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-rw-r--r--doc/classes/EditorInterface.xml1
-rw-r--r--doc/classes/EditorPlugin.xml54
-rw-r--r--doc/classes/EditorSceneImporter.xml1
-rw-r--r--doc/classes/Variant.xml13
4 files changed, 59 insertions, 10 deletions
diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml
index 6f07682b04..d55e810c9e 100644
--- a/doc/classes/EditorInterface.xml
+++ b/doc/classes/EditorInterface.xml
@@ -166,6 +166,7 @@
<argument index="0" name="file" type="String">
</argument>
<description>
+ Selects the file, with the path provided by [code]file[/code], in the FileSystem dock.
</description>
</method>
<method name="set_plugin_enabled">
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index bd9a100267..f03f6f187a 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -167,6 +167,7 @@
<return type="void">
</return>
<description>
+ Called by Godot when the user disables the [EditorPlugin] in the Plugin tab of the project settings window
</description>
</method>
<method name="edit" qualifiers="virtual">
@@ -182,6 +183,7 @@
<return type="void">
</return>
<description>
+ Called by Godot when the user enables the [EditorPlugin] in the Plugin tab of the project settings window
</description>
</method>
<method name="forward_canvas_draw_over_viewport" qualifiers="virtual">
@@ -190,12 +192,6 @@
<argument index="0" name="overlay" type="Control">
</argument>
<description>
- This method is called when there is an input event in the 2D viewport, e.g. the user clicks with the mouse in the 2D space (canvas GUI). Keep in mind that for this method to be called you have to first declare the virtual method [method handles] so the editor knows that you want to work with the workspace:
- [codeblock]
- func handles(object):
- return true
- [/codeblock]
- Also note that the edited scene must have a root node.
</description>
</method>
<method name="forward_canvas_force_draw_over_viewport" qualifiers="virtual">
@@ -212,6 +208,28 @@
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
+ Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes.
+
+ E.g.
+ [codeblock]
+ # Prevents the InputEvent to reach other Editor classes
+ func forward_canvas_gui_input(event):
+ var forward = true
+ return forward
+ [/codeblock]
+
+ Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes.
+
+ E.g.
+ [codeblock]
+ # Consumes InputEventMouseMotion and forwards other InputEvent types
+ func forawrd_canvas_gui_input(event):
+ var forward = false
+ if event is InputEventMouseMotion:
+ forward = true
+ return forward
+ [/codeblock]
+
</description>
</method>
<method name="forward_spatial_gui_input" qualifiers="virtual">
@@ -222,12 +240,28 @@
<argument index="1" name="event" type="InputEvent">
</argument>
<description>
- This method is called when there is an input event in the 3D viewport, e.g. the user clicks with the mouse in the 3D space (spatial GUI). Keep in mind that for this method to be called you have to first declare the virtual method [method handles] so the editor knows that you want to work with the workspace:
+ Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes.
+
+ E.g.
+ [codeblock]
+ # Prevents the InputEvent to reach other Editor classes
+ func forward_spatial_gui_input(camera, event):
+ var forward = true
+ return forward
+ [/codeblock]
+
+ Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes.
+
+ E.g.
[codeblock]
- func handles(object):
- return true
+ # Consumes InputEventMouseMotion and forwards other InputEvent types
+ func forawrd_spatial_gui_input(camera, event):
+ var forward = false
+ if event is InputEventMouseMotion:
+ forward = true
+ return forward
[/codeblock]
- Also note that the edited scene must have a root node.
+
</description>
</method>
<method name="get_breakpoints" qualifiers="virtual">
diff --git a/doc/classes/EditorSceneImporter.xml b/doc/classes/EditorSceneImporter.xml
index 4707543c91..96d8ce698d 100644
--- a/doc/classes/EditorSceneImporter.xml
+++ b/doc/classes/EditorSceneImporter.xml
@@ -1,6 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorSceneImporter" inherits="Reference" category="Core" version="3.2">
<brief_description>
+ Imports scenes from third-parties' 3D files.
</brief_description>
<description>
</description>
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index eb07c70cc6..522e131b45 100644
--- a/doc/classes/Variant.xml
+++ b/doc/classes/Variant.xml
@@ -5,6 +5,19 @@
</brief_description>
<description>
A Variant takes up only 20 bytes and can store almost any engine datatype inside of it. Variants are rarely used to hold information for long periods of time. Instead, they are used mainly for communication, editing, serialization and moving data around.
+ A Variant:
+ - Can store almost any datatype.
+ - Can perform operations between many variants. GDScript uses Variant as its atomic/native datatype.
+ - Can be hashed, so it can be compared quickly to other variants.
+ - Can be used to convert safely between datatypes.
+ - Can be used to abstract calling methods and their arguments. Godot exports all its functions through variants.
+ - Can be used to defer calls or move data between threads.
+ - Can be serialized as binary and stored to disk, or transferred via network.
+ - Can be serialized to text and use it for printing values and editable settings.
+ - Can work as an exported property, so the editor can edit it universally.
+ - Can be used for dictionaries, arrays, parsers, etc.
+ [b]Containers ([Array] and [Dictionary]):[/b] Both are implemented using variants. A [Dictionary] can match any datatype used as key to any other datatype. An [Array] just holds an array of Variants. Of course, a Variant can also hold a [Dictionary] and an [Array] inside, making it even more flexible.
+ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired.
</description>
<tutorials>
</tutorials>