
</member>
</members>
<constants>
diff --git a/doc/classes/Polygon2D.xml b/doc/classes/Polygon2D.xml
index 05869c514e..23cb9bd91b 100644
--- a/doc/classes/Polygon2D.xml
+++ b/doc/classes/Polygon2D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Polygon2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
- 2D polygon representation
+ A 2D polygon.
</brief_description>
<description>
- A Polygon2D is defined by a set of n vertices connected together by line segments, meaning that the vertex 1 will be connected with vertex 2, vertex 2 with vertex 3 ..., vertex n-1 with vertex n and vertex n with vertex 1 in order to close the loop and define a polygon.
+ A Polygon2D is defined by a set of points. Each point is connected to the next, with the final point being connected to the first, resulting in a closed polygon. Polygon2Ds can be filled with color (solid or gradient) or filled with a given texture.
</description>
<tutorials>
</tutorials>
@@ -204,28 +204,40 @@
</methods>
<members>
<member name="antialiased" type="bool" setter="set_antialiased" getter="get_antialiased">
+ If [code]true[/code] polygon edges will be anti-aliased. Default value: [code]false[/code].
</member>
<member name="color" type="Color" setter="set_color" getter="get_color">
+ The polygon's fill color. If [code]texture[/code] is defined, it will be multiplied by this color. It will also be the default color for vertices not set in [code]vertex_colors[/code].
</member>
<member name="invert_border" type="float" setter="set_invert_border" getter="get_invert_border">
+ Added padding applied to the bounding box when using [code]invert[/code]. Setting this value too small may result in a "Bad Polygon" error. Default value: [code]100[/code].
</member>
<member name="invert_enable" type="bool" setter="set_invert" getter="get_invert">
+ If [code]true[/code] polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code]. Default value: [code]false[/code].
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset">
+ The offset applied to each vertex.
</member>
<member name="polygon" type="PoolVector2Array" setter="set_polygon" getter="get_polygon">
+ The polygon's list of vertices. The final point will be connected to the first.
</member>
<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
+ The polygon's fill texture. Use [code]uv[/code] to set texture coordinates.
</member>
<member name="texture_offset" type="Vector2" setter="set_texture_offset" getter="get_texture_offset">
+ Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] the texture's origin (its top-left corner) will be placed at the polygon's [code]position[/code].
</member>
<member name="texture_rotation" type="float" setter="_set_texture_rotationd" getter="_get_texture_rotationd">
+ The texture's rotation in degrees.
</member>
<member name="texture_scale" type="Vector2" setter="set_texture_scale" getter="get_texture_scale">
+ Amount to multiply the [code]uv[/code] coordinates when using a [code]texture[/code]. Larger values make the texture smaller, and vice versa.
</member>
<member name="uv" type="PoolVector2Array" setter="set_uv" getter="get_uv">
+ Texture coordinates for each vertex of the polygon. There should be one [code]uv[/code] per polygon vertex. If there are fewer, undefined vertices will use [code](0, 0)[/code].
</member>
<member name="vertex_colors" type="PoolColorArray" setter="set_vertex_colors" getter="get_vertex_colors">
+ Color for each vertex. Colors are interpolated between vertices, resulting in smooth gradients. There should be one per polygon vertex. If there are fewer, undefined vertices will use [code]color[/code].
</member>
</members>
<constants>
diff --git a/doc/classes/VisualScript.xml b/doc/classes/VisualScript.xml
index 6473b074d3..e44547cd8f 100644
--- a/doc/classes/VisualScript.xml
+++ b/doc/classes/VisualScript.xml
@@ -1,8 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScript" inherits="Script" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A script implemented in the Visual Script programming environment.
</brief_description>
<description>
+ A script implemented in the Visual Script programming environment. The script exends the functionality of all objects that instance it.
+ [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
+ You are most likely to use this class via the Visual Script editor or when writing plugins for it.
</description>
<tutorials>
</tutorials>
@@ -15,6 +19,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Add a custom signal with the specified name to the VisualScript.
</description>
</method>
<method name="add_function">
@@ -23,6 +28,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Add a function with the specified name to the VisualScript.
</description>
</method>
<method name="add_node">
@@ -37,6 +43,7 @@
<argument index="3" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
+ Add a node to a function of the VisualScript.
</description>
</method>
<method name="add_variable">
@@ -49,6 +56,7 @@
<argument index="2" name="export" type="bool" default="false">
</argument>
<description>
+ Add a variable to the VisualScript, optionally giving it a default value or marking it as exported.
</description>
</method>
<method name="custom_signal_add_argument">
@@ -63,6 +71,7 @@
<argument index="3" name="index" type="int" default="-1">
</argument>
<description>
+ Add an argument to a custom signal added with [method add_custom_signal].
</description>
</method>
<method name="custom_signal_get_argument_count" qualifiers="const">
@@ -71,6 +80,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Get the count of a custom signal's arguments.
</description>
</method>
<method name="custom_signal_get_argument_name" qualifiers="const">
@@ -81,6 +91,7 @@
<argument index="1" name="argidx" type="int">
</argument>
<description>
+ Get the name of a custom signal's argument.
</description>
</method>
<method name="custom_signal_get_argument_type" qualifiers="const">
@@ -91,6 +102,7 @@
<argument index="1" name="argidx" type="int">
</argument>
<description>
+ Get the type of a custom signal's argument.
</description>
</method>
<method name="custom_signal_remove_argument">
@@ -101,6 +113,7 @@
<argument index="1" name="argidx" type="int">
</argument>
<description>
+ Remove a specific custom signal's argument.
</description>
</method>
<method name="custom_signal_set_argument_name">
@@ -113,6 +126,7 @@
<argument index="2" name="argname" type="String">
</argument>
<description>
+ Rename a custom signal's argument.
</description>
</method>
<method name="custom_signal_set_argument_type">
@@ -125,6 +139,7 @@
<argument index="2" name="type" type="int" enum="Variant.Type">
</argument>
<description>
+ Change the type of a custom signal's argument.
</description>
</method>
<method name="custom_signal_swap_argument">
@@ -137,6 +152,7 @@
<argument index="2" name="withidx" type="int">
</argument>
<description>
+ Swap two of the arguments of a custom signal.
</description>
</method>
<method name="data_connect">
@@ -153,6 +169,7 @@
<argument index="4" name="to_port" type="int">
</argument>
<description>
+ Connect two data ports. The value of [code]from_node[/code]'s [code]from_port[/code] would be fed into [code]to_node[/code]'s [code]to_port[/code].
</description>
</method>
<method name="data_disconnect">
@@ -169,6 +186,7 @@
<argument index="4" name="to_port" type="int">
</argument>
<description>
+ Disconnect two data ports previously connected with [method data_connect].
</description>
</method>
<method name="get_function_node_id" qualifiers="const">
@@ -177,6 +195,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns the id of a function's entry point node.
</description>
</method>
<method name="get_function_scroll" qualifiers="const">
@@ -185,6 +204,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns the position of the center of the screen for a given function.
</description>
</method>
<method name="get_node" qualifiers="const">
@@ -195,6 +215,7 @@
<argument index="1" name="id" type="int">
</argument>
<description>
+ Returns a node given its id and its function.
</description>
</method>
<method name="get_node_position" qualifiers="const">
@@ -205,6 +226,7 @@
<argument index="1" name="id" type="int">
</argument>
<description>
+ Returns a node's position in pixels.
</description>
</method>
<method name="get_variable_default_value" qualifiers="const">
@@ -213,6 +235,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns the default (initial) value of a variable.
</description>
</method>
<method name="get_variable_export" qualifiers="const">
@@ -221,6 +244,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns whether a variable is exported.
</description>
</method>
<method name="get_variable_info" qualifiers="const">
@@ -229,6 +253,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns the info for a given variable as a dictionary. The information includes its name, type, hint and usage.
</description>
</method>
<method name="has_custom_signal" qualifiers="const">
@@ -237,6 +262,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns whether a signal exists with the specified name.
</description>
</method>
<method name="has_data_connection" qualifiers="const">
@@ -253,6 +279,7 @@
<argument index="4" name="to_port" type="int">
</argument>
<description>
+ Returns whether the specified data ports are connected.
</description>
</method>
<method name="has_function" qualifiers="const">
@@ -261,6 +288,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns whether a function exists with the specified name.
</description>
</method>
<method name="has_node" qualifiers="const">
@@ -271,6 +299,7 @@
<argument index="1" name="id" type="int">
</argument>
<description>
+ Returns whether a node exists with the given id.
</description>
</method>
<method name="has_sequence_connection" qualifiers="const">
@@ -285,6 +314,7 @@
<argument index="3" name="to_node" type="int">
</argument>
<description>
+ Returns whether the specified sequence ports are connected.
</description>
</method>
<method name="has_variable" qualifiers="const">
@@ -293,6 +323,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns whether a variable exists with the specified name.
</description>
</method>
<method name="remove_custom_signal">
@@ -301,6 +332,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Remove a custom signal with the given name.
</description>
</method>
<method name="remove_function">
@@ -309,6 +341,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Remove a specific function and its nodes from the script.
</description>
</method>
<method name="remove_node">
@@ -319,6 +352,7 @@
<argument index="1" name="id" type="int">
</argument>
<description>
+ Remove a specific node.
</description>
</method>
<method name="remove_variable">
@@ -327,6 +361,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Remove a variable with the given name.
</description>
</method>
<method name="rename_custom_signal">
@@ -337,6 +372,7 @@
<argument index="1" name="new_name" type="String">
</argument>
<description>
+ Change the name of a custom signal.
</description>
</method>
<method name="rename_function">
@@ -347,6 +383,7 @@
<argument index="1" name="new_name" type="String">
</argument>
<description>
+ Change the name of a function.
</description>
</method>
<method name="rename_variable">
@@ -357,6 +394,7 @@
<argument index="1" name="new_name" type="String">
</argument>
<description>
+ Change the name of a variable.
</description>
</method>
<method name="sequence_connect">
@@ -371,6 +409,8 @@
<argument index="3" name="to_node" type="int">
</argument>
<description>
+ Connect two sequence ports. The execution will flow from of [code]from_node[/code]'s [code]from_output[/code] into [code]to_node[/code].
+ Unlike [method data_connect], there isn't a [code]to_port[/code], since the target node can have only one sequence port.
</description>
</method>
<method name="sequence_disconnect">
@@ -385,6 +425,7 @@
<argument index="3" name="to_node" type="int">
</argument>
<description>
+ Disconnect two sequence ports previously connected with [method sequence_connect].
</description>
</method>
<method name="set_function_scroll">
@@ -395,6 +436,7 @@
<argument index="1" name="ofs" type="Vector2">
</argument>
<description>
+ Position the center of the screen for a function.
</description>
</method>
<method name="set_instance_base_type">
@@ -403,6 +445,7 @@
<argument index="0" name="type" type="String">
</argument>
<description>
+ Set the base type of the script.
</description>
</method>
<method name="set_node_position">
@@ -415,6 +458,7 @@
<argument index="2" name="position" type="Vector2">
</argument>
<description>
+ Position a node on the screen.
</description>
</method>
<method name="set_variable_default_value">
@@ -425,6 +469,7 @@
<argument index="1" name="value" type="Variant">
</argument>
<description>
+ Change the default (initial) value of a variable.
</description>
</method>
<method name="set_variable_export">
@@ -435,6 +480,7 @@
<argument index="1" name="enable" type="bool">
</argument>
<description>
+ Change whether a variable is exported.
</description>
</method>
<method name="set_variable_info">
@@ -445,6 +491,7 @@
<argument index="1" name="value" type="Dictionary">
</argument>
<description>
+ Set a variable's info, using the same format as [method get_variable_info].
</description>
</method>
</methods>
@@ -459,6 +506,7 @@
<argument index="1" name="id" type="int">
</argument>
<description>
+ Emitted when the ports of a node are changed.
</description>
</signal>
</signals>
diff --git a/doc/classes/VisualScriptBasicTypeConstant.xml b/doc/classes/VisualScriptBasicTypeConstant.xml
index 5b066f9925..cc09815481 100644
--- a/doc/classes/VisualScriptBasicTypeConstant.xml
+++ b/doc/classes/VisualScriptBasicTypeConstant.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptBasicTypeConstant" inherits="VisualScriptNode" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A Visual Script node representing a constant from the base types.
</brief_description>
<description>
+ A Visual Script node representing a constant from base types, such as [Vector3.AXIS_X].
</description>
<tutorials>
</tutorials>
@@ -40,8 +42,10 @@
</methods>
<members>
<member name="basic_type" type="int" setter="set_basic_type" getter="get_basic_type" enum="Variant.Type">
+ The type to get the constant from.
</member>
<member name="constant" type="String" setter="set_basic_type_constant" getter="get_basic_type_constant">
+ The name of the constant to return.
</member>
</members>
<constants>
diff --git a/doc/classes/VisualScriptBuiltinFunc.xml b/doc/classes/VisualScriptBuiltinFunc.xml
index a88633749e..f48f5a5308 100644
--- a/doc/classes/VisualScriptBuiltinFunc.xml
+++ b/doc/classes/VisualScriptBuiltinFunc.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptBuiltinFunc" inherits="VisualScriptNode" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A Visual Script node used to call built-in functions.
</brief_description>
<description>
+ A built-in function used inside a [VisualScript]. It is usually a math function or an utility function.
+ See also [@GDScript], for the same functions in the GDScript language.
</description>
<tutorials>
</tutorials>
@@ -26,124 +29,183 @@
</methods>
<members>
<member name="function" type="int" setter="set_func" getter="get_func" enum="VisualScriptBuiltinFunc.BuiltinFunc">
+ The function to be executed.
</member>
</members>
<constants>
<constant name="MATH_SIN" value="0">
+ Return the sine of the input.
</constant>
<constant name="MATH_COS" value="1">
+ Return the cosine of the input.
</constant>
<constant name="MATH_TAN" value="2">
+ Return the tangent of the input.
</constant>
<constant name="MATH_SINH" value="3">
+ Return the hyperbolic sine of the input.
</constant>
<constant name="MATH_COSH" value="4">
+ Return the hyperbolic cosine of the input.
</constant>
<constant name="MATH_TANH" value="5">
+ Return the hyperbolic tangent of the input.
</constant>
<constant name="MATH_ASIN" value="6">
+ Return the arc sine of the input.
</constant>
<constant name="MATH_ACOS" value="7">
+ Return the arc cosine of the input.
</constant>
<constant name="MATH_ATAN" value="8">
+ Return the arc tangent of the input.
</constant>
<constant name="MATH_ATAN2" value="9">
+ Return the arc tangent of the input, using the signs of both parameters to determine the exact angle.
</constant>
<constant name="MATH_SQRT" value="10">
+ Return the square root of the input.
</constant>
<constant name="MATH_FMOD" value="11">
+ Return the remainder of one input divided by the other, using floating-point numbers.
</constant>
<constant name="MATH_FPOSMOD" value="12">
+ Return the positive remainder of one input divided by the other, using floating-point numbers.
</constant>
<constant name="MATH_FLOOR" value="13">
+ Return the input rounded down.
</constant>
<constant name="MATH_CEIL" value="14">
+ Return the input rounded up.
</constant>
<constant name="MATH_ROUND" value="15">
+ Return the input rounded to the nearest integer.
</constant>
<constant name="MATH_ABS" value="16">
+ Return the absolute value of the input.
</constant>
<constant name="MATH_SIGN" value="17">
+ Return the sign of the input, turning it into 1, -1, or 0. Useful to determine if the input is positive or negative.
</constant>
<constant name="MATH_POW" value="18">
+ Return the input raised to a given power.
</constant>
<constant name="MATH_LOG" value="19">
+ Return the natural logarithm of the input. Note that this is not the typical base-10 logarithm function calculators use.
</constant>
<constant name="MATH_EXP" value="20">
+ Return [b]e[/b] raised to the power of the input. [b]e[/b] sometimes called "Euler's number" is a mathematical constant whose value is approximately 2.71828.
</constant>
<constant name="MATH_ISNAN" value="21">
+ Return whether the input is NaN (Not a Number) or not. NaN is usually produced by dividing 0 by 0, though other ways exist.
</constant>
<constant name="MATH_ISINF" value="22">
+ Return whether the input is an infinite floating-point number or not. Infinity is usually produced by dividing a number by 0, though other ways exist.
</constant>
<constant name="MATH_EASE" value="23">
+ Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-out/out in.
</constant>
<constant name="MATH_DECIMALS" value="24">
+ Return the number of digit places after the decimal that the first non-zero digit occurs.
</constant>
<constant name="MATH_STEPIFY" value="25">
+ Return the input snapped to a given step.
</constant>
<constant name="MATH_LERP" value="26">
+ Return a number linearly interpolated between the first two inputs, based on the third input. Uses the formula [code]a + (a - b) * t[/code].
</constant>
<constant name="MATH_DECTIME" value="27">
+ Return the result of 'value' decreased by 'step' * 'amount'.
</constant>
<constant name="MATH_RANDOMIZE" value="28">
+ Randomize the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time.
</constant>
<constant name="MATH_RAND" value="29">
+ Return a random 32 bits integer value. To obtain a random value between 0 to N (where N is smaller than 2^32 - 1), you can use it with the remainder function.
</constant>
<constant name="MATH_RANDF" value="30">
+ Return a random floating-point value between 0 and 1. To obtain a random value between 0 to N, you can use it with multiplication.
</constant>
<constant name="MATH_RANDOM" value="31">
+ Return a random floating-point value between the two inputs.
</constant>
<constant name="MATH_SEED" value="32">
+ Set the seed for the random number generator.
</constant>
<constant name="MATH_RANDSEED" value="33">
+ Return a random value from the given seed, along with the new seed.
</constant>
<constant name="MATH_DEG2RAD" value="34">
+ Convert the input from degrees to radians.
</constant>
<constant name="MATH_RAD2DEG" value="35">
+ Convert the input from radians to degrees.
</constant>
<constant name="MATH_LINEAR2DB" value="36">
+ Convert the input from linear volume to decibel volume.
</constant>
<constant name="MATH_DB2LINEAR" value="37">
+ Convert the input from decibel volume to linear volume.
</constant>
<constant name="LOGIC_MAX" value="38">
+ Return the greater of the two numbers, also known as their maximum.
</constant>
<constant name="LOGIC_MIN" value="39">
+ Return the lesser of the two numbers, also known as their minimum.
</constant>
<constant name="LOGIC_CLAMP" value="40">
+ Return the input clamped inside the given range, ensuring the result is never outside it. Equivalent to `min(max(input, range_low), range_high)`
</constant>
<constant name="LOGIC_NEAREST_PO2" value="41">
+ Return the nearest power of 2 to the input.
</constant>
<constant name="OBJ_WEAKREF" value="42">
+ Create a [WeakRef] from the input.
</constant>
<constant name="FUNC_FUNCREF" value="43">
+ Create a [FuncRef] from the input.
</constant>
<constant name="TYPE_CONVERT" value="44">
+ Convert between types.
</constant>
<constant name="TYPE_OF" value="45">
+ Return the type of the input as an integer. Check [enum Variant.Type] for the integers that might be returned.
</constant>
<constant name="TYPE_EXISTS" value="46">
+ Checks if a type is registered in the [ClassDB].
</constant>
<constant name="TEXT_CHAR" value="47">
+ Return a character with the given ascii value.
</constant>
<constant name="TEXT_STR" value="48">
+ Convert the input to a string.
</constant>
<constant name="TEXT_PRINT" value="49">
+ Print the given string to the output window.
</constant>
<constant name="TEXT_PRINTERR" value="50">
+ Print the given string to the standard error output.
</constant>
<constant name="TEXT_PRINTRAW" value="51">
+ Print the given string to the standard output, without adding a newline.
</constant>
<constant name="VAR_TO_STR" value="52">
+ Serialize a [Variant] to a string.
</constant>
<constant name="STR_TO_VAR" value="53">
+ Deserialize a [Variant] from a string serialized using [VAR_TO_STR].
</constant>
<constant name="VAR_TO_BYTES" value="54">
+ Serialize a [Variant] to a [PoolByteArray].
</constant>
<constant name="BYTES_TO_VAR" value="55">
+ Deserialize a [Variant] from a [PoolByteArray] serialized using [VAR_TO_BYTES].
</constant>
<constant name="COLORN" value="56">
+ Return the [Color] with the given name and alpha ranging from 0 to 1. Note: names are defined in color_names.inc.
</constant>
<constant name="FUNC_MAX" value="57">
+ The maximum value the [member function] property can have.
</constant>
</constants>
</class>
diff --git a/doc/classes/VisualScriptClassConstant.xml b/doc/classes/VisualScriptClassConstant.xml
index 5e43b4972c..70e7de5dd9 100644
--- a/doc/classes/VisualScriptClassConstant.xml
+++ b/doc/classes/VisualScriptClassConstant.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptClassConstant" inherits="VisualScriptNode" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A Visual Script node representing a constant from a class.
</brief_description>
<description>
+ A Visual Script node representing a constant from the classes, such as [@GlobalScope.TYPE_INT].
</description>
<tutorials>
</tutorials>
@@ -40,8 +42,10 @@
</methods>
<members>
<member name="base_type" type="String" setter="set_base_type" getter="get_base_type">
+ The type to get the constant from.
</member>
<member name="constant" type="String" setter="set_class_constant" getter="get_class_constant">
+ The name of the constant to return.
</member>
</members>
<constants>
diff --git a/doc/classes/VisualScriptComment.xml b/doc/classes/VisualScriptComment.xml
index be4eefd775..da65998e78 100644
--- a/doc/classes/VisualScriptComment.xml
+++ b/doc/classes/VisualScriptComment.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptComment" inherits="VisualScriptNode" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A Visual Script node used to store information for the developer.
</brief_description>
<description>
+ A Visual Script node used to display text, so that code is more readable and better documented.
+ Comment nodes can be resized so they encompass a group of nodes.
</description>
<tutorials>
</tutorials>
@@ -54,10 +57,13 @@
</methods>
<members>
<member name="description" type="String" setter="set_description" getter="get_description">
+ The text inside the comment node.
</member>
<member name="size" type="Vector2" setter="set_size" getter="get_size">
+ The size (in pixels) of the comment node.
</member>
<member name="title" type="String" setter="set_title" getter="get_title">
+ The title of the comment node.
</member>
</members>
<constants>
diff --git a/doc/classes/VisualScriptCondition.xml b/doc/classes/VisualScriptCondition.xml
index 73f1b69c02..de814a6b17 100644
--- a/doc/classes/VisualScriptCondition.xml
+++ b/doc/classes/VisualScriptCondition.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptCondition" inherits="VisualScriptNode" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A Visual Script node which branches the flow.
</brief_description>
<description>
+ A Visual Script node which switches the flow based on a boolean. It acts similar to if/else in typical programming languages.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VisualScriptConstant.xml b/doc/classes/VisualScriptConstant.xml
index b0af3bda98..508087a928 100644
--- a/doc/classes/VisualScriptConstant.xml
+++ b/doc/classes/VisualScriptConstant.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptConstant" inherits="VisualScriptNode" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A Visual Script node which returns a constant value.
</brief_description>
<description>
+ A Visual Script node which returns the specified constant value.
</description>
<tutorials>
</tutorials>
@@ -40,8 +42,10 @@
</methods>
<members>
<member name="type" type="int" setter="set_constant_type" getter="get_constant_type" enum="Variant.Type">
+ The constant's type.
</member>
<member name="value" type="Variant" setter="set_constant_value" getter="get_constant_value">
+ The constant's value.
</member>
</members>
<constants>
diff --git a/doc/classes/VisualScriptConstructor.xml b/doc/classes/VisualScriptConstructor.xml
index e8afd36b9c..3b1fc5e385 100644
--- a/doc/classes/VisualScriptConstructor.xml
+++ b/doc/classes/VisualScriptConstructor.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptConstructor" inherits="VisualScriptNode" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A Visual Script node which calls a base type constructor.
</brief_description>
<description>
+ A Visual Script node which calls a base type constructor. It can be used for type conversion as well.
</description>
<tutorials>
</tutorials>
@@ -40,8 +42,26 @@
</methods>
<members>
<member name="constructor" type="Dictionary" setter="set_constructor" getter="get_constructor">
+ The constructor function's method info. Has roughly the following structure:
+ [codeblock]
+ {
+ name = "string",
+ args = [{
+ name = "string"
+ class_name = "string"
+ type = TYPE_*
+ hint = PROPERTY_HINT_*
+ hint_string = "string"
+ }]
+ default_args = [] # Array of variants
+ flags = METHOD_FLAG_*
+ id = 0
+ return = {type = TYPE_*}
+ }
+ [/codeblock]
</member>
<member name="type" type="int" setter="set_constructor_type" getter="get_constructor_type" enum="Variant.Type">
+ The type to be constructed.
</member>
</members>
<constants>
diff --git a/doc/classes/VisualScriptCustomNode.xml b/doc/classes/VisualScriptCustomNode.xml
index ec442e993c..e321c8854a 100644
--- a/doc/classes/VisualScriptCustomNode.xml
+++ b/doc/classes/VisualScriptCustomNode.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptCustomNode" inherits="VisualScriptNode" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A scripted Visual Script node.
</brief_description>
<description>
+ A custom Visual Script node which can be scripted in powerful ways.
</description>
<tutorials>
</tutorials>
@@ -13,18 +15,21 @@
<return type="String">
</return>
<description>
+ Return the node's title.
</description>
</method>
<method name="_get_category" qualifiers="virtual">
<return type="String">
</return>
<description>
+ Return the node's category.
</description>
</method>
<method name="_get_input_value_port_count" qualifiers="virtual">
<return type="int">
</return>
<description>
+ Return the count of input value ports.
</description>
</method>
<method name="_get_input_value_port_name" qualifiers="virtual">
@@ -33,6 +38,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Return the specified input port's name.
</description>
</method>
<method name="_get_input_value_port_type" qualifiers="virtual">
@@ -41,12 +47,14 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Return the specified input port's type. See the TYPE_* enum in [@GlobalScope].
</description>
</method>
<method name="_get_output_sequence_port_count" qualifiers="virtual">
<return type="int">
</return>
<description>
+ Return the amount of output [b]sequence[/b] ports.
</description>
</method>
<method name="_get_output_sequence_port_text" qualifiers="virtual">
@@ -55,12 +63,14 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Return the specified [b]sequence[/b] output's name.
</description>
</method>
<method name="_get_output_value_port_count" qualifiers="virtual">
<return type="int">
</return>
<description>
+ Return the amount of output value ports.
</description>
</method>
<method name="_get_output_value_port_name" qualifiers="virtual">
@@ -69,6 +79,7 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Return the specified output's name.
</description>
</method>
<method name="_get_output_value_port_type" qualifiers="virtual">
@@ -77,24 +88,28 @@
<argument index="0" name="idx" type="int">
</argument>
<description>
+ Return the specified output's type. See the TYPE_* enum in [@GlobalScope].
</description>
</method>
<method name="_get_text" qualifiers="virtual">
<return type="String">
</return>
<description>
+ Return the custom node's text, which is shown right next to the input [b]sequence[/b] port (if there is none, on the place that is usually taken by it).
</description>
</method>
<method name="_get_working_memory_size" qualifiers="virtual">
<return type="int">
</return>
<description>
+ Return the size of the custom node's working memory. See [method _step] for more details.
</description>
</method>
<method name="_has_input_sequence_port" qualifiers="virtual">
<return type="bool">
</return>
<description>
+ Return whether the custom node has an input [b]sequence[/b] port.
</description>
</method>
<method name="_step" qualifiers="virtual">
@@ -109,25 +124,42 @@
<argument index="3" name="working_mem" type="Array">
</argument>
<description>
+ Execute the custom node's logic, returning the index of the output sequence port to use or a [String] when there is an error.
+
+ The [code]inputs[/code] array contains the values of the input ports.
+ [code]outputs[/code] is an array whose indices should be set to the respective outputs.
+ The [code]start_mode[/code] is usually [code]START_MODE_BEGIN_SEQUENCE[/code], unless you have used the STEP_* constants.
+ [code]working_mem[/code] is an array which can be used to persist information between runs of the custom node.
+
+ When returning, you can mask the returned value with one of the STEP_* constants.
</description>
</method>
</methods>
<constants>
<constant name="START_MODE_BEGIN_SEQUENCE" value="0">
+ The start mode used the first time when [method _step] is called.
</constant>
<constant name="START_MODE_CONTINUE_SEQUENCE" value="1">
+ The start mode used when [method _step] is called after coming back from a STEP_PUSH_STACK_BIT.
</constant>
<constant name="START_MODE_RESUME_YIELD" value="2">
+ The start mode used when [method _step] is called after resuming from STEP_YIELD_BIT.
</constant>
<constant name="STEP_PUSH_STACK_BIT" value="16777216" enum="">
+ Hint used by [method _step] to tell that control should return to it when there is no other node left to execute.
+ This is used by [VisualScriptCondition] to redirect the sequence to the "Done" port after the true/false branch has finished execution.
</constant>
<constant name="STEP_GO_BACK_BIT" value="33554432" enum="">
+ Hint used by [method _step] to tell that control should return back, either hitting a previous STEP_PUSH_STACK_BIT or exiting the function.
</constant>
<constant name="STEP_NO_ADVANCE_BIT" value="67108864" enum="">
</constant>
<constant name="STEP_EXIT_FUNCTION_BIT" value="134217728" enum="">
+ Hint used by [method _step] to tell that control should stop and exit the function.
</constant>
<constant name="STEP_YIELD_BIT" value="268435456" enum="">
+ Hint used by [method _step] to tell that the function should be yielded.
+ Using this requires you to have at least one working memory slot, which is used for the [VisualScriptFunctionState].
</constant>
</constants>
</class>
diff --git a/doc/classes/VisualScriptDeconstruct.xml b/doc/classes/VisualScriptDeconstruct.xml
index 5bb12539af..cd7d79ae56 100644
--- a/doc/classes/VisualScriptDeconstruct.xml
+++ b/doc/classes/VisualScriptDeconstruct.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptDeconstruct" inherits="VisualScriptNode" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A Visual Script node which deconstructs a base type instance into its parts.
</brief_description>
<description>
+ A Visual Script node which deconstructs a base type instance into its parts.
</description>
<tutorials>
</tutorials>
@@ -28,6 +30,7 @@
<member name="elem_cache" type="Array" setter="_set_elem_cache" getter="_get_elem_cache">
</member>
<member name="type" type="int" setter="set_deconstruct_type" getter="get_deconstruct_type" enum="Variant.Type">
+ The type to deconstruct.
</member>
</members>
<constants>
diff --git a/doc/classes/VisualScriptEmitSignal.xml b/doc/classes/VisualScriptEmitSignal.xml
index 21af3c6ea0..844b5a40ec 100644
--- a/doc/classes/VisualScriptEmitSignal.xml
+++ b/doc/classes/VisualScriptEmitSignal.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptEmitSignal" inherits="VisualScriptNode" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A Visual Script node which emits a specified signal.
</brief_description>
<description>
+ A Visual Script node which emits a specified signal when it is executed.
</description>
<tutorials>
</tutorials>
@@ -26,6 +28,7 @@
</methods>
<members>
<member name="signal" type="String" setter="set_signal" getter="get_signal">
+ The signal to emit.
</member>
</members>
<constants>
diff --git a/doc/classes/VisualScriptEngineSingleton.xml b/doc/classes/VisualScriptEngineSingleton.xml
index c00fd2a0a4..6606f10f11 100644
--- a/doc/classes/VisualScriptEngineSingleton.xml
+++ b/doc/classes/VisualScriptEngineSingleton.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptEngineSingleton" inherits="VisualScriptNode" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A Visual Script node returning a singleton from [@GlobalScope]
</brief_description>
<description>
+ A Visual Script node returning a singleton from [@GlobalScope]
</description>
<tutorials>
</tutorials>
@@ -26,6 +28,7 @@
</methods>
<members>
<member name="constant" type="String" setter="set_singleton" getter="get_singleton">
+ The singleton's name.
</member>
</members>
<constants>
diff --git a/doc/classes/VisualScriptNode.xml b/doc/classes/VisualScriptNode.xml
index dbb75e69fa..74ec9bdc2e 100644
--- a/doc/classes/VisualScriptNode.xml
+++ b/doc/classes/VisualScriptNode.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptNode" inherits="Resource" category="Core" version="3.0.alpha.custom_build">
<brief_description>
+ A node which is part of a [VisualScript].
</brief_description>
<description>
+ A node which is part of a [VisualScript]. Not to be confused with [Node], which is a part of a [SceneTree].
</description>
<tutorials>
</tutorials>
@@ -15,12 +17,21 @@
<argument index="0" name="port_idx" type="int">
</argument>
<description>
+ Returns the default value of a given port. The default value is used when nothing is connected to the port.
</description>
</method>
<method name="get_visual_script" qualifiers="const">
<return type="VisualScript">
</return>
<description>
+ Returns the [VisualScript] instance the node is bound to.
+ </description>
+ </method>
+ <method name="ports_changed_notify">
+ <return type="void">
+ </return>
+ <description>
+ Notify that the node's ports have changed. Usually used in conjunction with [VisualScriptCustomNode] .
</description>
</method>
<method name="set_default_input_value">
@@ -31,6 +42,7 @@
<argument index="1" name="value" type="Variant">
</argument>
<description>
+ Change the default value of a given port.
</description>
</method>
</methods>
@@ -41,6 +53,7 @@
<signals>
<signal name="ports_changed">
<description>
+ Emitted when the available input/output ports are changed.
</description>
</signal>
</signals>