diff options
Diffstat (limited to 'doc/classes')
470 files changed, 18974 insertions, 4930 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 222b70c9c7..bf81362e79 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -10,6 +10,1147 @@ <tutorials> </tutorials> <methods> + <method name="abs"> + <return type="Variant"> + </return> + <argument index="0" name="x" type="Variant"> + </argument> + <description> + </description> + </method> + <method name="absf"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns the absolute value of float parameter [code]x[/code] (i.e. positive value). + [codeblock] + # a is 1.2 + a = absf(-1.2) + [/codeblock] + </description> + </method> + <method name="absi"> + <return type="int"> + </return> + <argument index="0" name="x" type="int"> + </argument> + <description> + Returns the absolute value of int parameter [code]x[/code] (i.e. positive value). + [codeblock] + # a is 1 + a = absi(-1) + [/codeblock] + </description> + </method> + <method name="acos"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns the arc cosine of [code]x[/code] in radians. Use to get the angle of cosine [code]x[/code]. + [codeblock] + # c is 0.523599 or 30 degrees if converted with rad2deg(c) + c = acos(0.866025) + [/codeblock] + </description> + </method> + <method name="asin"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns the arc sine of [code]x[/code] in radians. Use to get the angle of sine [code]x[/code]. + [codeblock] + # s is 0.523599 or 30 degrees if converted with rad2deg(s) + s = asin(0.5) + [/codeblock] + </description> + </method> + <method name="atan"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns the arc tangent of [code]x[/code] in radians. Use it to get the angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == angle[/code]. + The method cannot know in which quadrant the angle should fall. See [method atan2] if you have both [code]y[/code] and [code]x[/code]. + [codeblock] + a = atan(0.5) # a is 0.463648 + [/codeblock] + </description> + </method> + <method name="atan2"> + <return type="float"> + </return> + <argument index="0" name="y" type="float"> + </argument> + <argument index="1" name="x" type="float"> + </argument> + <description> + Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle of tangent [code]y/x[/code]. To compute the value, the method takes into account the sign of both arguments in order to determine the quadrant. + Important note: The Y coordinate comes first, by convention. + [codeblock] + a = atan2(0, -1) # a is 3.141593 + [/codeblock] + </description> + </method> + <method name="bytes2var"> + <return type="Variant"> + </return> + <argument index="0" name="bytes" type="PackedByteArray"> + </argument> + <description> + Decodes a byte array back to a [Variant] value, without decoding objects. + [b]Note:[/b] If you need object deserialization, see [method bytes2var_with_objects]. + </description> + </method> + <method name="bytes2var_with_objects"> + <return type="Variant"> + </return> + <argument index="0" name="bytes" type="PackedByteArray"> + </argument> + <description> + Decodes a byte array back to a [Variant] value. Decoding objects is allowed. + [b]WARNING:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution). + </description> + </method> + <method name="cartesian2polar"> + <return type="Vector2"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <argument index="1" name="y" type="float"> + </argument> + <description> + Converts a 2D point expressed in the cartesian coordinate system (X and Y axis) to the polar coordinate system (a distance from the origin and an angle). + </description> + </method> + <method name="ceil"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Rounds [code]x[/code] upward (towards positive infinity), returning the smallest whole number that is not less than [code]x[/code]. + [codeblock] + i = ceil(1.45) # i is 2 + i = ceil(1.001) # i is 2 + [/codeblock] + See also [method floor], [method round], and [method snapped]. + </description> + </method> + <method name="clamp"> + <return type="Variant"> + </return> + <argument index="0" name="value" type="Variant"> + </argument> + <argument index="1" name="min" type="Variant"> + </argument> + <argument index="2" name="max" type="Variant"> + </argument> + <description> + </description> + </method> + <method name="clampf"> + <return type="float"> + </return> + <argument index="0" name="value" type="float"> + </argument> + <argument index="1" name="min" type="float"> + </argument> + <argument index="2" name="max" type="float"> + </argument> + <description> + Clamps the float [code]value[/code] and returns a value not less than [code]min[/code] and not more than [code]max[/code]. + [codeblock] + speed = 42.1 + # a is 20.0 + a = clampf(speed, 1.0, 20.0) + + speed = -10.0 + # a is -1.0 + a = clampf(speed, -1.0, 1.0) + [/codeblock] + </description> + </method> + <method name="clampi"> + <return type="int"> + </return> + <argument index="0" name="value" type="int"> + </argument> + <argument index="1" name="min" type="int"> + </argument> + <argument index="2" name="max" type="int"> + </argument> + <description> + Clamps the integer [code]value[/code] and returns a value not less than [code]min[/code] and not more than [code]max[/code]. + [codeblock] + speed = 42 + # a is 20 + a = clampi(speed, 1, 20) + + speed = -10 + # a is -1 + a = clampi(speed, -1, 1) + [/codeblock] + </description> + </method> + <method name="cos"> + <return type="float"> + </return> + <argument index="0" name="angle_rad" type="float"> + </argument> + <description> + Returns the cosine of angle [code]angle_rad[/code] in radians. + [codeblock] + # Prints 1 then -1 + print(cos(PI * 2)) + print(cos(PI)) + [/codeblock] + </description> + </method> + <method name="cosh"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns the hyperbolic cosine of [code]x[/code] in radians. + [codeblock] + # Prints 1.543081 + print(cosh(1)) + [/codeblock] + </description> + </method> + <method name="db2linear"> + <return type="float"> + </return> + <argument index="0" name="db" type="float"> + </argument> + <description> + Converts from decibels to linear energy (audio). + </description> + </method> + <method name="dectime"> + <return type="float"> + </return> + <argument index="0" name="value" type="float"> + </argument> + <argument index="1" name="amount" type="float"> + </argument> + <argument index="2" name="step" type="float"> + </argument> + <description> + Returns the result of [code]value[/code] decreased by [code]step[/code] * [code]amount[/code]. + [codeblock] + # a = 59 + a = dectime(60, 10, 0.1)) + [/codeblock] + </description> + </method> + <method name="deg2rad"> + <return type="float"> + </return> + <argument index="0" name="deg" type="float"> + </argument> + <description> + Converts an angle expressed in degrees to radians. + [codeblock] + # r is 3.141593 + r = deg2rad(180) + [/codeblock] + </description> + </method> + <method name="ease"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <argument index="1" name="curve" type="float"> + </argument> + <description> + Easing function, based on exponent. The curve values are: 0 is constant, 1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-out/out in. + </description> + </method> + <method name="exp"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + The natural exponential function. It raises the mathematical constant [b]e[/b] to the power of [code]x[/code] and returns it. + [b]e[/b] has an approximate value of 2.71828, and can be obtained with [code]exp(1)[/code]. + For exponents to other bases use the method [method pow]. + [codeblock] + a = exp(2) # Approximately 7.39 + [/codeblock] + </description> + </method> + <method name="floor"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Rounds [code]x[/code] downward (towards negative infinity), returning the largest whole number that is not more than [code]x[/code]. + [codeblock] + # a is 2.0 + a = floor(2.99) + # a is -3.0 + a = floor(-2.99) + [/codeblock] + See also [method ceil], [method round], and [method snapped]. + [b]Note:[/b] This method returns a float. If you need an integer, you can use [code]int(x)[/code] directly. + </description> + </method> + <method name="fmod"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <argument index="1" name="y" type="float"> + </argument> + <description> + Returns the floating-point remainder of [code]x/y[/code], keeping the sign of [code]x[/code]. + [codeblock] + # Remainder is 1.5 + var remainder = fmod(7, 5.5) + [/codeblock] + For the integer remainder operation, use the [code]%[/code] operator. + </description> + </method> + <method name="fposmod"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <argument index="1" name="y" type="float"> + </argument> + <description> + Returns the floating-point modulus of [code]x/y[/code] that wraps equally in positive and negative. + [codeblock] + for i in 7: + var x = 0.5 * i - 1.5 + print("%4.1f %4.1f %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)]) + [/codeblock] + Produces: + [codeblock] + -1.5 -0.0 0.0 + -1.0 -1.0 0.5 + -0.5 -0.5 1.0 + 0.0 0.0 0.0 + 0.5 0.5 0.5 + 1.0 1.0 1.0 + 1.5 0.0 0.0 + [/codeblock] + </description> + </method> + <method name="hash"> + <return type="int"> + </return> + <argument index="0" name="variable" type="Variant"> + </argument> + <description> + Returns the integer hash of the variable passed. + [codeblock] + print(hash("a")) # Prints 177670 + [/codeblock] + </description> + </method> + <method name="instance_from_id"> + <return type="Object"> + </return> + <argument index="0" name="instance_id" type="int"> + </argument> + <description> + Returns the Object that corresponds to [code]instance_id[/code]. All Objects have a unique instance ID. + [codeblock] + var foo = "bar" + func _ready(): + var id = get_instance_id() + var inst = instance_from_id(id) + print(inst.foo) # Prints bar + [/codeblock] + </description> + </method> + <method name="inverse_lerp"> + <return type="float"> + </return> + <argument index="0" name="from" type="float"> + </argument> + <argument index="1" name="to" type="float"> + </argument> + <argument index="2" name="weight" type="float"> + </argument> + <description> + Returns a normalized value considering the given range. This is the opposite of [method lerp]. + [codeblock] + var middle = lerp(20, 30, 0.75) + # `middle` is now 27.5. + # Now, we pretend to have forgotten the original ratio and want to get it back. + var ratio = inverse_lerp(20, 30, 27.5) + # `ratio` is now 0.75. + [/codeblock] + </description> + </method> + <method name="is_equal_approx"> + <return type="bool"> + </return> + <argument index="0" name="a" type="float"> + </argument> + <argument index="1" name="b" type="float"> + </argument> + <description> + Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are approximately equal to each other. + Here, approximately equal means that [code]a[/code] and [code]b[/code] are within a small internal epsilon of each other, which scales with the magnitude of the numbers. + Infinity values of the same sign are considered equal. + </description> + </method> + <method name="is_inf"> + <return type="bool"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns whether [code]x[/code] is an infinity value (either positive infinity or negative infinity). + </description> + </method> + <method name="is_instance_id_valid"> + <return type="bool"> + </return> + <argument index="0" name="id" type="int"> + </argument> + <description> + </description> + </method> + <method name="is_instance_valid"> + <return type="bool"> + </return> + <argument index="0" name="instance" type="Variant"> + </argument> + <description> + Returns whether [code]instance[/code] is a valid object (e.g. has not been deleted from memory). + </description> + </method> + <method name="is_nan"> + <return type="bool"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns whether [code]x[/code] is a NaN ("Not a Number" or invalid) value. + </description> + </method> + <method name="is_zero_approx"> + <return type="bool"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns [code]true[/code] if [code]x[/code] is zero or almost zero. + This method is faster than using [method is_equal_approx] with one value as zero. + </description> + </method> + <method name="lerp"> + <return type="float"> + </return> + <argument index="0" name="from" type="float"> + </argument> + <argument index="1" name="to" type="float"> + </argument> + <argument index="2" name="weight" type="float"> + </argument> + <description> + Linearly interpolates between two values by a normalized value. This is the opposite of [method inverse_lerp]. + [codeblock] + lerp(0, 4, 0.75) # Returns 3.0 + [/codeblock] + </description> + </method> + <method name="lerp_angle"> + <return type="float"> + </return> + <argument index="0" name="from" type="float"> + </argument> + <argument index="1" name="to" type="float"> + </argument> + <argument index="2" name="weight" type="float"> + </argument> + <description> + Linearly interpolates between two angles (in radians) by a normalized value. + Similar to [method lerp], but interpolates correctly when the angles wrap around [constant @GDScript.TAU]. + [codeblock] + extends Sprite + var elapsed = 0.0 + func _process(delta): + var min_angle = deg2rad(0.0) + var max_angle = deg2rad(90.0) + rotation = lerp_angle(min_angle, max_angle, elapsed) + elapsed += delta + [/codeblock] + </description> + </method> + <method name="linear2db"> + <return type="float"> + </return> + <argument index="0" name="lin" type="float"> + </argument> + <description> + Converts from linear energy to decibels (audio). This can be used to implement volume sliders that behave as expected (since volume isn't linear). Example: + [codeblock] + # "Slider" refers to a node that inherits Range such as HSlider or VSlider. + # Its range must be configured to go from 0 to 1. + # Change the bus name if you'd like to change the volume of a specific bus only. + AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear2db($Slider.value)) + [/codeblock] + </description> + </method> + <method name="log"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Natural logarithm. The amount of time needed to reach a certain level of continuous growth. + [b]Note:[/b] This is not the same as the "log" function on most calculators, which uses a base 10 logarithm. + [codeblock] + log(10) # Returns 2.302585 + [/codeblock] + [b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], while negative values return [code]-nan[/code]. + </description> + </method> + <method name="max" qualifiers="vararg"> + <return type="Variant"> + </return> + <description> + Returns the maximum of the given values. This method can take any number of arguments. + [codeblock] + max(1, 7, 3, -6, 5) # Returns 7 + [/codeblock] + </description> + </method> + <method name="maxf"> + <return type="float"> + </return> + <argument index="0" name="a" type="float"> + </argument> + <argument index="1" name="b" type="float"> + </argument> + <description> + Returns the maximum of two float values. + [codeblock] + maxf(3.6, 24) # Returns 24.0 + maxf(-3.99, -4) # Returns -3.99 + [/codeblock] + </description> + </method> + <method name="maxi"> + <return type="int"> + </return> + <argument index="0" name="a" type="int"> + </argument> + <argument index="1" name="b" type="int"> + </argument> + <description> + Returns the maximum of two int values. + [codeblock] + maxi(1, 2) # Returns 2 + maxi(-3, -4) # Returns -3 + [/codeblock] + </description> + </method> + <method name="min" qualifiers="vararg"> + <return type="Variant"> + </return> + <description> + Returns the minimum of the given values. This method can take any number of arguments. + [codeblock] + min(1, 7, 3, -6, 5) # Returns -6 + [/codeblock] + </description> + </method> + <method name="minf"> + <return type="float"> + </return> + <argument index="0" name="a" type="float"> + </argument> + <argument index="1" name="b" type="float"> + </argument> + <description> + Returns the minimum of two float values. + [codeblock] + minf(3.6, 24) # Returns 3.6 + minf(-3.99, -4) # Returns -4.0 + [/codeblock] + </description> + </method> + <method name="mini"> + <return type="int"> + </return> + <argument index="0" name="a" type="int"> + </argument> + <argument index="1" name="b" type="int"> + </argument> + <description> + Returns the minimum of two int values. + [codeblock] + mini(1, 2) # Returns 1 + mini(-3, -4) # Returns -4 + [/codeblock] + </description> + </method> + <method name="move_toward"> + <return type="float"> + </return> + <argument index="0" name="from" type="float"> + </argument> + <argument index="1" name="to" type="float"> + </argument> + <argument index="2" name="delta" type="float"> + </argument> + <description> + Moves [code]from[/code] toward [code]to[/code] by the [code]delta[/code] value. + Use a negative [code]delta[/code] value to move away. + [codeblock] + move_toward(5, 10, 4) # Returns 9 + move_toward(10, 5, 4) # Returns 6 + move_toward(10, 5, -1.5) # Returns 11.5 + [/codeblock] + </description> + </method> + <method name="nearest_po2"> + <return type="int"> + </return> + <argument index="0" name="value" type="int"> + </argument> + <description> + Returns the nearest equal or larger power of 2 for integer [code]value[/code]. + In other words, returns the smallest value [code]a[/code] where [code]a = pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative integer [code]n[/code]. + [codeblock] + nearest_po2(3) # Returns 4 + nearest_po2(4) # Returns 4 + nearest_po2(5) # Returns 8 + + nearest_po2(0) # Returns 0 (this may not be what you expect) + nearest_po2(-1) # Returns 0 (this may not be what you expect) + [/codeblock] + [b]WARNING:[/b] Due to the way it is implemented, this function returns [code]0[/code] rather than [code]1[/code] for non-positive values of [code]value[/code] (in reality, 1 is the smallest integer power of 2). + </description> + </method> + <method name="polar2cartesian"> + <return type="Vector2"> + </return> + <argument index="0" name="r" type="float"> + </argument> + <argument index="1" name="th" type="float"> + </argument> + <description> + Converts a 2D point expressed in the polar coordinate system (a distance from the origin [code]r[/code] and an angle [code]th[/code]) to the cartesian coordinate system (X and Y axis). + </description> + </method> + <method name="pow"> + <return type="float"> + </return> + <argument index="0" name="base" type="float"> + </argument> + <argument index="1" name="exp" type="float"> + </argument> + <description> + Returns the result of [code]base[/code] raised to the power of [code]exp[/code]. + [codeblock] + pow(2, 5) # Returns 32 + [/codeblock] + </description> + </method> + <method name="print" qualifiers="vararg"> + <description> + Converts one or more arguments of any type to string in the best way possible and prints them to the console. + [codeblock] + a = [1, 2, 3] + print("a", "b", a) # Prints ab[1, 2, 3] + [/codeblock] + [b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed. + </description> + </method> + <method name="printerr" qualifiers="vararg"> + <description> + Prints one or more arguments to strings in the best way possible to standard error line. + [codeblock] + printerr("prints to stderr") + [/codeblock] + </description> + </method> + <method name="printraw" qualifiers="vararg"> + <description> + Prints one or more arguments to strings in the best way possible to console. No newline is added at the end. + [codeblock] + printraw("A") + printraw("B") + # Prints AB + [/codeblock] + [b]Note:[/b] Due to limitations with Godot's built-in console, this only prints to the terminal. If you need to print in the editor, use another method, such as [method print]. + </description> + </method> + <method name="prints" qualifiers="vararg"> + <description> + Prints one or more arguments to the console with a space between each argument. + [codeblock] + prints("A", "B", "C") # Prints A B C + [/codeblock] + </description> + </method> + <method name="printt" qualifiers="vararg"> + <description> + Prints one or more arguments to the console with a tab between each argument. + [codeblock] + printt("A", "B", "C") # Prints A B C + [/codeblock] + </description> + </method> + <method name="push_error" qualifiers="vararg"> + <description> + Pushes an error message to Godot's built-in debugger and to the OS terminal. + [codeblock] + push_error("test error") # Prints "test error" to debugger and terminal as error call + [/codeblock] + [b]Note:[/b] Errors printed this way will not pause project execution. To print an error message and pause project execution in debug builds, use [code]assert(false, "test error")[/code] instead. + </description> + </method> + <method name="push_warning" qualifiers="vararg"> + <description> + Pushes a warning message to Godot's built-in debugger and to the OS terminal. + [codeblock] + push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call + [/codeblock] + </description> + </method> + <method name="rad2deg"> + <return type="float"> + </return> + <argument index="0" name="rad" type="float"> + </argument> + <description> + Converts an angle expressed in radians to degrees. + [codeblock] + rad2deg(0.523599) # Returns 30 + [/codeblock] + </description> + </method> + <method name="rand_from_seed"> + <return type="PackedInt64Array"> + </return> + <argument index="0" name="seed" type="int"> + </argument> + <description> + Random from seed: pass a [code]seed[/code], and an array with both number and new seed is returned. "Seed" here refers to the internal state of the pseudo random number generator. The internal state of the current implementation is 64 bits. + </description> + </method> + <method name="randf"> + <return type="float"> + </return> + <description> + Returns a random floating point value on the interval [code][0, 1][/code]. + [codeblock] + randf() # Returns e.g. 0.375671 + [/codeblock] + </description> + </method> + <method name="randf_range"> + <return type="float"> + </return> + <argument index="0" name="from" type="float"> + </argument> + <argument index="1" name="to" type="float"> + </argument> + <description> + Random range, any floating point value between [code]from[/code] and [code]to[/code]. + [codeblock] + prints(randf_range(-10, 10), randf_range(-10, 10)) # Prints e.g. -3.844535 7.45315 + [/codeblock] + </description> + </method> + <method name="randi"> + <return type="int"> + </return> + <description> + Returns a random unsigned 32 bit integer. Use remainder to obtain a random value in the interval [code][0, N - 1][/code] (where N is smaller than 2^32). + [codeblock] + randi() # Returns random integer between 0 and 2^32 - 1 + randi() % 20 # Returns random integer between 0 and 19 + randi() % 100 # Returns random integer between 0 and 99 + randi() % 100 + 1 # Returns random integer between 1 and 100 + [/codeblock] + </description> + </method> + <method name="randi_range"> + <return type="int"> + </return> + <argument index="0" name="from" type="int"> + </argument> + <argument index="1" name="to" type="int"> + </argument> + <description> + Random range, any 32-bit integer value between [code]from[/code] and [code]to[/code] (inclusive). If [code]to[/code] is lesser than [code]from[/code] they are swapped. + [codeblock] + print(randi_range(0, 1)) # Prints 0 or 1 + print(randi_range(-10, 1000)) # Prints any number from -10 to 1000 + [/codeblock] + </description> + </method> + <method name="randomize"> + <description> + Randomizes the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time. + [codeblock] + func _ready(): + randomize() + [/codeblock] + </description> + </method> + <method name="range_lerp"> + <return type="float"> + </return> + <argument index="0" name="value" type="float"> + </argument> + <argument index="1" name="istart" type="float"> + </argument> + <argument index="2" name="istop" type="float"> + </argument> + <argument index="3" name="ostart" type="float"> + </argument> + <argument index="4" name="ostop" type="float"> + </argument> + <description> + Maps a [code]value[/code] from range [code][istart, istop][/code] to [code][ostart, ostop][/code]. + [codeblock] + range_lerp(75, 0, 100, -1, 1) # Returns 0.5 + [/codeblock] + </description> + </method> + <method name="range_step_decimals"> + <return type="int"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + </description> + </method> + <method name="round"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Rounds [code]x[/code] to the nearest whole number, with halfway cases rounded away from zero. + [codeblock] + round(2.6) # Returns 3 + [/codeblock] + See also [method floor], [method ceil], and [method snapped]. + </description> + </method> + <method name="seed"> + <argument index="0" name="base" type="int"> + </argument> + <description> + Sets seed for the random number generator. + [codeblock] + my_seed = "Godot Rocks" + seed(my_seed.hash()) + [/codeblock] + </description> + </method> + <method name="sign"> + <return type="Variant"> + </return> + <argument index="0" name="x" type="Variant"> + </argument> + <description> + </description> + </method> + <method name="signf"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns the sign of [code]x[/code] as a float: -1.0 or 1.0. Returns 0.0 if [code]x[/code] is 0. + [codeblock] + sign(-6.0) # Returns -1.0 + sign(0.0) # Returns 0.0 + sign(6.0) # Returns 1.0 + [/codeblock] + </description> + </method> + <method name="signi"> + <return type="int"> + </return> + <argument index="0" name="x" type="int"> + </argument> + <description> + Returns the sign of [code]x[/code] as an integer: -1 or 1. Returns 0 if [code]x[/code] is 0. + [codeblock] + sign(-6) # Returns -1 + sign(0) # Returns 0 + sign(6) # Returns 1 + [/codeblock] + </description> + </method> + <method name="sin"> + <return type="float"> + </return> + <argument index="0" name="angle_rad" type="float"> + </argument> + <description> + Returns the sine of angle [code]angle_rad[/code] in radians. + [codeblock] + sin(0.523599) # Returns 0.5 + [/codeblock] + </description> + </method> + <method name="sinh"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns the hyperbolic sine of [code]x[/code]. + [codeblock] + a = log(2.0) # Returns 0.693147 + sinh(a) # Returns 0.75 + [/codeblock] + </description> + </method> + <method name="smoothstep"> + <return type="float"> + </return> + <argument index="0" name="from" type="float"> + </argument> + <argument index="1" name="to" type="float"> + </argument> + <argument index="2" name="x" type="float"> + </argument> + <description> + Returns the result of smoothly interpolating the value of [code]x[/code] between [code]0[/code] and [code]1[/code], based on the where [code]x[/code] lies with respect to the edges [code]from[/code] and [code]to[/code]. + The return value is [code]0[/code] if [code]x <= from[/code], and [code]1[/code] if [code]x >= to[/code]. If [code]x[/code] lies between [code]from[/code] and [code]to[/code], the returned value follows an S-shaped curve that maps [code]x[/code] between [code]0[/code] and [code]1[/code]. + This S-shaped curve is the cubic Hermite interpolator, given by [code]f(x) = 3*x^2 - 2*x^3[/code]. + [codeblock] + smoothstep(0, 2, -5.0) # Returns 0.0 + smoothstep(0, 2, 0.5) # Returns 0.15625 + smoothstep(0, 2, 1.0) # Returns 0.5 + smoothstep(0, 2, 2.0) # Returns 1.0 + [/codeblock] + </description> + </method> + <method name="snapped"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <argument index="1" name="step" type="float"> + </argument> + <description> + Snaps float value [code]x[/code] to a given [code]step[/code]. This can also be used to round a floating point number to an arbitrary number of decimals. + [codeblock] + snapped(100, 32) # Returns 96 + snapped(3.14159, 0.01) # Returns 3.14 + [/codeblock] + See also [method ceil], [method floor], and [method round]. + </description> + </method> + <method name="sqrt"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns the square root of [code]x[/code], where [code]x[/code] is a non-negative number. + [codeblock] + sqrt(9) # Returns 3 + [/codeblock] + [b]Note:[/b]Negative values of [code]x[/code] return NaN. If you need negative inputs, use [code]System.Numerics.Complex[/code] in C#. + </description> + </method> + <method name="step_decimals"> + <return type="int"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns the position of the first non-zero digit, after the decimal point. Note that the maximum return value is 10, which is a design decision in the implementation. + [codeblock] + # n is 0 + n = step_decimals(5) + # n is 4 + n = step_decimals(1.0005) + # n is 9 + n = step_decimals(0.000000005) + [/codeblock] + </description> + </method> + <method name="str" qualifiers="vararg"> + <return type="String"> + </return> + <description> + Converts one or more arguments of any type to string in the best way possible. + </description> + </method> + <method name="str2var"> + <return type="Variant"> + </return> + <argument index="0" name="string" type="String"> + </argument> + <description> + Converts a formatted string that was returned by [method var2str] to the original value. + [codeblock] + a = '{ "a": 1, "b": 2 }' + b = str2var(a) + print(b["a"]) # Prints 1 + [/codeblock] + </description> + </method> + <method name="tan"> + <return type="float"> + </return> + <argument index="0" name="angle_rad" type="float"> + </argument> + <description> + Returns the tangent of angle [code]angle_rad[/code] in radians. + [codeblock] + tan(deg2rad(45)) # Returns 1 + [/codeblock] + </description> + </method> + <method name="tanh"> + <return type="float"> + </return> + <argument index="0" name="x" type="float"> + </argument> + <description> + Returns the hyperbolic tangent of [code]x[/code]. + [codeblock] + a = log(2.0) # Returns 0.693147 + tanh(a) # Returns 0.6 + [/codeblock] + </description> + </method> + <method name="typeof"> + <return type="int"> + </return> + <argument index="0" name="variable" type="Variant"> + </argument> + <description> + Returns the internal type of the given Variant object, using the [enum Variant.Type] values. + [codeblock] + p = parse_json('["a", "b", "c"]') + if typeof(p) == TYPE_ARRAY: + print(p[0]) # Prints a + else: + print("unexpected results") + [/codeblock] + </description> + </method> + <method name="var2bytes"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="variable" type="Variant"> + </argument> + <description> + Encodes a [Variant] value to a byte array, without encoding objects. Deserialization can be done with [method bytes2var]. + [b]Note:[/b] If you need object serialization, see [method var2bytes_with_objects]. + </description> + </method> + <method name="var2bytes_with_objects"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="variable" type="Variant"> + </argument> + <description> + Encodes a [Variant] value to a byte array. Encoding objects is allowed (and can potentially include code). Deserialization can be done with [method bytes2var_with_objects]. + </description> + </method> + <method name="var2str"> + <return type="String"> + </return> + <argument index="0" name="variable" type="Variant"> + </argument> + <description> + Converts a Variant [code]variable[/code] to a formatted string that can later be parsed using [method str2var]. + [codeblock] + a = { "a": 1, "b": 2 } + print(var2str(a)) + [/codeblock] + prints + [codeblock] + { + "a": 1, + "b": 2 + } + [/codeblock] + </description> + </method> + <method name="weakref"> + <return type="Variant"> + </return> + <argument index="0" name="obj" type="Variant"> + </argument> + <description> + Returns a weak reference to an object, or [code]null[/code] is the argument is invalid. + A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it. + </description> + </method> + <method name="wrapf"> + <return type="float"> + </return> + <argument index="0" name="value" type="float"> + </argument> + <argument index="1" name="min" type="float"> + </argument> + <argument index="2" name="max" type="float"> + </argument> + <description> + Wraps float [code]value[/code] between [code]min[/code] and [code]max[/code]. + Usable for creating loop-alike behavior or infinite surfaces. + [codeblock] + # Infinite loop between 5.0 and 9.9 + value = wrapf(value + 0.1, 5.0, 10.0) + [/codeblock] + [codeblock] + # Infinite rotation (in radians) + angle = wrapf(angle + 0.1, 0.0, TAU) + [/codeblock] + [codeblock] + # Infinite rotation (in radians) + angle = wrapf(angle + 0.1, -PI, PI) + [/codeblock] + [b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to [method fposmod], so prefer using that instead. + [code]wrapf[/code] is more flexible than using the [method fposmod] approach by giving the user control over the minimum value. + </description> + </method> + <method name="wrapi"> + <return type="int"> + </return> + <argument index="0" name="value" type="int"> + </argument> + <argument index="1" name="min" type="int"> + </argument> + <argument index="2" name="max" type="int"> + </argument> + <description> + Wraps integer [code]value[/code] between [code]min[/code] and [code]max[/code]. + Usable for creating loop-alike behavior or infinite surfaces. + [codeblock] + # Infinite loop between 5 and 9 + frame = wrapi(frame + 1, 5, 10) + [/codeblock] + [codeblock] + # result is -2 + var result = wrapi(-6, -5, -1) + [/codeblock] + </description> + </method> </methods> <members> <member name="AudioServer" type="AudioServer" setter="" getter=""> @@ -27,8 +1168,17 @@ <member name="Engine" type="Engine" setter="" getter=""> The [Engine] singleton. </member> - <member name="Geometry" type="Geometry" setter="" getter=""> - The [Geometry] singleton. + <member name="EngineDebugger" type="EngineDebugger" setter="" getter=""> + The [EngineDebugger] singleton. + </member> + <member name="Geometry2D" type="Geometry2D" setter="" getter=""> + The [Geometry2D] singleton. + </member> + <member name="Geometry3D" type="Geometry3D" setter="" getter=""> + The [Geometry3D] singleton. + </member> + <member name="GodotSharp" type="GodotSharp" setter="" getter=""> + The [GodotSharp] singleton. </member> <member name="IP" type="IP" setter="" getter=""> The [IP] singleton. @@ -77,9 +1227,6 @@ <member name="ProjectSettings" type="ProjectSettings" setter="" getter=""> The [ProjectSettings] singleton. </member> - <member name="RenderingDevice" type="RenderingDevice" setter="" getter=""> - The [RenderingDevice] singleton. - </member> <member name="RenderingServer" type="RenderingServer" setter="" getter=""> The [RenderingServer] singleton. </member> @@ -89,6 +1236,9 @@ <member name="ResourceSaver" type="ResourceSaver" setter="" getter=""> The [ResourceSaver] singleton. </member> + <member name="TextServerManager" type="TextServerManager" setter="" getter=""> + The [TextServerManager] singleton. + </member> <member name="TranslationServer" type="TranslationServer" setter="" getter=""> The [TranslationServer] singleton. </member> @@ -100,17 +1250,17 @@ </member> </members> <constants> - <constant name="MARGIN_LEFT" value="0" enum="Margin"> - Left margin, usually used for [Control] or [StyleBox]-derived classes. + <constant name="SIDE_LEFT" value="0" enum="Side"> + Left side, usually used for [Control] or [StyleBox]-derived classes. </constant> - <constant name="MARGIN_TOP" value="1" enum="Margin"> - Top margin, usually used for [Control] or [StyleBox]-derived classes. + <constant name="SIDE_TOP" value="1" enum="Side"> + Top side, usually used for [Control] or [StyleBox]-derived classes. </constant> - <constant name="MARGIN_RIGHT" value="2" enum="Margin"> - Right margin, usually used for [Control] or [StyleBox]-derived classes. + <constant name="SIDE_RIGHT" value="2" enum="Side"> + Right side, usually used for [Control] or [StyleBox]-derived classes. </constant> - <constant name="MARGIN_BOTTOM" value="3" enum="Margin"> - Bottom margin, usually used for [Control] or [StyleBox]-derived classes. + <constant name="SIDE_BOTTOM" value="3" enum="Side"> + Bottom side, usually used for [Control] or [StyleBox]-derived classes. </constant> <constant name="CORNER_TOP_LEFT" value="0" enum="Corner"> Top-left corner. @@ -139,6 +1289,9 @@ <constant name="HALIGN_RIGHT" value="2" enum="HAlign"> Horizontal right alignment, usually for text-derived classes. </constant> + <constant name="HALIGN_FILL" value="3" enum="HAlign"> + Expand row to fit width, usually for text-derived classes. + </constant> <constant name="VALIGN_TOP" value="0" enum="VAlign"> Vertical top alignment, usually for text-derived classes. </constant> @@ -350,16 +1503,16 @@ Right Direction key. </constant> <constant name="KEY_BACK" value="16777280" enum="KeyList"> - Back key. + Media back key. Not to be confused with the Back button on an Android device. </constant> <constant name="KEY_FORWARD" value="16777281" enum="KeyList"> - Forward key. + Media forward key. </constant> <constant name="KEY_STOP" value="16777282" enum="KeyList"> - Stop key. + Media stop key. </constant> <constant name="KEY_REFRESH" value="16777283" enum="KeyList"> - Refresh key. + Media refresh key. </constant> <constant name="KEY_VOLUMEDOWN" value="16777284" enum="KeyList"> Volume down key. @@ -895,7 +2048,7 @@ <constant name="KEY_MASK_CTRL" value="268435456" enum="KeyModifierMask"> Ctrl key mask. </constant> - <constant name="KEY_MASK_CMD" value="268435456" enum="KeyModifierMask"> + <constant name="KEY_MASK_CMD" value="platform-dependent" enum="KeyModifierMask"> Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This mask should be preferred to [constant KEY_MASK_META] or [constant KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly. </constant> <constant name="KEY_MASK_KPAD" value="536870912" enum="KeyModifierMask"> @@ -946,212 +2099,86 @@ <constant name="BUTTON_MASK_XBUTTON2" value="256" enum="ButtonList"> Extra mouse button 2 mask. </constant> - <constant name="JOY_BUTTON_0" value="0" enum="JoystickList"> - Gamepad button 0. - </constant> - <constant name="JOY_BUTTON_1" value="1" enum="JoystickList"> - Gamepad button 1. - </constant> - <constant name="JOY_BUTTON_2" value="2" enum="JoystickList"> - Gamepad button 2. - </constant> - <constant name="JOY_BUTTON_3" value="3" enum="JoystickList"> - Gamepad button 3. - </constant> - <constant name="JOY_BUTTON_4" value="4" enum="JoystickList"> - Gamepad button 4. - </constant> - <constant name="JOY_BUTTON_5" value="5" enum="JoystickList"> - Gamepad button 5. - </constant> - <constant name="JOY_BUTTON_6" value="6" enum="JoystickList"> - Gamepad button 6. - </constant> - <constant name="JOY_BUTTON_7" value="7" enum="JoystickList"> - Gamepad button 7. - </constant> - <constant name="JOY_BUTTON_8" value="8" enum="JoystickList"> - Gamepad button 8. - </constant> - <constant name="JOY_BUTTON_9" value="9" enum="JoystickList"> - Gamepad button 9. - </constant> - <constant name="JOY_BUTTON_10" value="10" enum="JoystickList"> - Gamepad button 10. - </constant> - <constant name="JOY_BUTTON_11" value="11" enum="JoystickList"> - Gamepad button 11. - </constant> - <constant name="JOY_BUTTON_12" value="12" enum="JoystickList"> - Gamepad button 12. - </constant> - <constant name="JOY_BUTTON_13" value="13" enum="JoystickList"> - Gamepad button 13. - </constant> - <constant name="JOY_BUTTON_14" value="14" enum="JoystickList"> - Gamepad button 14. - </constant> - <constant name="JOY_BUTTON_15" value="15" enum="JoystickList"> - Gamepad button 15. - </constant> - <constant name="JOY_BUTTON_MAX" value="16" enum="JoystickList"> - Represents the maximum number of joystick buttons supported. - </constant> - <constant name="JOY_SONY_CIRCLE" value="1" enum="JoystickList"> - DualShock circle button. - </constant> - <constant name="JOY_SONY_X" value="0" enum="JoystickList"> - DualShock X button. - </constant> - <constant name="JOY_SONY_SQUARE" value="2" enum="JoystickList"> - DualShock square button. - </constant> - <constant name="JOY_SONY_TRIANGLE" value="3" enum="JoystickList"> - DualShock triangle button. + <constant name="JOY_BUTTON_INVALID" value="-1" enum="JoyButtonList"> + An invalid game controller button. </constant> - <constant name="JOY_XBOX_B" value="1" enum="JoystickList"> - Xbox controller B button. + <constant name="JOY_BUTTON_A" value="0" enum="JoyButtonList"> + Game controller SDL button A. Corresponds to the bottom action button: Sony Cross, Xbox A, Nintendo B. </constant> - <constant name="JOY_XBOX_A" value="0" enum="JoystickList"> - Xbox controller A button. + <constant name="JOY_BUTTON_B" value="1" enum="JoyButtonList"> + Game controller SDL button B. Corresponds to the right action button: Sony Circle, Xbox B, Nintendo A. </constant> - <constant name="JOY_XBOX_X" value="2" enum="JoystickList"> - Xbox controller X button. + <constant name="JOY_BUTTON_X" value="2" enum="JoyButtonList"> + Game controller SDL button X. Corresponds to the left action button: Sony Square, Xbox X, Nintendo Y. </constant> - <constant name="JOY_XBOX_Y" value="3" enum="JoystickList"> - Xbox controller Y button. + <constant name="JOY_BUTTON_Y" value="3" enum="JoyButtonList"> + Game controller SDL button Y. Corresponds to the top action button: Sony Triangle, Xbox Y, Nintendo X. </constant> - <constant name="JOY_DS_A" value="1" enum="JoystickList"> - Nintendo controller A button. + <constant name="JOY_BUTTON_BACK" value="4" enum="JoyButtonList"> + Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, Nintendo - button. </constant> - <constant name="JOY_DS_B" value="0" enum="JoystickList"> - Nintendo controller B button. + <constant name="JOY_BUTTON_GUIDE" value="5" enum="JoyButtonList"> + Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home button. </constant> - <constant name="JOY_DS_X" value="3" enum="JoystickList"> - Nintendo controller X button. + <constant name="JOY_BUTTON_START" value="6" enum="JoyButtonList"> + Game controller SDL start button. Corresponds to the Nintendo + button. </constant> - <constant name="JOY_DS_Y" value="2" enum="JoystickList"> - Nintendo controller Y button. + <constant name="JOY_BUTTON_LEFT_STICK" value="7" enum="JoyButtonList"> + Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS button. </constant> - <constant name="JOY_VR_GRIP" value="2" enum="JoystickList"> - Grip (side) buttons on a VR controller. + <constant name="JOY_BUTTON_RIGHT_STICK" value="8" enum="JoyButtonList"> + Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS button. </constant> - <constant name="JOY_VR_PAD" value="14" enum="JoystickList"> - Push down on the touchpad or main joystick on a VR controller. + <constant name="JOY_BUTTON_LEFT_SHOULDER" value="9" enum="JoyButtonList"> + Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB button. </constant> - <constant name="JOY_VR_TRIGGER" value="15" enum="JoystickList"> - Trigger on a VR controller. + <constant name="JOY_BUTTON_RIGHT_SHOULDER" value="10" enum="JoyButtonList"> + Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox RB button. </constant> - <constant name="JOY_OCULUS_AX" value="7" enum="JoystickList"> - A button on the right Oculus Touch controller, X button on the left controller (also when used in OpenVR). + <constant name="JOY_BUTTON_DPAD_UP" value="11" enum="JoyButtonList"> + Game controller D-pad up button. </constant> - <constant name="JOY_OCULUS_BY" value="1" enum="JoystickList"> - B button on the right Oculus Touch controller, Y button on the left controller (also when used in OpenVR). + <constant name="JOY_BUTTON_DPAD_DOWN" value="12" enum="JoyButtonList"> + Game controller D-pad down button. </constant> - <constant name="JOY_OCULUS_MENU" value="3" enum="JoystickList"> - Menu button on either Oculus Touch controller. + <constant name="JOY_BUTTON_DPAD_LEFT" value="13" enum="JoyButtonList"> + Game controller D-pad left button. </constant> - <constant name="JOY_OPENVR_MENU" value="1" enum="JoystickList"> - Menu button in OpenVR (Except when Oculus Touch controllers are used). + <constant name="JOY_BUTTON_DPAD_RIGHT" value="14" enum="JoyButtonList"> + Game controller D-pad right button. </constant> - <constant name="JOY_SELECT" value="10" enum="JoystickList"> - Gamepad button Select. + <constant name="JOY_BUTTON_SDL_MAX" value="15" enum="JoyButtonList"> + The number of SDL game controller buttons. </constant> - <constant name="JOY_START" value="11" enum="JoystickList"> - Gamepad button Start. + <constant name="JOY_BUTTON_MAX" value="36" enum="JoyButtonList"> + The maximum number of game controller buttons: Android supports up to 36 buttons. </constant> - <constant name="JOY_DPAD_UP" value="12" enum="JoystickList"> - Gamepad DPad up. + <constant name="JOY_AXIS_INVALID" value="-1" enum="JoyAxisList"> + An invalid game controller axis. </constant> - <constant name="JOY_DPAD_DOWN" value="13" enum="JoystickList"> - Gamepad DPad down. + <constant name="JOY_AXIS_LEFT_X" value="0" enum="JoyAxisList"> + Game controller left joystick x-axis. </constant> - <constant name="JOY_DPAD_LEFT" value="14" enum="JoystickList"> - Gamepad DPad left. + <constant name="JOY_AXIS_LEFT_Y" value="1" enum="JoyAxisList"> + Game controller left joystick y-axis. </constant> - <constant name="JOY_DPAD_RIGHT" value="15" enum="JoystickList"> - Gamepad DPad right. + <constant name="JOY_AXIS_RIGHT_X" value="2" enum="JoyAxisList"> + Game controller right joystick x-axis. </constant> - <constant name="JOY_L" value="4" enum="JoystickList"> - Gamepad left Shoulder button. + <constant name="JOY_AXIS_RIGHT_Y" value="3" enum="JoyAxisList"> + Game controller right joystick y-axis. </constant> - <constant name="JOY_L2" value="6" enum="JoystickList"> - Gamepad left trigger. + <constant name="JOY_AXIS_TRIGGER_LEFT" value="4" enum="JoyAxisList"> + Game controller left trigger axis. </constant> - <constant name="JOY_L3" value="8" enum="JoystickList"> - Gamepad left stick click. + <constant name="JOY_AXIS_TRIGGER_RIGHT" value="5" enum="JoyAxisList"> + Game controller right trigger axis. </constant> - <constant name="JOY_R" value="5" enum="JoystickList"> - Gamepad right Shoulder button. + <constant name="JOY_AXIS_SDL_MAX" value="6" enum="JoyAxisList"> + The number of SDL game controller axes. </constant> - <constant name="JOY_R2" value="7" enum="JoystickList"> - Gamepad right trigger. - </constant> - <constant name="JOY_R3" value="9" enum="JoystickList"> - Gamepad right stick click. - </constant> - <constant name="JOY_AXIS_0" value="0" enum="JoystickList"> - Gamepad left stick horizontal axis. - </constant> - <constant name="JOY_AXIS_1" value="1" enum="JoystickList"> - Gamepad left stick vertical axis. - </constant> - <constant name="JOY_AXIS_2" value="2" enum="JoystickList"> - Gamepad right stick horizontal axis. - </constant> - <constant name="JOY_AXIS_3" value="3" enum="JoystickList"> - Gamepad right stick vertical axis. - </constant> - <constant name="JOY_AXIS_4" value="4" enum="JoystickList"> - Generic gamepad axis 4. - </constant> - <constant name="JOY_AXIS_5" value="5" enum="JoystickList"> - Generic gamepad axis 5. - </constant> - <constant name="JOY_AXIS_6" value="6" enum="JoystickList"> - Gamepad left trigger analog axis. - </constant> - <constant name="JOY_AXIS_7" value="7" enum="JoystickList"> - Gamepad right trigger analog axis. - </constant> - <constant name="JOY_AXIS_8" value="8" enum="JoystickList"> - Generic gamepad axis 8. - </constant> - <constant name="JOY_AXIS_9" value="9" enum="JoystickList"> - Generic gamepad axis 9. - </constant> - <constant name="JOY_AXIS_MAX" value="10" enum="JoystickList"> - Represents the maximum number of joystick axes supported. - </constant> - <constant name="JOY_ANALOG_LX" value="0" enum="JoystickList"> - Gamepad left stick horizontal axis. - </constant> - <constant name="JOY_ANALOG_LY" value="1" enum="JoystickList"> - Gamepad left stick vertical axis. - </constant> - <constant name="JOY_ANALOG_RX" value="2" enum="JoystickList"> - Gamepad right stick horizontal axis. - </constant> - <constant name="JOY_ANALOG_RY" value="3" enum="JoystickList"> - Gamepad right stick vertical axis. - </constant> - <constant name="JOY_ANALOG_L2" value="6" enum="JoystickList"> - Gamepad left analog trigger. - </constant> - <constant name="JOY_ANALOG_R2" value="7" enum="JoystickList"> - Gamepad right analog trigger. - </constant> - <constant name="JOY_VR_ANALOG_TRIGGER" value="2" enum="JoystickList"> - VR Controller analog trigger. - </constant> - <constant name="JOY_VR_ANALOG_GRIP" value="4" enum="JoystickList"> - VR Controller analog grip (side buttons). - </constant> - <constant name="JOY_OPENVR_TOUCHPADX" value="0" enum="JoystickList"> - OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR controllers). - </constant> - <constant name="JOY_OPENVR_TOUCHPADY" value="1" enum="JoystickList"> - OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR controllers). + <constant name="JOY_AXIS_MAX" value="10" enum="JoyAxisList"> + The maximum number of game controller axes: OpenVR supports up to 5 Joysticks making a total of 10 axes. </constant> <constant name="MIDI_MESSAGE_NOTE_OFF" value="8" enum="MidiMessageList"> MIDI note OFF message. @@ -1396,6 +2423,16 @@ <constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="21" enum="PropertyHint"> Hints that an image is compressed using lossless compression. </constant> + <constant name="PROPERTY_HINT_TYPE_STRING" value="23" enum="PropertyHint"> + Hint that a property represents a particular type. If a property is [constant TYPE_STRING], allows to set a type from the create dialog. If you need to create an [Array] to contain elements of a specific type, the [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code] for specifying [Resource] types. For instance: + [codeblock] + hint_string = "%s:" % [TYPE_INT] # Array of inteters. + hint_string = "%s:%s:" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array of floats. + hint_string = "%s/%s:Resource" % [TYPE_OBJECT, TYPE_OBJECT] # Array of resources. + hint_string = "%s:%s/%s:Resource" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] # Two-dimensional array of resources. + [/codeblock] + [b]Note:[/b] the final colon is required to specify for properly detecting built-in types. + </constant> <constant name="PROPERTY_USAGE_STORAGE" value="1" enum="PropertyUsageFlags"> The property is serialized and saved in the scene file (default). </constant> @@ -1477,7 +2514,7 @@ <constant name="TYPE_INT" value="2" enum="Variant.Type"> Variable is of type [int]. </constant> - <constant name="TYPE_REAL" value="3" enum="Variant.Type"> + <constant name="TYPE_FLOAT" value="3" enum="Variant.Type"> Variable is of type [float] (real). </constant> <constant name="TYPE_STRING" value="4" enum="Variant.Type"> @@ -1615,43 +2652,40 @@ <constant name="OP_MODULE" value="12" enum="Variant.Operator"> Remainder/modulo operator ([code]%[/code]). </constant> - <constant name="OP_STRING_CONCAT" value="13" enum="Variant.Operator"> - String concatenation operator ([code]+[/code]). - </constant> - <constant name="OP_SHIFT_LEFT" value="14" enum="Variant.Operator"> + <constant name="OP_SHIFT_LEFT" value="13" enum="Variant.Operator"> Left shift operator ([code]<<[/code]). </constant> - <constant name="OP_SHIFT_RIGHT" value="15" enum="Variant.Operator"> + <constant name="OP_SHIFT_RIGHT" value="14" enum="Variant.Operator"> Right shift operator ([code]>>[/code]). </constant> - <constant name="OP_BIT_AND" value="16" enum="Variant.Operator"> + <constant name="OP_BIT_AND" value="15" enum="Variant.Operator"> Bitwise AND operator ([code]&[/code]). </constant> - <constant name="OP_BIT_OR" value="17" enum="Variant.Operator"> + <constant name="OP_BIT_OR" value="16" enum="Variant.Operator"> Bitwise OR operator ([code]|[/code]). </constant> - <constant name="OP_BIT_XOR" value="18" enum="Variant.Operator"> + <constant name="OP_BIT_XOR" value="17" enum="Variant.Operator"> Bitwise XOR operator ([code]^[/code]). </constant> - <constant name="OP_BIT_NEGATE" value="19" enum="Variant.Operator"> + <constant name="OP_BIT_NEGATE" value="18" enum="Variant.Operator"> Bitwise NOT operator ([code]~[/code]). </constant> - <constant name="OP_AND" value="20" enum="Variant.Operator"> + <constant name="OP_AND" value="19" enum="Variant.Operator"> Logical AND operator ([code]and[/code] or [code]&&[/code]). </constant> - <constant name="OP_OR" value="21" enum="Variant.Operator"> + <constant name="OP_OR" value="20" enum="Variant.Operator"> Logical OR operator ([code]or[/code] or [code]||[/code]). </constant> - <constant name="OP_XOR" value="22" enum="Variant.Operator"> + <constant name="OP_XOR" value="21" enum="Variant.Operator"> Logical XOR operator (not implemented in GDScript). </constant> - <constant name="OP_NOT" value="23" enum="Variant.Operator"> + <constant name="OP_NOT" value="22" enum="Variant.Operator"> Logical NOT operator ([code]not[/code] or [code]![/code]). </constant> - <constant name="OP_IN" value="24" enum="Variant.Operator"> + <constant name="OP_IN" value="23" enum="Variant.Operator"> Logical IN operator ([code]in[/code]). </constant> - <constant name="OP_MAX" value="25" enum="Variant.Operator"> + <constant name="OP_MAX" value="24" enum="Variant.Operator"> Represents the size of the [enum Variant.Operator] enum. </constant> </constants> diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index 3f2f27d121..8cd7e6f5fa 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -4,13 +4,33 @@ Axis-Aligned Bounding Box. </brief_description> <description> - AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. + [AABB] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. + It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. + [b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> + <link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> </tutorials> <methods> - <method name="AABB"> + <method name="AABB" qualifiers="constructor"> + <return type="AABB"> + </return> + <description> + Constructs a default-initialized [AABB] with default (zero) values of [member position] and [member size]. + </description> + </method> + <method name="AABB" qualifiers="constructor"> + <return type="AABB"> + </return> + <argument index="0" name="from" type="AABB"> + </argument> + <description> + Constructs an [AABB] as a copy of the given [AABB]. + </description> + </method> + <method name="AABB" qualifiers="constructor"> <return type="AABB"> </return> <argument index="0" name="position" type="Vector3"> @@ -18,7 +38,14 @@ <argument index="1" name="size" type="Vector3"> </argument> <description> - Optional constructor, accepts position and size. + Constructs an [AABB] from a position and size. + </description> + </method> + <method name="abs"> + <return type="AABB"> + </return> + <description> + Returns an AABB with equivalent position and size, modified so that the most-negative corner is the origin and the size is positive. </description> </method> <method name="encloses"> @@ -165,8 +192,18 @@ Returns [code]true[/code] if the [AABB] is on both sides of a plane. </description> </method> + <method name="intersects_ray"> + <return type="Variant"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <argument index="1" name="dir" type="Vector3"> + </argument> + <description> + </description> + </method> <method name="intersects_segment"> - <return type="bool"> + <return type="Variant"> </return> <argument index="0" name="from" type="Vector3"> </argument> @@ -182,7 +219,7 @@ <argument index="0" name="aabb" type="AABB"> </argument> <description> - Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are approximately equal, by calling [method @GDScript.is_equal_approx] on each component. + Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are approximately equal, by calling [method @GlobalScope.is_equal_approx] on each component. </description> </method> <method name="merge"> @@ -194,16 +231,41 @@ Returns a larger [AABB] that contains both this [AABB] and [code]with[/code]. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="AABB"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="AABB"> + </return> + <argument index="0" name="right" type="Transform"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="AABB"> + </argument> + <description> + </description> + </method> </methods> <members> <member name="end" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - Ending corner. This is calculated as [code]position + size[/code]. Changing this property changes [member size] accordingly. + Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size. </member> <member name="position" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - Beginning corner. + Beginning corner. Typically has values lower than [member end]. </member> <member name="size" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - Size from position to end. + Size from [member position] to [member end]. Typically all components are positive. + If the size is negative, you can use [method abs] to fix it. </member> </members> <constants> diff --git a/doc/classes/AESContext.xml b/doc/classes/AESContext.xml new file mode 100644 index 0000000000..f577bab992 --- /dev/null +++ b/doc/classes/AESContext.xml @@ -0,0 +1,138 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AESContext" inherits="Reference" version="4.0"> + <brief_description> + Interface to low level AES encryption features. + </brief_description> + <description> + This class provides access to AES encryption/decryption of raw data. Both AES-ECB and AES-CBC mode are supported. + [codeblocks] + [gdscript] + extends Node + + var aes = AESContext.new() + + func _ready(): + var key = "My secret key!!!" # Key must be either 16 or 32 bytes. + var data = "My secret text!!" # Data size must be multiple of 16 bytes, apply padding if needed. + # Encrypt ECB + aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8()) + var encrypted = aes.update(data.to_utf8()) + aes.finish() + # Decrypt ECB + aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8()) + var decrypted = aes.update(encrypted) + aes.finish() + # Check ECB + assert(decrypted == data.to_utf8()) + + var iv = "My secret iv!!!!" # IV must be of exactly 16 bytes. + # Encrypt CBC + aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8()) + encrypted = aes.update(data.to_utf8()) + aes.finish() + # Decrypt CBC + aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8()) + decrypted = aes.update(encrypted) + aes.finish() + # Check CBC + assert(decrypted == data.to_utf8()) + [/gdscript] + [csharp] + using Godot; + using System; + using System.Diagnostics; + + public class Example : Node + { + public AESContext Aes = new AESContext(); + public override void _Ready() + { + string key = "My secret key!!!"; // Key must be either 16 or 32 bytes. + string data = "My secret text!!"; // Data size must be multiple of 16 bytes, apply padding if needed. + // Encrypt ECB + Aes.Start(AESContext.Mode.EcbEncrypt, key.ToUTF8()); + byte[] encrypted = Aes.Update(data.ToUTF8()); + Aes.Finish(); + // Decrypt ECB + Aes.Start(AESContext.Mode.EcbDecrypt, key.ToUTF8()); + byte[] decrypted = Aes.Update(encrypted); + Aes.Finish(); + // Check ECB + Debug.Assert(decrypted == data.ToUTF8()); + + string iv = "My secret iv!!!!"; // IV must be of exactly 16 bytes. + // Encrypt CBC + Aes.Start(AESContext.Mode.EcbEncrypt, key.ToUTF8(), iv.ToUTF8()); + encrypted = Aes.Update(data.ToUTF8()); + Aes.Finish(); + // Decrypt CBC + Aes.Start(AESContext.Mode.EcbDecrypt, key.ToUTF8(), iv.ToUTF8()); + decrypted = Aes.Update(encrypted); + Aes.Finish(); + // Check CBC + Debug.Assert(decrypted == data.ToUTF8()); + } + } + [/csharp] + [/codeblocks] + </description> + <tutorials> + </tutorials> + <methods> + <method name="finish"> + <return type="void"> + </return> + <description> + Close this AES context so it can be started again. See [method start]. + </description> + </method> + <method name="get_iv_state"> + <return type="PackedByteArray"> + </return> + <description> + Get the current IV state for this context (IV gets updated when calling [method update]). You normally don't need this function. + Note: This function only makes sense when the context is started with [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]. + </description> + </method> + <method name="start"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="mode" type="int" enum="AESContext.Mode"> + </argument> + <argument index="1" name="key" type="PackedByteArray"> + </argument> + <argument index="2" name="iv" type="PackedByteArray" default="PackedByteArray( )"> + </argument> + <description> + Start the AES context in the given [code]mode[/code]. A [code]key[/code] of either 16 or 32 bytes must always be provided, while an [code]iv[/code] (initialization vector) of exactly 16 bytes, is only needed when [code]mode[/code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]. + </description> + </method> + <method name="update"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="src" type="PackedByteArray"> + </argument> + <description> + Run the desired operation for this AES context. Will return a [PackedByteArray] containing the result of encrypting (or decrypting) the given [code]src[/code]. See [method start] for mode of operation. + Note: The size of [code]src[/code] must be a multiple of 16. Apply some padding if needed. + </description> + </method> + </methods> + <constants> + <constant name="MODE_ECB_ENCRYPT" value="0" enum="Mode"> + AES electronic codebook encryption mode. + </constant> + <constant name="MODE_ECB_DECRYPT" value="1" enum="Mode"> + AES electronic codebook decryption mode. + </constant> + <constant name="MODE_CBC_ENCRYPT" value="2" enum="Mode"> + AES cipher blocker chaining encryption mode. + </constant> + <constant name="MODE_CBC_DECRYPT" value="3" enum="Mode"> + AES cipher blocker chaining decryption mode. + </constant> + <constant name="MODE_MAX" value="4" enum="Mode"> + Maximum value for the mode enum. + </constant> + </constants> +</class> diff --git a/doc/classes/AStar.xml b/doc/classes/AStar.xml index e930abba87..bfdc66623d 100644 --- a/doc/classes/AStar.xml +++ b/doc/classes/AStar.xml @@ -7,7 +7,8 @@ A* (A star) is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Godot's A* implementation uses points in three-dimensional space and Euclidean distances by default. You must add points manually with [method add_point] and create segments manually with [method connect_points]. Then you can test if there is a path between two points with the [method are_points_connected] function, get a path containing indices by [method get_id_path], or one containing actual coordinates with [method get_point_path]. It is also possible to use non-Euclidean distances. To do so, create a class that extends [code]AStar[/code] and override methods [method _compute_cost] and [method _estimate_cost]. Both take two indices and return a length, as is shown in the following example. - [codeblock] + [codeblocks] + [gdscript] class MyAStar: extends AStar @@ -16,8 +17,23 @@ func _estimate_cost(u, v): return min(0, abs(u - v) - 1) - [/codeblock] + [/gdscript] + [csharp] + public class MyAStar : AStar + { + public override float _ComputeCost(int u, int v) + { + return Mathf.Abs(u - v); + } + public override float _EstimateCost(int u, int v) + { + return Mathf.Min(0, Mathf.Abs(u - v) - 1); + } + } + [/csharp] + [/codeblocks] [method _estimate_cost] should return a lower bound of the distance, i.e. [code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a hint to the algorithm because the custom [code]_compute_cost[/code] might be computation-heavy. If this is not the case, make [method _estimate_cost] return the same value as [method _compute_cost] to provide the algorithm with the most accurate information. + If the default [method _estimate_cost] and [method _compute_cost] methods are used, or if the supplied [method _estimate_cost] method returns a lower bound of the cost, then the paths returned by A* will be the lowest cost paths. Here, the cost of a path equals to the sum of the [method _compute_cost] results of all segments in the path multiplied by the [code]weight_scale[/code]s of the end points of the respective segments. If the default methods are used and the [code]weight_scale[/code]s of all points are set to [code]1.0[/code], then this equals to the sum of Euclidean distances of all segments in the path. </description> <tutorials> </tutorials> @@ -56,11 +72,18 @@ <argument index="2" name="weight_scale" type="float" default="1.0"> </argument> <description> - Adds a new point at the given position with the given identifier. The algorithm prefers points with lower [code]weight_scale[/code] to form a path. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger. - [codeblock] + Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger. + The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [code]weight_scale[/code]s to form a path. + [codeblocks] + [gdscript] var astar = AStar.new() astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with weight_scale 4 and id 1 - [/codeblock] + [/gdscript] + [csharp] + var astar = new AStar(); + astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Adds the point (1, 0, 0) with weight_scale 4 and id 1 + [/csharp] + [/codeblocks] If there already exists a point for the given [code]id[/code], its position and weight scale are updated to the given values. </description> </method> @@ -95,12 +118,20 @@ </argument> <description> Creates a segment between the given points. If [code]bidirectional[/code] is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] is allowed, not the reverse direction. - [codeblock] + [codeblocks] + [gdscript] var astar = AStar.new() astar.add_point(1, Vector3(1, 1, 0)) astar.add_point(2, Vector3(0, 5, 0)) astar.connect_points(1, 2, false) - [/codeblock] + [/gdscript] + [csharp] + var astar = new AStar(); + astar.AddPoint(1, new Vector3(1, 1, 0)); + astar.AddPoint(2, new Vector3(0, 5, 0)); + astar.ConnectPoints(1, 2, false); + [/csharp] + [/codeblocks] </description> </method> <method name="disconnect_points"> @@ -131,7 +162,8 @@ <argument index="1" name="include_disabled" type="bool" default="false"> </argument> <description> - Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns -1 if there are no points in the points pool. + Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns [code]-1[/code] if there are no points in the points pool. + [b]Note:[/b] If several points are the closest to [code]to_position[/code], the one with the smallest ID will be returned, ensuring a deterministic result. </description> </method> <method name="get_closest_position_in_segment" qualifiers="const"> @@ -141,13 +173,22 @@ </argument> <description> Returns the closest position to [code]to_position[/code] that resides inside a segment between two connected points. - [codeblock] + [codeblocks] + [gdscript] var astar = AStar.new() astar.add_point(1, Vector3(0, 0, 0)) astar.add_point(2, Vector3(0, 5, 0)) astar.connect_points(1, 2) var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns (0, 3, 0) - [/codeblock] + [/gdscript] + [csharp] + var astar = new AStar(); + astar.AddPoint(1, new Vector3(0, 0, 0)); + astar.AddPoint(2, new Vector3(0, 5, 0)); + astar.ConnectPoints(1, 2); + Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // Returns (0, 3, 0) + [/csharp] + [/codeblocks] The result is in the segment that goes from [code]y = 0[/code] to [code]y = 5[/code]. It's the closest position in the segment to the given point. </description> </method> @@ -160,7 +201,8 @@ </argument> <description> Returns an array with the IDs of the points that form the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path. - [codeblock] + [codeblocks] + [gdscript] var astar = AStar.new() astar.add_point(1, Vector3(0, 0, 0)) astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1 @@ -173,7 +215,20 @@ astar.connect_points(1, 4, false) var res = astar.get_id_path(1, 3) # Returns [1, 2, 3] - [/codeblock] + [/gdscript] + [csharp] + var astar = new AStar(); + astar.AddPoint(1, new Vector3(0, 0, 0)); + astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1 + astar.AddPoint(3, new Vector3(1, 1, 0)); + astar.AddPoint(4, new Vector3(2, 0, 0)); + astar.ConnectPoints(1, 2, false); + astar.ConnectPoints(2, 3, false); + astar.ConnectPoints(4, 3, false); + astar.ConnectPoints(1, 4, false); + int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3] + [/csharp] + [/codeblocks] If you change the 2nd point's weight to 3, then the result will be [code][1, 4, 3][/code] instead, because now even though the distance is longer, it's "easier" to get through point 4 than through point 2. </description> </method> @@ -191,7 +246,8 @@ </argument> <description> Returns an array with the IDs of the points that form the connection with the given point. - [codeblock] + [codeblocks] + [gdscript] var astar = AStar.new() astar.add_point(1, Vector3(0, 0, 0)) astar.add_point(2, Vector3(0, 1, 0)) @@ -202,7 +258,19 @@ astar.connect_points(1, 3, true) var neighbors = astar.get_point_connections(1) # Returns [2, 3] - [/codeblock] + [/gdscript] + [csharp] + var astar = new AStar(); + astar.AddPoint(1, new Vector3(0, 0, 0)); + astar.AddPoint(2, new Vector3(0, 1, 0)); + astar.AddPoint(3, new Vector3(1, 1, 0)); + astar.AddPoint(4, new Vector3(2, 0, 0)); + astar.ConnectPoints(1, 2, true); + astar.ConnectPoints(1, 3, true); + + int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3] + [/csharp] + [/codeblocks] </description> </method> <method name="get_point_count" qualifiers="const"> @@ -314,7 +382,7 @@ <argument index="1" name="weight_scale" type="float"> </argument> <description> - Sets the [code]weight_scale[/code] for the point with the given [code]id[/code]. + Sets the [code]weight_scale[/code] for the point with the given [code]id[/code]. The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. </description> </method> </methods> diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml index 16fa05041e..2a51678209 100644 --- a/doc/classes/AStar2D.xml +++ b/doc/classes/AStar2D.xml @@ -43,11 +43,18 @@ <argument index="2" name="weight_scale" type="float" default="1.0"> </argument> <description> - Adds a new point at the given position with the given identifier. The algorithm prefers points with lower [code]weight_scale[/code] to form a path. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger. - [codeblock] + Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger. + The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [code]weight_scale[/code]s to form a path. + [codeblocks] + [gdscript] var astar = AStar2D.new() astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with weight_scale 4 and id 1 - [/codeblock] + [/gdscript] + [csharp] + var astar = new AStar2D(); + astar.AddPoint(1, new Vector2(1, 0), 4); // Adds the point (1, 0) with weight_scale 4 and id 1 + [/csharp] + [/codeblocks] If there already exists a point for the given [code]id[/code], its position and weight scale are updated to the given values. </description> </method> @@ -80,12 +87,20 @@ </argument> <description> Creates a segment between the given points. If [code]bidirectional[/code] is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] is allowed, not the reverse direction. - [codeblock] + [codeblocks] + [gdscript] var astar = AStar2D.new() astar.add_point(1, Vector2(1, 1)) astar.add_point(2, Vector2(0, 5)) astar.connect_points(1, 2, false) - [/codeblock] + [/gdscript] + [csharp] + var astar = new AStar2D(); + astar.AddPoint(1, new Vector2(1, 1)); + astar.AddPoint(2, new Vector2(0, 5)); + astar.ConnectPoints(1, 2, false); + [/csharp] + [/codeblocks] </description> </method> <method name="disconnect_points"> @@ -114,7 +129,8 @@ <argument index="1" name="include_disabled" type="bool" default="false"> </argument> <description> - Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns -1 if there are no points in the points pool. + Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns [code]-1[/code] if there are no points in the points pool. + [b]Note:[/b] If several points are the closest to [code]to_position[/code], the one with the smallest ID will be returned, ensuring a deterministic result. </description> </method> <method name="get_closest_position_in_segment" qualifiers="const"> @@ -124,13 +140,22 @@ </argument> <description> Returns the closest position to [code]to_position[/code] that resides inside a segment between two connected points. - [codeblock] + [codeblocks] + [gdscript] var astar = AStar2D.new() astar.add_point(1, Vector2(0, 0)) astar.add_point(2, Vector2(0, 5)) astar.connect_points(1, 2) var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, 3) - [/codeblock] + [/gdscript] + [csharp] + var astar = new AStar2D(); + astar.AddPoint(1, new Vector2(0, 0)); + astar.AddPoint(2, new Vector2(0, 5)); + astar.ConnectPoints(1, 2); + Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // Returns (0, 3) + [/csharp] + [/codeblocks] The result is in the segment that goes from [code]y = 0[/code] to [code]y = 5[/code]. It's the closest position in the segment to the given point. </description> </method> @@ -143,7 +168,8 @@ </argument> <description> Returns an array with the IDs of the points that form the path found by AStar2D between the given points. The array is ordered from the starting point to the ending point of the path. - [codeblock] + [codeblocks] + [gdscript] var astar = AStar2D.new() astar.add_point(1, Vector2(0, 0)) astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1 @@ -156,7 +182,21 @@ astar.connect_points(1, 4, false) var res = astar.get_id_path(1, 3) # Returns [1, 2, 3] - [/codeblock] + [/gdscript] + [csharp] + var astar = new AStar2D(); + astar.AddPoint(1, new Vector2(0, 0)); + astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1 + astar.AddPoint(3, new Vector2(1, 1)); + astar.AddPoint(4, new Vector2(2, 0)); + + astar.ConnectPoints(1, 2, false); + astar.ConnectPoints(2, 3, false); + astar.ConnectPoints(4, 3, false); + astar.ConnectPoints(1, 4, false); + int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3] + [/csharp] + [/codeblocks] If you change the 2nd point's weight to 3, then the result will be [code][1, 4, 3][/code] instead, because now even though the distance is longer, it's "easier" to get through point 4 than through point 2. </description> </method> @@ -174,7 +214,8 @@ </argument> <description> Returns an array with the IDs of the points that form the connection with the given point. - [codeblock] + [codeblocks] + [gdscript] var astar = AStar2D.new() astar.add_point(1, Vector2(0, 0)) astar.add_point(2, Vector2(0, 1)) @@ -185,7 +226,20 @@ astar.connect_points(1, 3, true) var neighbors = astar.get_point_connections(1) # Returns [2, 3] - [/codeblock] + [/gdscript] + [csharp] + var astar = new AStar2D(); + astar.AddPoint(1, new Vector2(0, 0)); + astar.AddPoint(2, new Vector2(0, 1)); + astar.AddPoint(3, new Vector2(1, 1)); + astar.AddPoint(4, new Vector2(2, 0)); + + astar.ConnectPoints(1, 2, true); + astar.ConnectPoints(1, 3, true); + + int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3] + [/csharp] + [/codeblocks] </description> </method> <method name="get_point_count" qualifiers="const"> @@ -297,7 +351,7 @@ <argument index="1" name="weight_scale" type="float"> </argument> <description> - Sets the [code]weight_scale[/code] for the point with the given [code]id[/code]. + Sets the [code]weight_scale[/code] for the point with the given [code]id[/code]. The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. </description> </method> </methods> diff --git a/doc/classes/AcceptDialog.xml b/doc/classes/AcceptDialog.xml index 99b566e74f..f4cf246713 100644 --- a/doc/classes/AcceptDialog.xml +++ b/doc/classes/AcceptDialog.xml @@ -23,7 +23,7 @@ If [code]true[/code], [code]right[/code] will place the button to the right of any sibling buttons. </description> </method> - <method name="add_cancel"> + <method name="add_cancel_button"> <return type="Button"> </return> <argument index="0" name="name" type="String"> @@ -39,7 +39,7 @@ Returns the label used for built-in text. </description> </method> - <method name="get_ok"> + <method name="get_ok_button"> <return type="Button"> </return> <description> @@ -67,6 +67,7 @@ <member name="dialog_text" type="String" setter="set_text" getter="get_text" default=""""> The text displayed by the dialog. </member> + <member name="exclusive" type="bool" setter="set_exclusive" getter="is_exclusive" override="true" default="true" /> <member name="title" type="String" setter="set_title" getter="get_title" override="true" default=""Alert!"" /> <member name="transient" type="bool" setter="set_transient" getter="is_transient" override="true" default="true" /> <member name="visible" type="bool" setter="set_visible" getter="is_visible" override="true" default="false" /> @@ -75,6 +76,7 @@ <signals> <signal name="cancelled"> <description> + Emitted when the dialog is closed or the button created with [method add_cancel_button] is pressed. </description> </signal> <signal name="confirmed"> diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml index 8d0534ccd2..969e9cc85b 100644 --- a/doc/classes/AnimatedSprite2D.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -5,8 +5,11 @@ </brief_description> <description> Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. + [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> + <link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> </tutorials> <methods> <method name="is_playing" qualifiers="const"> @@ -60,12 +63,6 @@ <member name="playing" type="bool" setter="_set_playing" getter="_is_playing" default="false"> If [code]true[/code], the [member animation] is currently playing. </member> - <member name="shininess" type="float" setter="set_shininess" getter="get_shininess" default="1.0"> - Strength of the specular light effect of this [AnimatedSprite2D]. - </member> - <member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color( 1, 1, 1, 1 )"> - The color of the specular light effect. - </member> <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0"> The animation speed is multiplied by this value. </member> diff --git a/doc/classes/AnimatedSprite3D.xml b/doc/classes/AnimatedSprite3D.xml index ad9706a52a..e1fb78e5b5 100644 --- a/doc/classes/AnimatedSprite3D.xml +++ b/doc/classes/AnimatedSprite3D.xml @@ -7,6 +7,7 @@ Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. </description> <tutorials> + <link title="2D Sprite animation (also applies to 3D)">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> </tutorials> <methods> <method name="is_playing" qualifiers="const"> diff --git a/doc/classes/AnimatedTexture.xml b/doc/classes/AnimatedTexture.xml index 285e0d5f39..5774842144 100644 --- a/doc/classes/AnimatedTexture.xml +++ b/doc/classes/AnimatedTexture.xml @@ -6,7 +6,8 @@ <description> [AnimatedTexture] is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a [Node], but has the advantage of being usable anywhere a [Texture2D] resource can be used, e.g. in a [TileSet]. The playback of the animation is controlled by the [member fps] property as well as each frame's optional delay (see [method set_frame_delay]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame. - [AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. Also, it doesn't support [AtlasTexture]. Each frame needs to be separate image. + [AnimatedTexture] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. + [b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each frame needs to be a separate [Texture2D]. </description> <tutorials> </tutorials> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 09811d5617..9720405ffd 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -5,19 +5,30 @@ </brief_description> <description> An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track. - [codeblock] + [codeblocks] + [gdscript] # This creates an animation that makes the node "Enemy" move to the right by - # 100 pixels in 1 second. + # 100 pixels in 0.5 seconds. var animation = Animation.new() var track_index = animation.add_track(Animation.TYPE_VALUE) - animation.track_set_path(track_index, "Enemy:position.x") + animation.track_set_path(track_index, "Enemy:position:x") animation.track_insert_key(track_index, 0.0, 0) animation.track_insert_key(track_index, 0.5, 100) - [/codeblock] + [/gdscript] + [csharp] + // This creates an animation that makes the node "Enemy" move to the right by + // 100 pixels in 0.5 seconds. + var animation = new Animation(); + int trackIndex = animation.AddTrack(Animation.TrackType.Value); + animation.TrackSetPath(trackIndex, "Enemy:position:x"); + animation.TrackInsertKey(trackIndex, 0.0f, 0); + animation.TrackInsertKey(trackIndex, 0.5f, 100); + [/csharp] + [/codeblocks] Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> + <link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> </tutorials> <methods> <method name="add_track"> @@ -157,7 +168,7 @@ <argument index="2" name="stream" type="Resource"> </argument> <description> - Sets the stream of the key identified by [code]key_idx[/code] to value [code]offset[/code]. The [code]track_idx[/code] must be the index of an Audio Track. + Sets the stream of the key identified by [code]key_idx[/code] to value [code]stream[/code]. The [code]track_idx[/code] must be the index of an Audio Track. </description> </method> <method name="bezier_track_get_key_in_handle" qualifiers="const"> @@ -398,7 +409,7 @@ <argument index="1" name="key_idx" type="int"> </argument> <description> - Returns the transition curve (easing) for a specific key (see the built-in math function [method @GDScript.ease]). + Returns the transition curve (easing) for a specific key (see the built-in math function [method @GlobalScope.ease]). </description> </method> <method name="track_get_key_value" qualifiers="const"> @@ -503,15 +514,15 @@ Removes a key by index in a given track. </description> </method> - <method name="track_remove_key_at_position"> + <method name="track_remove_key_at_time"> <return type="void"> </return> <argument index="0" name="track_idx" type="int"> </argument> - <argument index="1" name="position" type="float"> + <argument index="1" name="time" type="float"> </argument> <description> - Removes a key by position (seconds) in a given track. + Removes a key at [code]time[/code] in a given track. </description> </method> <method name="track_set_enabled"> @@ -581,7 +592,7 @@ <argument index="2" name="transition" type="float"> </argument> <description> - Sets the transition curve (easing) for a specific key (see the built-in math function [method @GDScript.ease]). + Sets the transition curve (easing) for a specific key (see the built-in math function [method @GlobalScope.ease]). </description> </method> <method name="track_set_key_value"> @@ -670,6 +681,17 @@ Returns the update mode of a value track. </description> </method> + <method name="value_track_interpolate" qualifiers="const"> + <return type="Variant"> + </return> + <argument index="0" name="track_idx" type="int"> + </argument> + <argument index="1" name="time_sec" type="float"> + </argument> + <description> + Returns the interpolated value at the given time (in seconds). The [code]track_idx[/code] must be the index of a value track. + </description> + </method> <method name="value_track_set_update_mode"> <return type="void"> </return> diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index 3d6ebd5934..8204b456d9 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -8,7 +8,7 @@ Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_input"> diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml index 48983a624e..63127ade9a 100644 --- a/doc/classes/AnimationNodeAdd2.xml +++ b/doc/classes/AnimationNodeAdd2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml index 1bfebc91fc..0e49ac7bbf 100644 --- a/doc/classes/AnimationNodeAdd3.xml +++ b/doc/classes/AnimationNodeAdd3.xml @@ -11,7 +11,8 @@ - A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml index ab44148c15..3f0843c112 100644 --- a/doc/classes/AnimationNodeAnimation.xml +++ b/doc/classes/AnimationNodeAnimation.xml @@ -7,7 +7,9 @@ A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeBlend2.xml b/doc/classes/AnimationNodeBlend2.xml index 2b56167225..e509a2df6c 100644 --- a/doc/classes/AnimationNodeBlend2.xml +++ b/doc/classes/AnimationNodeBlend2.xml @@ -7,7 +7,9 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeBlend3.xml b/doc/classes/AnimationNodeBlend3.xml index 5a306a225d..7c81b37663 100644 --- a/doc/classes/AnimationNodeBlend3.xml +++ b/doc/classes/AnimationNodeBlend3.xml @@ -11,7 +11,7 @@ - A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml index 6e82f0afb7..263b59910b 100644 --- a/doc/classes/AnimationNodeBlendSpace1D.xml +++ b/doc/classes/AnimationNodeBlendSpace1D.xml @@ -10,7 +10,7 @@ You can set the extents of the axis using the [member min_space] and [member max_space]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_blend_point"> diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml index f8680ba8ec..abbc8cb2e6 100644 --- a/doc/classes/AnimationNodeBlendSpace2D.xml +++ b/doc/classes/AnimationNodeBlendSpace2D.xml @@ -9,7 +9,8 @@ You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="add_blend_point"> diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml index 4a34d75ff9..8f87ce453f 100644 --- a/doc/classes/AnimationNodeBlendTree.xml +++ b/doc/classes/AnimationNodeBlendTree.xml @@ -7,7 +7,7 @@ This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_node"> diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 4ba0b82df6..65ab363e1f 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -7,7 +7,8 @@ A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="get_mix_mode" qualifiers="const"> diff --git a/doc/classes/AnimationNodeOutput.xml b/doc/classes/AnimationNodeOutput.xml index 38b05eb650..c4150d7e82 100644 --- a/doc/classes/AnimationNodeOutput.xml +++ b/doc/classes/AnimationNodeOutput.xml @@ -6,7 +6,9 @@ <description> </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml index 3b351a3345..e08e288c59 100644 --- a/doc/classes/AnimationNodeStateMachine.xml +++ b/doc/classes/AnimationNodeStateMachine.xml @@ -6,13 +6,19 @@ <description> Contains multiple nodes representing animation states, connected in a graph. Node transitions can be configured to happen automatically or via code, using a shortest-path algorithm. Retrieve the [AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to control it programmatically. [b]Example:[/b] - [codeblock] + [codeblocks] + [gdscript] var state_machine = $AnimationTree.get("parameters/playback") state_machine.travel("some_state") - [/codeblock] + [/gdscript] + [csharp] + var stateMachine = GetNode<AnimationTree>("AnimationTree").Get("parameters/playback") as AnimationNodeStateMachinePlayback; + stateMachine.Travel("some_state"); + [/csharp] + [/codeblocks] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_node"> diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index f4b89a5086..c8468f9c8f 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -6,15 +6,27 @@ <description> Allows control of [AnimationTree] state machines created with [AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree.get("parameters/playback")[/code]. [b]Example:[/b] - [codeblock] + [codeblocks] + [gdscript] var state_machine = $AnimationTree.get("parameters/playback") state_machine.travel("some_state") - [/codeblock] + [/gdscript] + [csharp] + var stateMachine = GetNode<AnimationTree>("AnimationTree").Get("parameters/playback") as AnimationNodeStateMachinePlayback; + stateMachine.Travel("some_state"); + [/csharp] + [/codeblocks] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> + <method name="get_current_length" qualifiers="const"> + <return type="float"> + </return> + <description> + </description> + </method> <method name="get_current_node" qualifiers="const"> <return type="StringName"> </return> @@ -22,6 +34,13 @@ Returns the currently playing animation state. </description> </method> + <method name="get_current_play_position" qualifiers="const"> + <return type="float"> + </return> + <description> + Returns the playback position within the current animation state. + </description> + </method> <method name="get_travel_path" qualifiers="const"> <return type="PackedStringArray"> </return> diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index f0b7cc4099..2f0ebd7de6 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -5,16 +5,21 @@ <description> </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> <members> <member name="advance_condition" type="StringName" setter="set_advance_condition" getter="get_advance_condition" default="@"""> Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html#controlling-from-code][/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]: - [codeblock] - $animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0) - [/codeblock] + [codeblocks] + [gdscript] + $animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0)) + [/gdscript] + [csharp] + GetNode<AnimationTree>("animation_tree").Set("parameters/conditions/idle", IsOnFloor && (LinearVelocity.x == 0)); + [/csharp] + [/codeblocks] </member> <member name="auto_advance" type="bool" setter="set_auto_advance" getter="has_auto_advance" default="false"> Turn on the transition automatically when this state is reached. This works best with [constant SWITCH_MODE_AT_END]. diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml index 5c2e6cb692..2ce8309418 100644 --- a/doc/classes/AnimationNodeTimeScale.xml +++ b/doc/classes/AnimationNodeTimeScale.xml @@ -7,7 +7,8 @@ Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml index 0fef106da5..eb5335c792 100644 --- a/doc/classes/AnimationNodeTimeSeek.xml +++ b/doc/classes/AnimationNodeTimeSeek.xml @@ -7,7 +7,7 @@ This node can be used to cause a seek command to happen to any sub-children of the graph. After setting the time, this value returns to -1. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index 11250c5b17..73c7006768 100644 --- a/doc/classes/AnimationNodeTransition.xml +++ b/doc/classes/AnimationNodeTransition.xml @@ -7,7 +7,9 @@ Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="get_input_caption" qualifiers="const"> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 1420b1bf64..bebff61671 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -9,8 +9,9 @@ Updating the target properties of animations occurs at process time. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> + <link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> + <link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="add_animation"> @@ -235,7 +236,8 @@ The name of the animation to play when the scene loads. </member> <member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation" default=""""> - The name of the current animation, "" if not playing anything. When being set, does not restart the animation. See also [method play]. + The name of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations. + [b]Note[/b]: while this property appears in the inspector, it's not meant to be edited and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation]. </member> <member name="current_animation_length" type="float" setter="" getter="get_current_animation_length"> The length (in seconds) of the currently being played animation. @@ -258,6 +260,10 @@ <member name="playback_speed" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0"> The speed scaling ratio. For instance, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed. </member> + <member name="reset_on_save" type="bool" setter="set_reset_on_save_enabled" getter="is_reset_on_save_enabled" default="true"> + This is used by the editor. If set to [code]true[/code], the scene will be saved with the effects of the reset animation applied (as if it had been seeked to time 0), then reverted after saving. + In other words, the saved scene file will contain the "default pose", as defined by the reset animation, if any, with the editor keeping the values that the nodes had before saving. + </member> <member name="root_node" type="NodePath" setter="set_root" getter="get_root" default="NodePath("..")"> The node from which node path references will travel. </member> diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 9642dd1c70..262b5addb7 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -4,10 +4,11 @@ A node to be used for advanced animation transitions in an [AnimationPlayer]. </brief_description> <description> + Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> - <link>https://github.com/godotengine/tps-demo</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="advance"> @@ -23,6 +24,7 @@ <return type="Transform"> </return> <description> + Retrieve the motion of the [member root_motion_track] as a [Transform] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM], returns an identity transformation. </description> </method> <method name="rename_parameter"> @@ -47,6 +49,8 @@ The process mode of this [AnimationTree]. See [enum AnimationProcessMode] for available modes. </member> <member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")"> + The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code]. + If the track has type [constant Animation.TYPE_TRANSFORM], the transformation will be cancelled visually, and the animation will appear to stay in place. </member> <member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root"> The root animation node of this [AnimationTree]. See [AnimationNode]. diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 4190cbe6b9..a02f077cf7 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -7,7 +7,10 @@ 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping). </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link> + <link title="Using Area2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> + <link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link> + <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> </tutorials> <methods> <method name="get_collision_layer_bit" qualifiers="const"> @@ -88,7 +91,8 @@ </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="1.0"> - The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). + The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. + See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping. </member> <member name="audio_bus_name" type="StringName" setter="set_audio_bus_name" getter="get_audio_bus_name" default="@"Master""> The name of the area's audio bus. @@ -97,10 +101,10 @@ If [code]true[/code], the area's audio bus overrides the default audio bus. </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. + The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans to determine collision detection. + The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="98.0"> The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction. @@ -115,7 +119,8 @@ The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction. </member> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1"> - The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). + The rate at which objects stop moving in this area. Represents the linear velocity lost per second. + See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping. </member> <member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true"> If [code]true[/code], other monitoring areas can detect this area. @@ -135,14 +140,16 @@ <argument index="0" name="area" type="Area2D"> </argument> <description> - Emitted when another area enters. + Emitted when another Area2D enters this Area2D. Requires [member monitoring] to be set to [code]true[/code]. + [code]area[/code] the other Area2D. </description> </signal> <signal name="area_exited"> <argument index="0" name="area" type="Area2D"> </argument> <description> - Emitted when another area exits. + Emitted when another Area2D exits this Area2D. Requires [member monitoring] to be set to [code]true[/code]. + [code]area[/code] the other Area2D. </description> </signal> <signal name="area_shape_entered"> @@ -152,10 +159,14 @@ </argument> <argument index="2" name="area_shape" type="int"> </argument> - <argument index="3" name="self_shape" type="int"> + <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when another area enters, reporting which shapes overlapped. [code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the parent object of the owner of the [code]shape[/code]. + Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. + [code]area_id[/code] the [RID] of the other Area2D's [CollisionObject2D] used by the [PhysicsServer2D]. + [code]area[/code] the other Area2D. + [code]area_shape[/code] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D]. + [code]local_shape[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. </description> </signal> <signal name="area_shape_exited"> @@ -165,26 +176,30 @@ </argument> <argument index="2" name="area_shape" type="int"> </argument> - <argument index="3" name="self_shape" type="int"> + <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when another area exits, reporting which shapes were overlapping. + Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. + [code]area_id[/code] the [RID] of the other Area2D's [CollisionObject2D] used by the [PhysicsServer2D]. + [code]area[/code] the other Area2D. + [code]area_shape[/code] the index of the [Shape2D] of the other Area2D used by the [PhysicsServer2D]. + [code]local_shape[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. </description> </signal> <signal name="body_entered"> <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a physics body enters. - The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + Emitted when a [PhysicsBody2D] or [TileMap] enters this Area2D. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. </description> </signal> <signal name="body_exited"> <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a physics body exits. - The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + Emitted when a [PhysicsBody2D] or [TileMap] exits this Area2D. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. </description> </signal> <signal name="body_shape_entered"> @@ -194,11 +209,14 @@ </argument> <argument index="2" name="body_shape" type="int"> </argument> - <argument index="3" name="area_shape" type="int"> + <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a physics body enters, reporting which shapes overlapped. - The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + [code]body_id[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D]. + [code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody2D] or [TileMap]. + [code]body_shape[/code] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. + [code]local_shape[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. </description> </signal> <signal name="body_shape_exited"> @@ -208,11 +226,14 @@ </argument> <argument index="2" name="body_shape" type="int"> </argument> - <argument index="3" name="area_shape" type="int"> + <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a physics body exits, reporting which shapes were overlapping. - The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to [code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + [code]body_id[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D]. + [code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody2D] or [TileMap]. + [code]body_shape[/code] the index of the [Shape2D] of the [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. + [code]local_shape[/code] the index of the [Shape2D] of this Area2D used by the [PhysicsServer2D]. </description> </signal> </signals> diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index a94cecd879..bd43d619dd 100644 --- a/doc/classes/Area3D.xml +++ b/doc/classes/Area3D.xml @@ -7,6 +7,8 @@ 3D area that detects [CollisionObject3D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping). </description> <tutorials> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> + <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link> </tutorials> <methods> <method name="get_collision_layer_bit" qualifiers="const"> @@ -87,19 +89,20 @@ </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.1"> - The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). + The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. + See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. </member> - <member name="audio_bus_name" type="StringName" setter="set_audio_bus" getter="get_audio_bus" default="@"Master""> + <member name="audio_bus_name" type="StringName" setter="set_audio_bus_name" getter="get_audio_bus_name" default="@"Master""> The name of the area's audio bus. </member> <member name="audio_bus_override" type="bool" setter="set_audio_bus_override" getter="is_overriding_audio_bus" default="false"> If [code]true[/code], the area's audio bus overrides the default audio bus. </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. + The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans to determine collision detection. + The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="9.8"> The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction. @@ -114,7 +117,8 @@ The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction. </member> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1"> - The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). + The rate at which objects stop moving in this area. Represents the linear velocity lost per second. + See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping. </member> <member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true"> If [code]true[/code], other monitoring areas can detect this area. @@ -146,14 +150,16 @@ <argument index="0" name="area" type="Area3D"> </argument> <description> - Emitted when another area enters. + Emitted when another Area3D enters this Area3D. Requires [member monitoring] to be set to [code]true[/code]. + [code]area[/code] the other Area3D. </description> </signal> <signal name="area_exited"> <argument index="0" name="area" type="Area3D"> </argument> <description> - Emitted when another area exits. + Emitted when another Area3D exits this Area3D. Requires [member monitoring] to be set to [code]true[/code]. + [code]area[/code] the other Area3D. </description> </signal> <signal name="area_shape_entered"> @@ -163,10 +169,14 @@ </argument> <argument index="2" name="area_shape" type="int"> </argument> - <argument index="3" name="self_shape" type="int"> + <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when another area enters, reporting which areas overlapped. [code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the parent object of the owner of the [code]shape[/code]. + Emitted when one of another Area3D's [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. + [code]area_id[/code] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D]. + [code]area[/code] the other Area3D. + [code]area_shape[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. + [code]local_shape[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. </description> </signal> <signal name="area_shape_exited"> @@ -176,26 +186,30 @@ </argument> <argument index="2" name="area_shape" type="int"> </argument> - <argument index="3" name="self_shape" type="int"> + <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when another area exits, reporting which areas were overlapping. + Emitted when one of another Area3D's [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. + [code]area_id[/code] the [RID] of the other Area3D's [CollisionObject3D] used by the [PhysicsServer3D]. + [code]area[/code] the other Area3D. + [code]area_shape[/code] the index of the [Shape3D] of the other Area3D used by the [PhysicsServer3D]. + [code]local_shape[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. </description> </signal> <signal name="body_entered"> <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a physics body enters. - The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + Emitted when a [PhysicsBody3D] or [GridMap] enters this Area3D. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. </description> </signal> <signal name="body_exited"> <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a physics body exits. - The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + Emitted when a [PhysicsBody3D] or [GridMap] exits this Area3D. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. </description> </signal> <signal name="body_shape_entered"> @@ -205,11 +219,14 @@ </argument> <argument index="2" name="body_shape" type="int"> </argument> - <argument index="3" name="area_shape" type="int"> + <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a physics body enters, reporting which shapes overlapped. - The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + Emitted when one of a [PhysicsBody3D] or [GridMap]'s [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + [code]body_id[/code] the [RID] of the [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. + [code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody3D] or [GridMap]. + [code]body_shape[/code] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. + [code]local_shape[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. </description> </signal> <signal name="body_shape_exited"> @@ -219,11 +236,14 @@ </argument> <argument index="2" name="body_shape" type="int"> </argument> - <argument index="3" name="area_shape" type="int"> + <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a physics body exits, reporting which shapes were overlapping. - The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + Emitted when one of a [PhysicsBody3D] or [GridMap]'s [Shape3D]s enters one of this Area3D's [Shape3D]s. Requires [member monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + [code]body_id[/code] the [RID] of the [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. + [code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody3D] or [GridMap]. + [code]body_shape[/code] the index of the [Shape3D] of the [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. + [code]local_shape[/code] the index of the [Shape3D] of this Area3D used by the [PhysicsServer3D]. </description> </signal> </signals> diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml index 20296bbf45..db5d377c62 100644 --- a/doc/classes/Array.xml +++ b/doc/classes/Array.xml @@ -6,62 +6,89 @@ <description> Generic array which can contain several elements of any type, accessible by a numerical index starting at 0. Negative indices can be used to count from the back, like in Python (-1 is the last element, -2 the second to last, etc.). [b]Example:[/b] - [codeblock] + [codeblocks] + [gdscript] var array = ["One", 2, 3, "Four"] print(array[0]) # One. print(array[2]) # 3. print(array[-1]) # Four. array[2] = "Three" print(array[-2]) # Three. - [/codeblock] + [/gdscript] + [csharp] + var array = new Godot.Collections.Array{"One", 2, 3, "Four"}; + GD.Print(array[0]); // One. + GD.Print(array[2]); // 3. + GD.Print(array[array.Count - 1]); // Four. + array[2] = "Three"; + GD.Print(array[array.Count - 2]); // Three. + [/csharp] + [/codeblocks] Arrays can be concatenated using the [code]+[/code] operator: - [codeblock] + [codeblocks] + [gdscript] var array1 = ["One", 2] var array2 = [3, "Four"] print(array1 + array2) # ["One", 2, 3, "Four"] - [/codeblock] - Arrays are always passed by reference. + [/gdscript] + [csharp] + // Array concatenation is not possible with C# arrays, but is with Godot.Collections.Array. + var array1 = new Godot.Collections.Array("One", 2); + var array2 = new Godot.Collections.Array(3, "Four"); + GD.Print(array1 + array2); // Prints [One, 2, 3, Four] + [/csharp] + [/codeblocks] + [b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a new array, which has a cost. If you want to append another array to an existing array, [method append_array] is more efficient. + [b]Note:[/b] Arrays are always passed by reference. To get a copy of an array which can be modified independently of the original array, use [method duplicate]. + [b]Note:[/b] When declaring an array with [code]const[/code], the array itself can still be mutated by defining the values at individual indices or pushing/removing elements. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized. </description> <tutorials> </tutorials> <methods> - <method name="Array"> + <method name="Array" qualifiers="constructor"> <return type="Array"> </return> - <argument index="0" name="from" type="PackedColorArray"> + <description> + Constructs an empty [Array]. + </description> + </method> + <method name="Array" qualifiers="constructor"> + <return type="Array"> + </return> + <argument index="0" name="from" type="Array"> </argument> <description> - Constructs an array from a [PackedColorArray]. + Constructs an [Array] as a copy of the given [Array]. </description> </method> - <method name="Array"> + <method name="Array" qualifiers="constructor"> <return type="Array"> </return> - <argument index="0" name="from" type="PackedVector3Array"> + <argument index="0" name="from" type="PackedByteArray"> </argument> <description> - Constructs an array from a [PackedVector3Array]. + Constructs an array from a [PackedByteArray]. </description> </method> - <method name="Array"> + <method name="Array" qualifiers="constructor"> <return type="Array"> </return> - <argument index="0" name="from" type="PackedVector2Array"> + <argument index="0" name="from" type="PackedColorArray"> </argument> <description> - Constructs an array from a [PackedVector2Array]. + Constructs an array from a [PackedColorArray]. </description> </method> - <method name="Array"> + <method name="Array" qualifiers="constructor"> <return type="Array"> </return> - <argument index="0" name="from" type="PackedStringArray"> + <argument index="0" name="from" type="PackedFloat32Array"> </argument> <description> - Constructs an array from a [PackedStringArray]. + Constructs an array from a [PackedFloat32Array]. </description> </method> - <method name="Array"> + <method name="Array" qualifiers="constructor"> <return type="Array"> </return> <argument index="0" name="from" type="PackedFloat64Array"> @@ -70,16 +97,16 @@ Constructs an array from a [PackedFloat64Array]. </description> </method> - <method name="Array"> + <method name="Array" qualifiers="constructor"> <return type="Array"> </return> - <argument index="0" name="from" type="PackedFloat32Array"> + <argument index="0" name="from" type="PackedInt32Array"> </argument> <description> - Constructs an array from a [PackedFloat32Array]. + Constructs an array from a [PackedInt32Array]. </description> </method> - <method name="Array"> + <method name="Array" qualifiers="constructor"> <return type="Array"> </return> <argument index="0" name="from" type="PackedInt64Array"> @@ -88,22 +115,31 @@ Constructs an array from a [PackedInt64Array]. </description> </method> - <method name="Array"> + <method name="Array" qualifiers="constructor"> <return type="Array"> </return> - <argument index="0" name="from" type="PackedInt32Array"> + <argument index="0" name="from" type="PackedStringArray"> </argument> <description> - Constructs an array from a [PackedInt32Array]. + Constructs an array from a [PackedStringArray]. </description> </method> - <method name="Array"> + <method name="Array" qualifiers="constructor"> <return type="Array"> </return> - <argument index="0" name="from" type="PackedByteArray"> + <argument index="0" name="from" type="PackedVector2Array"> </argument> <description> - Constructs an array from a [PackedByteArray]. + Constructs an array from a [PackedVector2Array]. + </description> + </method> + <method name="Array" qualifiers="constructor"> + <return type="Array"> + </return> + <argument index="0" name="from" type="PackedVector3Array"> + </argument> + <description> + Constructs an array from a [PackedVector3Array]. </description> </method> <method name="append"> @@ -115,11 +151,27 @@ Appends an element at the end of the array (alias of [method push_back]). </description> </method> + <method name="append_array"> + <return type="void"> + </return> + <argument index="0" name="array" type="Array"> + </argument> + <description> + Appends another array at the end of this array. + [codeblock] + var array1 = [1, 2, 3] + var array2 = [4, 5, 6] + array1.append_array(array2) + print(array1) # Prints [1, 2, 3, 4, 5, 6]. + [/codeblock] + </description> + </method> <method name="back"> <return type="Variant"> </return> <description> - Returns the last element of the array, or [code]null[/code] if the array is empty. + Returns the last element of the array. Prints an error and returns [code]null[/code] if the array is empty. + [b]Note:[/b] Calling this function is not the same as writing [code]array[-1][/code]. If the array is empty, accessing by index will pause project execution when running from the editor. </description> </method> <method name="bsearch"> @@ -141,7 +193,7 @@ </argument> <argument index="1" name="obj" type="Object"> </argument> - <argument index="2" name="func" type="String"> + <argument index="2" name="func" type="StringName"> </argument> <argument index="3" name="before" type="bool" default="true"> </argument> @@ -176,13 +228,6 @@ If [code]deep[/code] is [code]true[/code], a deep copy is performed: all nested arrays and dictionaries are duplicated and will not be shared with the original array. If [code]false[/code], a shallow copy is made and references to the original nested arrays and dictionaries are kept, so that modifying a sub-array or dictionary in the copy will also impact those referenced in the source array. </description> </method> - <method name="empty"> - <return type="bool"> - </return> - <description> - Returns [code]true[/code] if the array is empty. - </description> - </method> <method name="erase"> <return type="void"> </return> @@ -200,7 +245,7 @@ <argument index="1" name="from" type="int" default="0"> </argument> <description> - Searches the array for a value and returns its index or -1 if not found. Optionally, the initial search index can be passed. + Searches the array for a value and returns its index or [code]-1[/code] if not found. Optionally, the initial search index can be passed. </description> </method> <method name="find_last"> @@ -209,14 +254,15 @@ <argument index="0" name="value" type="Variant"> </argument> <description> - Searches the array in reverse order for a value and returns its index or -1 if not found. + Searches the array in reverse order for a value and returns its index or [code]-1[/code] if not found. </description> </method> <method name="front"> <return type="Variant"> </return> <description> - Returns the first element of the array, or [code]null[/code] if the array is empty. + Returns the first element of the array. Prints an error and returns [code]null[/code] if the array is empty. + [b]Note:[/b] Calling this function is not the same as writing [code]array[0][/code]. If the array is empty, accessing by index will pause project execution when running from the editor. </description> </method> <method name="has"> @@ -226,12 +272,39 @@ </argument> <description> Returns [code]true[/code] if the array contains the given value. - [codeblock] - ["inside", 7].has("inside") == true - ["inside", 7].has("outside") == false - ["inside", 7].has(7) == true - ["inside", 7].has("7") == false - [/codeblock] + [codeblocks] + [gdscript] + print(["inside", 7].has("inside")) # True + print(["inside", 7].has("outside")) # False + print(["inside", 7].has(7)) # True + print(["inside", 7].has("7")) # False + [/gdscript] + [csharp] + var arr = new Godot.Collections.Array{"inside", 7}; + // has is renamed to Contains + GD.Print(arr.Contains("inside")); // True + GD.Print(arr.Contains("outside")); // False + GD.Print(arr.Contains(7)); // True + GD.Print(arr.Contains("7")); // False + [/csharp] + [/codeblocks] + + [b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows: + [codeblocks] + [gdscript] + # Will evaluate to `true`. + if 2 in [2, 4, 6, 8]: + print("Containes!") + [/gdscript] + [csharp] + // As there is no "in" keyword in C#, you have to use Contains + var array = new Godot.Collections.Array{2, 4, 6, 8}; + if (array.Contains(2)) + { + GD.Print("Containes!"); + } + [/csharp] + [/codeblocks] </description> </method> <method name="hash"> @@ -259,6 +332,13 @@ Reverses the order of the elements in the array. </description> </method> + <method name="is_empty"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the array is empty. + </description> + </method> <method name="max"> <return type="Variant"> </return> @@ -273,18 +353,82 @@ Returns the minimum value contained in the array if all elements are of comparable types. If the elements can't be compared, [code]null[/code] is returned. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Array"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Array"> + </return> + <argument index="0" name="right" type="Array"> + </argument> + <description> + </description> + </method> + <method name="operator <" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Array"> + </argument> + <description> + </description> + </method> + <method name="operator <=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Array"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Array"> + </argument> + <description> + </description> + </method> + <method name="operator >" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Array"> + </argument> + <description> + </description> + </method> + <method name="operator >=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Array"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="void"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> <method name="pop_back"> <return type="Variant"> </return> <description> - Removes and returns the last element of the array. Returns [code]null[/code] if the array is empty. + Removes and returns the last element of the array. Returns [code]null[/code] if the array is empty, without printing an error message. </description> </method> <method name="pop_front"> <return type="Variant"> </return> <description> - Removes and returns the first element of the array. Returns [code]null[/code] if the array is empty. + Removes and returns the first element of the array. Returns [code]null[/code] if the array is empty, without printing an error message. </description> </method> <method name="push_back"> @@ -311,11 +455,11 @@ <argument index="0" name="position" type="int"> </argument> <description> - Removes an element from the array by index. + Removes an element from the array by index. If the index does not exist in the array, nothing happens. </description> </method> <method name="resize"> - <return type="void"> + <return type="int"> </return> <argument index="0" name="size" type="int"> </argument> @@ -338,7 +482,7 @@ <return type="void"> </return> <description> - Shuffles the array such that the items will have a random order. This method uses the global random number generator common to methods such as [method @GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new seed will be used each time if you want non-reproducible shuffling. + Shuffles the array such that the items will have a random order. This method uses the global random number generator common to methods such as [method @GlobalScope.randi]. Call [method @GlobalScope.randomize] to ensure that a new seed will be used each time if you want non-reproducible shuffling. </description> </method> <method name="size"> @@ -369,11 +513,16 @@ <description> Sorts the array. [b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural order). This may lead to unexpected behavior when sorting an array of strings ending with a sequence of numbers. Consider the following example: - [codeblock] + [codeblocks] + [gdscript] var strings = ["string1", "string2", "string10", "string11"] strings.sort() print(strings) # Prints [string1, string10, string11, string2] - [/codeblock] + [/gdscript] + [csharp] + // There is no sort support for Godot.Collections.Array + [/csharp] + [/codeblocks] </description> </method> <method name="sort_custom"> @@ -381,12 +530,13 @@ </return> <argument index="0" name="obj" type="Object"> </argument> - <argument index="1" name="func" type="String"> + <argument index="1" name="func" type="StringName"> </argument> <description> Sorts the array using a custom method. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return either [code]true[/code] or [code]false[/code]. [b]Note:[/b] you cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior. - [codeblock] + [codeblocks] + [gdscript] class MyCustomSorter: static func sort_ascending(a, b): if a[0] < b[0]: @@ -396,7 +546,11 @@ var my_items = [[5, "Potato"], [9, "Rice"], [4, "Tomato"]] my_items.sort_custom(MyCustomSorter, "sort_ascending") print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]]. - [/codeblock] + [/gdscript] + [csharp] + // There is no custom sort support for Godot.Collections.Array + [/csharp] + [/codeblocks] </description> </method> </methods> diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index b45716544a..1f532f4843 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -6,27 +6,48 @@ <description> The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes as arrays. The most basic example is the creation of a single triangle: - [codeblock] + [codeblocks] + [gdscript] var vertices = PackedVector3Array() vertices.push_back(Vector3(0, 1, 0)) vertices.push_back(Vector3(1, 0, 0)) vertices.push_back(Vector3(0, 0, 1)) + # Initialize the ArrayMesh. var arr_mesh = ArrayMesh.new() var arrays = [] - arrays.resize(ArrayMesh.ARRAY_MAX) - arrays[ArrayMesh.ARRAY_VERTEX] = vertices + arrays.resize(Mesh.ARRAY_MAX) + arrays[Mesh.ARRAY_VERTEX] = vertices + # Create the Mesh. arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) var m = MeshInstance3D.new() m.mesh = arr_mesh - [/codeblock] + [/gdscript] + [csharp] + var vertices = new Godot.Collections.Array<Vector3>(); + vertices.Add(new Vector3(0, 1, 0)); + vertices.Add(new Vector3(1, 0, 0)); + vertices.Add(new Vector3(0, 0, 1)); + + // Initialize the ArrayMesh. + var arrMesh = new ArrayMesh(); + var arrays = new Godot.Collections.Array(); + arrays.Resize((int)Mesh.ArrayType.Max); + arrays[(int)Mesh.ArrayType.Vertex] = vertices; + + // Create the Mesh. + arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays); + var m = new MeshInstance(); + m.Mesh = arrMesh; + [/csharp] + [/codeblocks] The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown. See also [ImmediateGeometry3D], [MeshDataTool] and [SurfaceTool] for procedural geometry generation. [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link> + <link title="Procedural geometry using the ArrayMesh">https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link> </tutorials> <methods> <method name="add_blend_shape"> @@ -48,15 +69,14 @@ <argument index="2" name="blend_shapes" type="Array" default="[ ]"> </argument> <argument index="3" name="lods" type="Dictionary" default="{ - }"> </argument> - <argument index="4" name="compress_flags" type="int" default="31744"> + <argument index="4" name="compress_flags" type="int" default="0"> </argument> <description> Creates a new surface. Surfaces are created to be rendered using a [code]primitive[/code], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. - The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [constant ARRAY_INDEX] if it is used. + The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data, and the index array defines the order of the vertices. </description> </method> @@ -101,7 +121,7 @@ Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping. </description> </method> - <method name="regen_normalmaps"> + <method name="regen_normal_maps"> <return type="void"> </return> <description> @@ -197,69 +217,5 @@ </member> </members> <constants> - <constant name="NO_INDEX_ARRAY" value="-1"> - Default value used for index_array_len when no indices are present. - </constant> - <constant name="ARRAY_WEIGHTS_SIZE" value="4"> - Amount of weights/bone indices per vertex (always 4). - </constant> - <constant name="ARRAY_VERTEX" value="0" enum="ArrayType"> - [PackedVector3Array], [PackedVector2Array], or [Array] of vertex positions. - </constant> - <constant name="ARRAY_NORMAL" value="1" enum="ArrayType"> - [PackedVector3Array] of vertex normals. - </constant> - <constant name="ARRAY_TANGENT" value="2" enum="ArrayType"> - [PackedFloat32Array] of vertex tangents. Each element in groups of 4 floats, first 3 floats determine the tangent, and the last the binormal direction as -1 or 1. - </constant> - <constant name="ARRAY_COLOR" value="3" enum="ArrayType"> - [PackedColorArray] of vertex colors. - </constant> - <constant name="ARRAY_TEX_UV" value="4" enum="ArrayType"> - [PackedVector2Array] for UV coordinates. - </constant> - <constant name="ARRAY_TEX_UV2" value="5" enum="ArrayType"> - [PackedVector2Array] for second UV coordinates. - </constant> - <constant name="ARRAY_BONES" value="6" enum="ArrayType"> - [PackedFloat32Array] or [PackedInt32Array] of bone indices. Each element in groups of 4 floats. - </constant> - <constant name="ARRAY_WEIGHTS" value="7" enum="ArrayType"> - [PackedFloat32Array] of bone weights. Each element in groups of 4 floats. - </constant> - <constant name="ARRAY_INDEX" value="8" enum="ArrayType"> - [PackedInt32Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices. - For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line. - </constant> - <constant name="ARRAY_MAX" value="9" enum="ArrayType"> - Represents the size of the [enum ArrayType] enum. - </constant> - <constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat"> - Array format will include vertices (mandatory). - </constant> - <constant name="ARRAY_FORMAT_NORMAL" value="2" enum="ArrayFormat"> - Array format will include normals. - </constant> - <constant name="ARRAY_FORMAT_TANGENT" value="4" enum="ArrayFormat"> - Array format will include tangents. - </constant> - <constant name="ARRAY_FORMAT_COLOR" value="8" enum="ArrayFormat"> - Array format will include a color array. - </constant> - <constant name="ARRAY_FORMAT_TEX_UV" value="16" enum="ArrayFormat"> - Array format will include UVs. - </constant> - <constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat"> - Array format will include another set of UVs. - </constant> - <constant name="ARRAY_FORMAT_BONES" value="64" enum="ArrayFormat"> - Array format will include bone indices. - </constant> - <constant name="ARRAY_FORMAT_WEIGHTS" value="128" enum="ArrayFormat"> - Array format will include bone weights. - </constant> - <constant name="ARRAY_FORMAT_INDEX" value="256" enum="ArrayFormat"> - Index array will be used. - </constant> </constants> </class> diff --git a/doc/classes/AspectRatioContainer.xml b/doc/classes/AspectRatioContainer.xml new file mode 100644 index 0000000000..7b41133139 --- /dev/null +++ b/doc/classes/AspectRatioContainer.xml @@ -0,0 +1,51 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AspectRatioContainer" inherits="Container" version="4.0"> + <brief_description> + Container that preserves its child controls' aspect ratio. + </brief_description> + <description> + Arranges child controls in a way to preserve their aspect ratio automatically whenever the container is resized. Solves the problem where the container size is dynamic and the contents' size needs to adjust accordingly without losing proportions. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="alignment_horizontal" type="int" setter="set_alignment_horizontal" getter="get_alignment_horizontal" enum="AspectRatioContainer.AlignMode" default="1"> + Specifies the horizontal relative position of child controls. + </member> + <member name="alignment_vertical" type="int" setter="set_alignment_vertical" getter="get_alignment_vertical" enum="AspectRatioContainer.AlignMode" default="1"> + Specifies the vertical relative position of child controls. + </member> + <member name="ratio" type="float" setter="set_ratio" getter="get_ratio" default="1.0"> + The aspect ratio to enforce on child controls. This is the width divided by the height. The ratio depends on the [member stretch_mode]. + </member> + <member name="stretch_mode" type="int" setter="set_stretch_mode" getter="get_stretch_mode" enum="AspectRatioContainer.StretchMode" default="2"> + The stretch mode used to align child controls. + </member> + </members> + <constants> + <constant name="STRETCH_WIDTH_CONTROLS_HEIGHT" value="0" enum="StretchMode"> + The height of child controls is automatically adjusted based on the width of the container. + </constant> + <constant name="STRETCH_HEIGHT_CONTROLS_WIDTH" value="1" enum="StretchMode"> + The width of child controls is automatically adjusted based on the height of the container. + </constant> + <constant name="STRETCH_FIT" value="2" enum="StretchMode"> + The bounding rectangle of child controls is automatically adjusted to fit inside the container while keeping the aspect ratio. + </constant> + <constant name="STRETCH_COVER" value="3" enum="StretchMode"> + The width and height of child controls is automatically adjusted to make their bounding rectangle cover the entire area of the container while keeping the aspect ratio. + When the bounding rectangle of child controls exceed the container's size and [member Control.rect_clip_content] is enabled, this allows to show only the container's area restricted by its own bounding rectangle. + </constant> + <constant name="ALIGN_BEGIN" value="0" enum="AlignMode"> + Aligns child controls with the beginning (left or top) of the container. + </constant> + <constant name="ALIGN_CENTER" value="1" enum="AlignMode"> + Aligns child controls with the center of the container. + </constant> + <constant name="ALIGN_END" value="2" enum="AlignMode"> + Aligns child controls with the end (right or bottom) of the container. + </constant> + </constants> +</class> diff --git a/doc/classes/AudioEffect.xml b/doc/classes/AudioEffect.xml index 60bf15ce57..955285bd2e 100644 --- a/doc/classes/AudioEffect.xml +++ b/doc/classes/AudioEffect.xml @@ -7,6 +7,7 @@ Base resource for audio bus. Applies an audio effect on the bus that the resource is applied on. </description> <tutorials> + <link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AudioEffectDistortion.xml b/doc/classes/AudioEffectDistortion.xml index 3cfeaadb23..24a145b0f3 100644 --- a/doc/classes/AudioEffectDistortion.xml +++ b/doc/classes/AudioEffectDistortion.xml @@ -2,13 +2,14 @@ <class name="AudioEffectDistortion" inherits="AudioEffect" version="4.0"> <brief_description> Adds a distortion audio effect to an Audio bus. - Modify the sound to make it dirty. + Modify the sound to make it distorted. </brief_description> <description> - Modify the sound and make it dirty. Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape. + Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape. By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently. </description> <tutorials> + <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AudioEffectFilter.xml b/doc/classes/AudioEffectFilter.xml index f548fb49cc..293848d204 100644 --- a/doc/classes/AudioEffectFilter.xml +++ b/doc/classes/AudioEffectFilter.xml @@ -7,6 +7,7 @@ Allows frequencies other than the [member cutoff_hz] to pass. </description> <tutorials> + <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> </tutorials> <methods> </methods> @@ -20,7 +21,7 @@ Gain amount of the frequencies after the filter. </member> <member name="resonance" type="float" setter="set_resonance" getter="get_resonance" default="0.5"> - Amount of boost in the overtones near the cutoff frequency. + Amount of boost in the frequency range near the cutoff frequency. </member> </members> <constants> diff --git a/doc/classes/AudioEffectHighShelfFilter.xml b/doc/classes/AudioEffectHighShelfFilter.xml index cf620e4417..4ba31f9fc8 100644 --- a/doc/classes/AudioEffectHighShelfFilter.xml +++ b/doc/classes/AudioEffectHighShelfFilter.xml @@ -1,10 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="AudioEffectHighShelfFilter" inherits="AudioEffectFilter" version="4.0"> <brief_description> + Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]. </brief_description> <description> </description> <tutorials> + <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AudioEffectLowShelfFilter.xml b/doc/classes/AudioEffectLowShelfFilter.xml index 7cf09b0f05..078e7bf1a1 100644 --- a/doc/classes/AudioEffectLowShelfFilter.xml +++ b/doc/classes/AudioEffectLowShelfFilter.xml @@ -1,10 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="AudioEffectLowShelfFilter" inherits="AudioEffectFilter" version="4.0"> <brief_description> + Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]. </brief_description> <description> </description> <tutorials> + <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index 4dac81322f..872ddf3b0f 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -4,9 +4,11 @@ Audio effect used for recording sound from a microphone. </brief_description> <description> + Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link> + <link title="Recording with microphone">https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link> + <link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link> </tutorials> <methods> <method name="get_recording" qualifiers="const"> diff --git a/doc/classes/AudioEffectReverb.xml b/doc/classes/AudioEffectReverb.xml index 26eb2be753..fbe68cde0e 100644 --- a/doc/classes/AudioEffectReverb.xml +++ b/doc/classes/AudioEffectReverb.xml @@ -8,6 +8,7 @@ Simulates rooms of different sizes. Its parameters can be adjusted to simulate the sound of a specific room. </description> <tutorials> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 49c6f5bb34..dafc0065f6 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -7,7 +7,10 @@ [AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> + <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> + <link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link> + <link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link> + <link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link> </tutorials> <methods> <method name="add_bus"> diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml index d5c8e42515..bbfec579bb 100644 --- a/doc/classes/AudioStream.xml +++ b/doc/classes/AudioStream.xml @@ -7,7 +7,10 @@ Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link> + <link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link> + <link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link> </tutorials> <methods> <method name="get_length" qualifiers="const"> diff --git a/doc/classes/AudioStreamGenerator.xml b/doc/classes/AudioStreamGenerator.xml index e93da411cd..a273beb5af 100644 --- a/doc/classes/AudioStreamGenerator.xml +++ b/doc/classes/AudioStreamGenerator.xml @@ -5,7 +5,7 @@ <description> </description> <tutorials> - <link>https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link> + <link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AudioStreamGeneratorPlayback.xml b/doc/classes/AudioStreamGeneratorPlayback.xml index e3e17b8a93..cd8e8735b6 100644 --- a/doc/classes/AudioStreamGeneratorPlayback.xml +++ b/doc/classes/AudioStreamGeneratorPlayback.xml @@ -5,7 +5,7 @@ <description> </description> <tutorials> - <link>https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link> + <link title="Audio generator demo project">https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link> </tutorials> <methods> <method name="can_push_buffer" qualifiers="const"> diff --git a/doc/classes/AudioStreamPlayback.xml b/doc/classes/AudioStreamPlayback.xml index f928d54526..da75ff206c 100644 --- a/doc/classes/AudioStreamPlayback.xml +++ b/doc/classes/AudioStreamPlayback.xml @@ -7,6 +7,7 @@ Can play, loop, pause a scroll through audio. See [AudioStream] and [AudioStreamOGGVorbis] for usage. </description> <tutorials> + <link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index dbc3d3e21b..55190c5f9f 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -7,7 +7,12 @@ Plays an audio stream non-positionally. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> + <link title="Audio Device Changer Demo">https://godotengine.org/asset-library/asset/525</link> + <link title="Audio Generator Demo">https://godotengine.org/asset-library/asset/526</link> + <link title="Audio Mic Record Demo">https://godotengine.org/asset-library/asset/527</link> + <link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link> </tutorials> <methods> <method name="get_playback_position"> diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index 844e2316ba..d8b9385736 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -7,7 +7,7 @@ Plays audio that dampens with distance from screen center. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> </tutorials> <methods> <method name="get_playback_position"> diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index bd90e3bd1a..7a8c4b2cc7 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -4,10 +4,11 @@ Plays 3D sound in 3D space. </brief_description> <description> - Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. + Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. For greater realism, a low-pass filter is automatically applied to distant sounds. This can be disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/code]. + By default, audio is heard from the camera position. This can be changed by adding a [Listener3D] node to the scene and enabling it by calling [method Listener3D.make_current] on it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> </tutorials> <methods> <method name="get_playback_position"> @@ -55,19 +56,19 @@ Areas in which this sound plays. </member> <member name="attenuation_filter_cutoff_hz" type="float" setter="set_attenuation_filter_cutoff_hz" getter="get_attenuation_filter_cutoff_hz" default="5000.0"> - Dampens audio above this frequency, in Hz. + Dampens audio using a low-pass filter above this frequency, in Hz. To disable the dampening effect entirely, set this to [code]20500[/code] as this frequency is above the human hearing limit. </member> <member name="attenuation_filter_db" type="float" setter="set_attenuation_filter_db" getter="get_attenuation_filter_db" default="-24.0"> - Amount how much the filter affects the loudness, in dB. + Amount how much the filter affects the loudness, in decibels. </member> <member name="attenuation_model" type="int" setter="set_attenuation_model" getter="get_attenuation_model" enum="AudioStreamPlayer3D.AttenuationModel" default="0"> Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation. </member> <member name="autoplay" type="bool" setter="set_autoplay" getter="is_autoplay_enabled" default="false"> - If [code]true[/code], audio plays when added to scene tree. + If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added to scene tree. </member> <member name="bus" type="StringName" setter="set_bus" getter="get_bus" default="@"Master""> - Bus on which this audio is playing. + The bus on which this audio is playing. </member> <member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" enum="AudioStreamPlayer3D.DopplerTracking" default="0"> Decides in which step the Doppler effect should be calculated. @@ -79,10 +80,10 @@ If [code]true[/code], the audio should be dampened according to the direction of the sound. </member> <member name="emission_angle_filter_attenuation_db" type="float" setter="set_emission_angle_filter_attenuation_db" getter="get_emission_angle_filter_attenuation_db" default="-12.0"> - Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in dB. + Dampens audio if camera is outside of [member emission_angle_degrees] and [member emission_angle_enabled] is set by this factor, in decibels. </member> <member name="max_db" type="float" setter="set_max_db" getter="get_max_db" default="3.0"> - Sets the absolute maximum of the soundlevel, in dB. + Sets the absolute maximum of the soundlevel, in decibels. </member> <member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0"> Sets the distance from which the [member out_of_range_mode] takes effect. Has no effect if set to 0. @@ -97,16 +98,16 @@ If [code]true[/code], audio is playing. </member> <member name="stream" type="AudioStream" setter="set_stream" getter="get_stream"> - The [AudioStream] object to be played. + The [AudioStream] resource to be played. </member> <member name="stream_paused" type="bool" setter="set_stream_paused" getter="get_stream_paused" default="false"> - If [code]true[/code], the playback is paused. You can resume it by setting [code]stream_paused[/code] to [code]false[/code]. + If [code]true[/code], the playback is paused. You can resume it by setting [member stream_paused] to [code]false[/code]. </member> <member name="unit_db" type="float" setter="set_unit_db" getter="get_unit_db" default="0.0"> - Base sound level unaffected by dampening, in dB. + The base sound level unaffected by dampening, in decibels. </member> <member name="unit_size" type="float" setter="set_unit_size" getter="get_unit_size" default="1.0"> - Factor for the attenuation effect. + The factor for the attenuation effect. Higher values make the sound audible over a larger distance. </member> </members> <signals> @@ -127,13 +128,13 @@ Logarithmic dampening of loudness according to distance. </constant> <constant name="ATTENUATION_DISABLED" value="3" enum="AttenuationModel"> - No dampening of loudness according to distance. + No dampening of loudness according to distance. The sound will still be heard positionally, unlike an [AudioStreamPlayer]. </constant> <constant name="OUT_OF_RANGE_MIX" value="0" enum="OutOfRangeMode"> - Mix this audio in, even when it's out of range. + Mix this audio in, even when it's out of range. This increases CPU usage, but keeps the sound playing at the correct position if the camera leaves and enters the [AudioStreamPlayer3D]'s [member max_distance] radius. </constant> <constant name="OUT_OF_RANGE_PAUSE" value="1" enum="OutOfRangeMode"> - Pause this audio when it gets out of range. + Pause this audio when it gets out of range. This decreases CPU usage, but will cause the sound to restart if the camera leaves and enters the [AudioStreamPlayer3D]'s [member max_distance] radius. </constant> <constant name="DOPPLER_TRACKING_DISABLED" value="0" enum="DopplerTracking"> Disables doppler tracking. diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml new file mode 100644 index 0000000000..6fd08fc4e4 --- /dev/null +++ b/doc/classes/BakedLightmap.xml @@ -0,0 +1,81 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="BakedLightmap" inherits="VisualInstance3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.0005"> + </member> + <member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="1"> + </member> + <member name="directional" type="bool" setter="set_directional" getter="is_directional" default="false"> + </member> + <member name="environment_custom_color" type="Color" setter="set_environment_custom_color" getter="get_environment_custom_color"> + </member> + <member name="environment_custom_energy" type="float" setter="set_environment_custom_energy" getter="get_environment_custom_energy"> + </member> + <member name="environment_custom_sky" type="Sky" setter="set_environment_custom_sky" getter="get_environment_custom_sky"> + </member> + <member name="environment_mode" type="int" setter="set_environment_mode" getter="get_environment_mode" enum="BakedLightmap.EnvironmentMode" default="0"> + </member> + <member name="generate_probes_subdiv" type="int" setter="set_generate_probes" getter="get_generate_probes" enum="BakedLightmap.GenerateProbes" default="0"> + </member> + <member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false"> + </member> + <member name="light_data" type="BakedLightmapData" setter="set_light_data" getter="get_light_data"> + </member> + <member name="max_texture_size" type="int" setter="set_max_texture_size" getter="get_max_texture_size" default="16384"> + </member> + <member name="quality" type="int" setter="set_bake_quality" getter="get_bake_quality" enum="BakedLightmap.BakeQuality" default="1"> + </member> + <member name="use_denoiser" type="bool" setter="set_use_denoiser" getter="is_using_denoiser" default="true"> + </member> + </members> + <constants> + <constant name="BAKE_QUALITY_LOW" value="0" enum="BakeQuality"> + </constant> + <constant name="BAKE_QUALITY_MEDIUM" value="1" enum="BakeQuality"> + </constant> + <constant name="BAKE_QUALITY_HIGH" value="2" enum="BakeQuality"> + </constant> + <constant name="BAKE_QUALITY_ULTRA" value="3" enum="BakeQuality"> + </constant> + <constant name="GENERATE_PROBES_DISABLED" value="0" enum="GenerateProbes"> + </constant> + <constant name="GENERATE_PROBES_SUBDIV_4" value="1" enum="GenerateProbes"> + </constant> + <constant name="GENERATE_PROBES_SUBDIV_8" value="2" enum="GenerateProbes"> + </constant> + <constant name="GENERATE_PROBES_SUBDIV_16" value="3" enum="GenerateProbes"> + </constant> + <constant name="GENERATE_PROBES_SUBDIV_32" value="4" enum="GenerateProbes"> + </constant> + <constant name="BAKE_ERROR_OK" value="0" enum="BakeError"> + </constant> + <constant name="BAKE_ERROR_NO_LIGHTMAPPER" value="1" enum="BakeError"> + </constant> + <constant name="BAKE_ERROR_NO_SAVE_PATH" value="2" enum="BakeError"> + </constant> + <constant name="BAKE_ERROR_NO_MESHES" value="3" enum="BakeError"> + </constant> + <constant name="BAKE_ERROR_MESHES_INVALID" value="4" enum="BakeError"> + </constant> + <constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="5" enum="BakeError"> + </constant> + <constant name="BAKE_ERROR_USER_ABORTED" value="6" enum="BakeError"> + </constant> + <constant name="ENVIRONMENT_MODE_DISABLED" value="0" enum="EnvironmentMode"> + </constant> + <constant name="ENVIRONMENT_MODE_SCENE" value="1" enum="EnvironmentMode"> + </constant> + <constant name="ENVIRONMENT_MODE_CUSTOM_SKY" value="2" enum="EnvironmentMode"> + </constant> + <constant name="ENVIRONMENT_MODE_CUSTOM_COLOR" value="3" enum="EnvironmentMode"> + </constant> + </constants> +</class> diff --git a/doc/classes/BakedLightmapData.xml b/doc/classes/BakedLightmapData.xml new file mode 100644 index 0000000000..026477782a --- /dev/null +++ b/doc/classes/BakedLightmapData.xml @@ -0,0 +1,65 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="BakedLightmapData" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_user"> + <return type="void"> + </return> + <argument index="0" name="path" type="NodePath"> + </argument> + <argument index="1" name="lightmap" type="Rect2"> + </argument> + <argument index="2" name="offset" type="int"> + </argument> + <argument index="3" name="arg3" type="int"> + </argument> + <description> + </description> + </method> + <method name="clear_users"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="get_user_count" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_user_path" qualifiers="const"> + <return type="NodePath"> + </return> + <argument index="0" name="user_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="is_using_spherical_harmonics" qualifiers="const"> + <return type="bool"> + </return> + <description> + </description> + </method> + <method name="set_uses_spherical_harmonics"> + <return type="void"> + </return> + <argument index="0" name="uses_spherical_harmonics" type="bool"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="light_texture" type="TextureLayered" setter="set_light_texture" getter="get_light_texture"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml index 5e908b0e53..45ef4cb14c 100644 --- a/doc/classes/BaseButton.xml +++ b/doc/classes/BaseButton.xml @@ -13,7 +13,7 @@ <return type="void"> </return> <description> - Called when the button is pressed. + Called when the button is pressed. If you need to know the button's pressed state (and [member toggle_mode] is active), use [method _toggled] instead. </description> </method> <method name="_toggled" qualifiers="virtual"> @@ -44,6 +44,9 @@ <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="BaseButton.ActionMode" default="1"> Determines when the button is considered clicked, one of the [enum ActionMode] constants. </member> + <member name="button_group" type="ButtonGroup" setter="set_button_group" getter="get_button_group"> + The [ButtonGroup] associated with the button. Not to be confused with node groups. + </member> <member name="button_mask" type="int" setter="set_button_mask" getter="get_button_mask" default="1"> Binary mask to choose which mouse buttons this button will respond to. To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | BUTTON_MASK_RIGHT[/code]. @@ -51,13 +54,7 @@ <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false"> If [code]true[/code], the button is in disabled state and can't be clicked or toggled. </member> - <member name="enabled_focus_mode" type="int" setter="set_enabled_focus_mode" getter="get_enabled_focus_mode" enum="Control.FocusMode" default="2"> - Focus access mode to use when switching between enabled/disabled (see [member Control.focus_mode] and [member disabled]). - </member> <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="2" /> - <member name="group" type="ButtonGroup" setter="set_button_group" getter="get_button_group"> - [ButtonGroup] associated to the button. - </member> <member name="keep_pressed_outside" type="bool" setter="set_keep_pressed_outside" getter="is_keep_pressed_outside" default="false"> If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it. [b]Note:[/b] This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value. @@ -65,8 +62,11 @@ <member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false"> If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). </member> - <member name="shortcut" type="ShortCut" setter="set_shortcut" getter="get_shortcut"> - [ShortCut] associated to the button. + <member name="shortcut" type="Shortcut" setter="set_shortcut" getter="get_shortcut"> + [Shortcut] associated to the button. + </member> + <member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context"> + The [Node] which must be a parent of the focused GUI [Control] for the shortcut to be activated. If [code]null[/code], the shortcut can be activated when any control is focused (a global shortcut). This allows shortcuts to be accepted only when the user has a certain area of the GUI focused. </member> <member name="shortcut_in_tooltip" type="bool" setter="set_shortcut_in_tooltip" getter="is_shortcut_in_tooltip_enabled" default="true"> If [code]true[/code], the button will add information about its shortcut in the tooltip. @@ -89,6 +89,7 @@ <signal name="pressed"> <description> Emitted when the button is toggled or pressed. This is on [signal button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] and on [signal button_up] otherwise. + If you need to know the button's pressed state (and [member toggle_mode] is active), use [signal toggled] instead. </description> </signal> <signal name="toggled"> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 1da4e23437..31e6ea5e54 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -7,7 +7,7 @@ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link> + <link title="Spatial material">https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link> </tutorials> <methods> <method name="get_feature" qualifiers="const"> @@ -81,6 +81,15 @@ <member name="albedo_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture to multiply by [member albedo_color]. Used for basic texturing of objects. </member> + <member name="alpha_antialiasing_edge" type="float" setter="set_alpha_antialiasing_edge" getter="get_alpha_antialiasing_edge"> + Threshold at which antialiasing will by applied on the alpha channel. + </member> + <member name="alpha_antialiasing_mode" type="int" setter="set_alpha_antialiasing" getter="get_alpha_antialiasing" enum="BaseMaterial3D.AlphaAntiAliasing"> + The type of alpha antialiasing to apply. See [enum AlphaAntiAliasing]. + </member> + <member name="alpha_hash_scale" type="float" setter="set_alpha_hash_scale" getter="get_alpha_hash_scale"> + The hashing scale for Alpha Hash. Recommended values between [code]0[/code] and [code]2[/code]. + </member> <member name="alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold"> Threshold at which the alpha scissor will discard values. </member> @@ -122,6 +131,7 @@ </member> <member name="billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0"> Controls how the object faces the camera. See [enum BillboardMode]. + [b]Note:[/b] Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See [url=https://github.com/godotengine/godot/issues/41567]GitHub issue #41567[/url] for details. </member> <member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="BaseMaterial3D.BlendMode" default="0"> The material's blend mode. @@ -174,10 +184,12 @@ If [code]true[/code], the object receives no shadow that would otherwise be cast onto it. </member> <member name="distance_fade_max_distance" type="float" setter="set_distance_fade_max_distance" getter="get_distance_fade_max_distance"> - Distance at which the object fades fully and is no longer visible. + Distance at which the object appears fully opaque. + [b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than [code]distance_fade_min_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code]. </member> <member name="distance_fade_min_distance" type="float" setter="set_distance_fade_min_distance" getter="get_distance_fade_min_distance"> - Distance at which the object starts to fade. If the object is less than this distance away it will appear normal. + Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible. + [b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than [code]distance_fade_max_distance[/code], the behavior will be reversed. The object will start to fade away at [code]distance_fade_max_distance[/code] and will fully disappear once it reaches [code]distance_fade_min_distance[/code]. </member> <member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="BaseMaterial3D.DistanceFadeMode" default="0"> Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s. @@ -483,10 +495,13 @@ <constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency"> The material will cut off all values below a threshold, the rest will remain opaque. </constant> - <constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="3" enum="Transparency"> + <constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency"> + The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque. + </constant> + <constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="4" enum="Transparency"> The material will use the texture's alpha value for transparency, but will still be rendered in the pre-pass. </constant> - <constant name="TRANSPARENCY_MAX" value="4" enum="Transparency"> + <constant name="TRANSPARENCY_MAX" value="5" enum="Transparency"> Represents the size of the [enum Transparency] enum. </constant> <constant name="SHADING_MODE_UNSHADED" value="0" enum="ShadingMode"> @@ -552,6 +567,15 @@ <constant name="BLEND_MODE_MUL" value="3" enum="BlendMode"> The color of the object is multiplied by the background. </constant> + <constant name="ALPHA_ANTIALIASING_OFF" value="0" enum="AlphaAntiAliasing"> + Disables Alpha AntiAliasing for the material. + </constant> + <constant name="ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE" value="1" enum="AlphaAntiAliasing"> + Enables AlphaToCoverage. Alpha values in the material are passed to the AntiAliasing sample mask. + </constant> + <constant name="ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE" value="2" enum="AlphaAntiAliasing"> + Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask. + </constant> <constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode"> Default depth draw mode. Depth is drawn only for opaque objects. </constant> diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 3952ea2d27..4c9cd5702e 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -4,32 +4,38 @@ 3×3 matrix datatype. </brief_description> <description> - 3×3 matrix used for 3D rotation and scale. Contains 3 vector fields X, Y and Z as its columns, which can be interpreted as the local basis vectors of a transformation. Can also be accessed as array of 3D vectors. These vectors are orthogonal to each other, but are not necessarily normalized (due to scaling). Almost always used as an orthogonal basis for a [Transform]. - For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S). + 3×3 matrix used for 3D rotation and scale. Almost always used as an orthogonal basis for a Transform. + Contains 3 vector fields X, Y and Z as its columns, which are typically interpreted as the local basis vectors of a transformation. For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S). + Can also be accessed as array of 3D vectors. These vectors are normally orthogonal to each other, but are not necessarily normalized (due to scaling). + For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> + <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> + <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> + <link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link> </tutorials> <methods> - <method name="Basis"> + <method name="Basis" qualifiers="constructor"> <return type="Basis"> </return> - <argument index="0" name="from" type="Quat"> - </argument> <description> - Create a rotation matrix from the given quaternion. + Constructs a default-initialized [Basis] set to [constant IDENTITY]. </description> </method> - <method name="Basis"> + <method name="Basis" qualifiers="constructor"> <return type="Basis"> </return> - <argument index="0" name="from" type="Vector3"> + <argument index="0" name="from" type="Basis"> </argument> <description> - Create a rotation matrix (in the YXZ convention: first Z, then X, and Y last) from the specified Euler angles, given in the vector format as (X angle, Y angle, Z angle). + Constructs a [Basis] as a copy of the given [Basis]. </description> </method> - <method name="Basis"> + <method name="Basis" qualifiers="constructor"> <return type="Basis"> </return> <argument index="0" name="axis" type="Vector3"> @@ -37,10 +43,29 @@ <argument index="1" name="phi" type="float"> </argument> <description> - Create a rotation matrix which rotates around the given axis by the specified angle, in radians. The axis must be a normalized vector. + Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]phi[/code], in radians. The axis must be a normalized vector. + </description> + </method> + <method name="Basis" qualifiers="constructor"> + <return type="Basis"> + </return> + <argument index="0" name="euler" type="Vector3"> + </argument> + <description> + Constructs a pure rotation basis matrix from the given Euler angles (in the YXZ convention: when *composing*, first Y, then X, and Z last), given in the vector format as (X angle, Y angle, Z angle). + Consider using the [Quat] constructor instead, which uses a quaternion instead of Euler angles. + </description> + </method> + <method name="Basis" qualifiers="constructor"> + <return type="Basis"> + </return> + <argument index="0" name="from" type="Quat"> + </argument> + <description> + Constructs a pure rotation basis matrix from the given quaternion. </description> </method> - <method name="Basis"> + <method name="Basis" qualifiers="constructor"> <return type="Basis"> </return> <argument index="0" name="x_axis" type="Vector3"> @@ -50,28 +75,30 @@ <argument index="2" name="z_axis" type="Vector3"> </argument> <description> - Create a matrix from 3 axis vectors. + Constructs a basis matrix from 3 axis vectors (matrix columns). </description> </method> <method name="determinant"> <return type="float"> </return> <description> - Returns the determinant of the matrix. + Returns the determinant of the basis matrix. If the basis is uniformly scaled, its determinant is the square of the scale. + A negative determinant means the basis has a negative scale. A zero determinant means the basis isn't invertible, and is usually considered invalid. </description> </method> <method name="get_euler"> <return type="Vector3"> </return> <description> - Returns the basis's rotation in the form of Euler angles (in the YXZ convention: first Z, then X, and Y last). The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). See [method get_rotation_quat] if you need a quaternion instead. + Returns the basis's rotation in the form of Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last). The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). + Consider using the [method get_rotation_quat] method instead, which returns a [Quat] quaternion instead of Euler angles. </description> </method> <method name="get_orthogonal_index"> <return type="int"> </return> <description> - This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index of the point best representing the orientation of the object. It is mainly used by the grid map editor. For further details, refer to the Godot source code. + This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index of the point best representing the orientation of the object. It is mainly used by the [GridMap] editor. For further details, refer to the Godot source code. </description> </method> <method name="get_rotation_quat"> @@ -100,12 +127,50 @@ </return> <argument index="0" name="b" type="Basis"> </argument> - <argument index="1" name="epsilon" type="float" default="1e-05"> - </argument> <description> Returns [code]true[/code] if this basis and [code]b[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Basis"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Basis"> + </return> + <argument index="0" name="right" type="Basis"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Basis"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> <method name="orthonormalized"> <return type="Basis"> </return> @@ -136,9 +201,9 @@ <method name="slerp"> <return type="Basis"> </return> - <argument index="0" name="b" type="Basis"> + <argument index="0" name="to" type="Basis"> </argument> - <argument index="1" name="t" type="float"> + <argument index="1" name="weight" type="float"> </argument> <description> Assuming that the matrix is a proper rotation matrix, slerp performs a spherical-linear interpolation with another rotation matrix. @@ -178,40 +243,22 @@ Returns the transposed version of the matrix. </description> </method> - <method name="xform"> - <return type="Vector3"> - </return> - <argument index="0" name="v" type="Vector3"> - </argument> - <description> - Returns a vector transformed (multiplied) by the matrix. - </description> - </method> - <method name="xform_inv"> - <return type="Vector3"> - </return> - <argument index="0" name="v" type="Vector3"> - </argument> - <description> - Returns a vector transformed (multiplied) by the transposed matrix. - [b]Note:[/b] This results in a multiplication by the inverse of the matrix only if it represents a rotation-reflection. - </description> - </method> </methods> <members> <member name="x" type="Vector3" setter="" getter="" default="Vector3( 1, 0, 0 )"> - The basis matrix's X vector. + The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code]. </member> <member name="y" type="Vector3" setter="" getter="" default="Vector3( 0, 1, 0 )"> - The basis matrix's Y vector. + The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code]. </member> <member name="z" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 1 )"> - The basis matrix's Z vector. + The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/code]. </member> </members> <constants> <constant name="IDENTITY" value="Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )"> - The identity basis. This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer. + The identity basis, with no rotation or scaling applied. + This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer, and for consistency with C#. </constant> <constant name="FLIP_X" value="Basis( -1, 0, 0, 0, 1, 0, 0, 0, 1 )"> The basis that will flip something along the X axis when used in a transformation. diff --git a/doc/classes/BitMap.xml b/doc/classes/BitMap.xml index f0ac7d1160..27ead07e6f 100644 --- a/doc/classes/BitMap.xml +++ b/doc/classes/BitMap.xml @@ -60,6 +60,7 @@ <argument index="1" name="rect" type="Rect2"> </argument> <description> + Applies morphological dilation to the bitmap. The first argument is the dilation amount, Rect2 is the area where the dilation will be applied. </description> </method> <method name="opaque_to_polygons" qualifiers="const"> diff --git a/doc/classes/BitmapFont.xml b/doc/classes/BitmapFont.xml deleted file mode 100644 index 421b405808..0000000000 --- a/doc/classes/BitmapFont.xml +++ /dev/null @@ -1,123 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="BitmapFont" inherits="Font" version="4.0"> - <brief_description> - Renders text using fonts under the [url=https://www.angelcode.com/products/bmfont/]BMFont[/url] format. - Handles files with the [code].fnt[/code] extension. - </brief_description> - <description> - Renders text using [code]*.fnt[/code] fonts containing texture atlases. Supports distance fields. For using vector font files like TTF directly, see [DynamicFont]. - </description> - <tutorials> - </tutorials> - <methods> - <method name="add_char"> - <return type="void"> - </return> - <argument index="0" name="character" type="int"> - </argument> - <argument index="1" name="texture" type="int"> - </argument> - <argument index="2" name="rect" type="Rect2"> - </argument> - <argument index="3" name="align" type="Vector2" default="Vector2( 0, 0 )"> - </argument> - <argument index="4" name="advance" type="float" default="-1"> - </argument> - <description> - Adds a character to the font, where [code]character[/code] is the Unicode value, [code]texture[/code] is the texture index, [code]rect[/code] is the region in the texture (in pixels!), [code]align[/code] is the (optional) alignment for the character and [code]advance[/code] is the (optional) advance. - </description> - </method> - <method name="add_kerning_pair"> - <return type="void"> - </return> - <argument index="0" name="char_a" type="int"> - </argument> - <argument index="1" name="char_b" type="int"> - </argument> - <argument index="2" name="kerning" type="int"> - </argument> - <description> - Adds a kerning pair to the [BitmapFont] as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character. - </description> - </method> - <method name="add_texture"> - <return type="void"> - </return> - <argument index="0" name="texture" type="Texture2D"> - </argument> - <description> - Adds a texture to the [BitmapFont]. - </description> - </method> - <method name="clear"> - <return type="void"> - </return> - <description> - Clears all the font data and settings. - </description> - </method> - <method name="create_from_fnt"> - <return type="int" enum="Error"> - </return> - <argument index="0" name="path" type="String"> - </argument> - <description> - Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]. - </description> - </method> - <method name="get_char_size" qualifiers="const"> - <return type="Vector2"> - </return> - <argument index="0" name="char" type="int"> - </argument> - <argument index="1" name="next" type="int" default="0"> - </argument> - <description> - Returns the size of a character, optionally taking kerning into account if the next character is provided. - </description> - </method> - <method name="get_kerning_pair" qualifiers="const"> - <return type="int"> - </return> - <argument index="0" name="char_a" type="int"> - </argument> - <argument index="1" name="char_b" type="int"> - </argument> - <description> - Returns a kerning pair as a difference. - </description> - </method> - <method name="get_texture" qualifiers="const"> - <return type="Texture2D"> - </return> - <argument index="0" name="idx" type="int"> - </argument> - <description> - Returns the font atlas texture at index [code]idx[/code]. - </description> - </method> - <method name="get_texture_count" qualifiers="const"> - <return type="int"> - </return> - <description> - Returns the number of textures in the BitmapFont atlas. - </description> - </method> - </methods> - <members> - <member name="ascent" type="float" setter="set_ascent" getter="get_ascent" default="0.0"> - Ascent (number of pixels above the baseline). - </member> - <member name="distance_field" type="bool" setter="set_distance_field_hint" getter="is_distance_field_hint" default="false"> - If [code]true[/code], distance field hint is enabled. - </member> - <member name="fallback" type="BitmapFont" setter="set_fallback" getter="get_fallback"> - The fallback font. - </member> - <member name="height" type="float" setter="set_height" getter="get_height" default="1.0"> - Total font height (ascent plus descent) in pixels. - </member> - </members> - <constants> - </constants> -</class> diff --git a/doc/classes/CubeMesh.xml b/doc/classes/BoxMesh.xml index 1f64b4a21f..1404477b46 100644 --- a/doc/classes/CubeMesh.xml +++ b/doc/classes/BoxMesh.xml @@ -1,11 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="CubeMesh" inherits="PrimitiveMesh" version="4.0"> +<class name="BoxMesh" inherits="PrimitiveMesh" version="4.0"> <brief_description> - Generate an axis-aligned cuboid [PrimitiveMesh]. + Generate an axis-aligned box [PrimitiveMesh]. </brief_description> <description> - Generate an axis-aligned cuboid [PrimitiveMesh]. - The cube's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to [code]Vector3(3, 2, 1)[/code]. + Generate an axis-aligned box [PrimitiveMesh]. + The box's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to [code]Vector3(3, 2, 1)[/code]. + [b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth], [member subdivide_height] and [member subdivide_width] until you no longer notice UV jittering. </description> <tutorials> </tutorials> @@ -13,7 +14,7 @@ </methods> <members> <member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3( 2, 2, 2 )"> - Size of the cuboid mesh. + The box's width, height and depth. </member> <member name="subdivide_depth" type="int" setter="set_subdivide_depth" getter="get_subdivide_depth" default="0"> Number of extra edge loops inserted along the Z axis. diff --git a/doc/classes/BoxShape3D.xml b/doc/classes/BoxShape3D.xml index fd08da148d..f5051413ce 100644 --- a/doc/classes/BoxShape3D.xml +++ b/doc/classes/BoxShape3D.xml @@ -7,12 +7,15 @@ 3D box shape that can be a child of a [PhysicsBody3D] or [Area3D]. </description> <tutorials> + <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> + <link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> </tutorials> <methods> </methods> <members> - <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 1, 1, 1 )"> - The box's half extents. The width, height and depth of this shape is twice the half extents. + <member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3( 2, 2, 2 )"> + The box's width, height and depth. </member> </members> <constants> diff --git a/doc/classes/Button.xml b/doc/classes/Button.xml index 675441d842..e47198a381 100644 --- a/doc/classes/Button.xml +++ b/doc/classes/Button.xml @@ -5,10 +5,68 @@ </brief_description> <description> Button is the standard themed button. It can contain text and an icon, and will display them according to the current [Theme]. + [b]Example of creating a button and assigning an action when pressed by code:[/b] + [codeblocks] + [gdscript] + func _ready(): + var button = Button.new() + button.text = "Click me" + button.connect("pressed", self, "_button_pressed") + add_child(button) + + func _button_pressed(): + print("Hello world!") + [/gdscript] + [csharp] + public override void _Ready() + { + var button = new Button(); + button.Text = "Click me"; + button.Connect("pressed", this, nameof(ButtonPressed)); + AddChild(button); + } + + private void ButtonPressed() + { + GD.Print("Hello world!"); + } + [/csharp] + [/codeblocks] + Buttons (like all Control nodes) can also be created in the editor, but some situations may require creating them from code. + See also [BaseButton] which contains common properties and methods associated with this node. </description> <tutorials> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> + <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> </tutorials> <methods> + <method name="clear_opentype_features"> + <return type="void"> + </return> + <description> + Removes all OpenType features. + </description> + </method> + <method name="get_opentype_feature" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <description> + Returns OpenType feature [code]tag[/code]. + </description> + </method> + <method name="set_opentype_feature"> + <return type="void"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <argument index="1" name="value" type="int"> + </argument> + <description> + Sets OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]. + </description> + </method> </methods> <members> <member name="align" type="int" setter="set_text_align" getter="get_text_align" enum="Button.TextAlign" default="1"> @@ -26,9 +84,15 @@ <member name="icon" type="Texture2D" setter="set_button_icon" getter="get_button_icon"> Button's icon, if text is present the icon will be placed before the text. </member> + <member name="language" type="String" setter="set_language" getter="get_language" default=""""> + Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </member> <member name="text" type="String" setter="set_text" getter="get_text" default=""""> The button's text that will be displayed inside the button's area. </member> + <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0"> + Base text writing direction. + </member> </members> <constants> <constant name="ALIGN_LEFT" value="0" enum="TextAlign"> @@ -63,6 +127,12 @@ <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )"> Text [Color] used when the [Button] is being pressed. </theme_item> + <theme_item name="font_outline_modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + Text oubline [Color] of the [Button]. + </theme_item> + <theme_item name="font_size" type="int"> + Font size of the [Button]'s text. + </theme_item> <theme_item name="hover" type="StyleBox"> [StyleBox] used when the [Button] is being hovered. </theme_item> @@ -72,6 +142,9 @@ <theme_item name="normal" type="StyleBox"> Default [StyleBox] for the [Button]. </theme_item> + <theme_item name="outline_size" type="int" default="0"> + Size of the [Button]'s text outline. + </theme_item> <theme_item name="pressed" type="StyleBox"> [StyleBox] used when the [Button] is being pressed. </theme_item> diff --git a/doc/classes/ButtonGroup.xml b/doc/classes/ButtonGroup.xml index b7f3234b36..5aa2d699a8 100644 --- a/doc/classes/ButtonGroup.xml +++ b/doc/classes/ButtonGroup.xml @@ -14,7 +14,7 @@ <return type="Array"> </return> <description> - Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see [member BaseButton.group]). + Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see [member BaseButton.button_group]). </description> </method> <method name="get_pressed_button"> diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index df3ef71a2a..aa9f99a31e 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -8,7 +8,7 @@ See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> + <link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> </tutorials> <methods> <method name="convert_from_particles"> @@ -50,10 +50,10 @@ <method name="get_particle_flag" qualifiers="const"> <return type="bool"> </return> - <argument index="0" name="flag" type="int" enum="CPUParticles2D.Flags"> + <argument index="0" name="particle_flag" type="int" enum="CPUParticles2D.ParticleFlags"> </argument> <description> - Returns the enabled state of the given flag (see [enum Flags] for options). + Returns the enabled state of the given flag (see [enum ParticleFlags] for options). </description> </method> <method name="restart"> @@ -99,12 +99,12 @@ <method name="set_particle_flag"> <return type="void"> </return> - <argument index="0" name="flag" type="int" enum="CPUParticles2D.Flags"> + <argument index="0" name="particle_flag" type="int" enum="CPUParticles2D.ParticleFlags"> </argument> <argument index="1" name="enable" type="bool"> </argument> <description> - Enables or disables the given flag (see [enum Flags] for options). + Enables or disables the given flag (see [enum ParticleFlags] for options). </description> </method> </methods> @@ -196,9 +196,6 @@ <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0"> The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself. </member> - <member name="flag_align_y" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false"> - Align Y axis of particle with the direction of its velocity. - </member> <member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true"> If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. </member> @@ -238,10 +235,6 @@ <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true"> If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. </member> - <member name="normalmap" type="Texture2D" setter="set_normalmap" getter="get_normalmap"> - Normal map to be used for the [member texture] property. - [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. - </member> <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false"> If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end. </member> @@ -254,6 +247,9 @@ <member name="orbit_velocity_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0"> Orbital velocity randomness ratio. </member> + <member name="particle_flag_align_y" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false"> + Align Y axis of particle with the direction of its velocity. + </member> <member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0"> Particle system starts as if it had already run for this many seconds. </member> @@ -343,17 +339,17 @@ <constant name="PARAM_MAX" value="12" enum="Parameter"> Represents the size of the [enum Parameter] enum. </constant> - <constant name="FLAG_ALIGN_Y_TO_VELOCITY" value="0" enum="Flags"> - Use with [method set_particle_flag] to set [member flag_align_y]. + <constant name="PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY" value="0" enum="ParticleFlags"> + Use with [method set_particle_flag] to set [member particle_flag_align_y]. </constant> - <constant name="FLAG_ROTATE_Y" value="1" enum="Flags"> + <constant name="PARTICLE_FLAG_ROTATE_Y" value="1" enum="ParticleFlags"> Present for consistency with 3D particle nodes, not used in 2D. </constant> - <constant name="FLAG_DISABLE_Z" value="2" enum="Flags"> + <constant name="PARTICLE_FLAG_DISABLE_Z" value="2" enum="ParticleFlags"> Present for consistency with 3D particle nodes, not used in 2D. </constant> - <constant name="FLAG_MAX" value="3" enum="Flags"> - Represents the size of the [enum Flags] enum. + <constant name="PARTICLE_FLAG_MAX" value="3" enum="ParticleFlags"> + Represents the size of the [enum ParticleFlags] enum. </constant> <constant name="EMISSION_SHAPE_POINT" value="0" enum="EmissionShape"> All particles will be emitted from a single point. diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml index 07da066bd9..0512efa8c2 100644 --- a/doc/classes/CPUParticles3D.xml +++ b/doc/classes/CPUParticles3D.xml @@ -49,10 +49,10 @@ <method name="get_particle_flag" qualifiers="const"> <return type="bool"> </return> - <argument index="0" name="flag" type="int" enum="CPUParticles3D.Flags"> + <argument index="0" name="particle_flag" type="int" enum="CPUParticles3D.ParticleFlags"> </argument> <description> - Returns the enabled state of the given flag (see [enum Flags] for options). + Returns the enabled state of the given particle flag (see [enum ParticleFlags] for options). </description> </method> <method name="restart"> @@ -98,12 +98,12 @@ <method name="set_particle_flag"> <return type="void"> </return> - <argument index="0" name="flag" type="int" enum="CPUParticles3D.Flags"> + <argument index="0" name="particle_flag" type="int" enum="CPUParticles3D.ParticleFlags"> </argument> <argument index="1" name="enable" type="bool"> </argument> <description> - Enables or disables the given flag (see [enum Flags] for options). + Enables or disables the given particle flag (see [enum ParticleFlags] for options). </description> </method> </methods> @@ -195,15 +195,6 @@ <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0"> The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the particle system itself. </member> - <member name="flag_align_y" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false"> - Align Y axis of particle with the direction of its velocity. - </member> - <member name="flag_disable_z" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false"> - If [code]true[/code], particles will not move on the z axis. - </member> - <member name="flag_rotate_y" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false"> - If [code]true[/code], particles rotate around Y axis by [member angle]. - </member> <member name="flatness" type="float" setter="set_flatness" getter="get_flatness" default="0.0"> Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts particles to X/Z plane. </member> @@ -254,7 +245,7 @@ </member> <member name="orbit_velocity" type="float" setter="set_param" getter="get_param"> Orbital velocity applied to each particle. Makes the particles circle around origin in the local XY plane. Specified in number of full rotations around origin per second. - This property is only available when [member flag_disable_z] is [code]true[/code]. + This property is only available when [member particle_flag_disable_z] is [code]true[/code]. </member> <member name="orbit_velocity_curve" type="Curve" setter="set_param_curve" getter="get_param_curve"> Each particle's orbital velocity will vary along this [Curve]. @@ -262,6 +253,15 @@ <member name="orbit_velocity_random" type="float" setter="set_param_randomness" getter="get_param_randomness"> Orbital velocity randomness ratio. </member> + <member name="particle_flag_align_y" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false"> + Align Y axis of particle with the direction of its velocity. + </member> + <member name="particle_flag_disable_z" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false"> + If [code]true[/code], particles will not move on the Z axis. + </member> + <member name="particle_flag_rotate_y" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false"> + If [code]true[/code], particles rotate around Y axis by [member angle]. + </member> <member name="preprocess" type="float" setter="set_pre_process_time" getter="get_pre_process_time" default="0.0"> Particle system starts as if it had already run for this many seconds. </member> @@ -351,17 +351,17 @@ <constant name="PARAM_MAX" value="12" enum="Parameter"> Represents the size of the [enum Parameter] enum. </constant> - <constant name="FLAG_ALIGN_Y_TO_VELOCITY" value="0" enum="Flags"> - Use with [method set_particle_flag] to set [member flag_align_y]. + <constant name="PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY" value="0" enum="ParticleFlags"> + Use with [method set_particle_flag] to set [member particle_flag_align_y]. </constant> - <constant name="FLAG_ROTATE_Y" value="1" enum="Flags"> - Use with [method set_particle_flag] to set [member flag_rotate_y]. + <constant name="PARTICLE_FLAG_ROTATE_Y" value="1" enum="ParticleFlags"> + Use with [method set_particle_flag] to set [member particle_flag_rotate_y]. </constant> - <constant name="FLAG_DISABLE_Z" value="2" enum="Flags"> - Use with [method set_particle_flag] to set [member flag_disable_z]. + <constant name="PARTICLE_FLAG_DISABLE_Z" value="2" enum="ParticleFlags"> + Use with [method set_particle_flag] to set [member particle_flag_disable_z]. </constant> - <constant name="FLAG_MAX" value="3" enum="Flags"> - Represents the size of the [enum Flags] enum. + <constant name="PARTICLE_FLAG_MAX" value="3" enum="ParticleFlags"> + Represents the size of the [enum ParticleFlags] enum. </constant> <constant name="EMISSION_SHAPE_POINT" value="0" enum="EmissionShape"> All particles will be emitted from a single point. diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml index 3cc74beb58..f137ede90f 100644 --- a/doc/classes/Callable.xml +++ b/doc/classes/Callable.xml @@ -6,28 +6,67 @@ <description> [Callable] is a first class object which can be held in variables and passed to functions. It represents a given method in an [Object], and is typically used for signal callbacks. [b]Example:[/b] - [codeblock] + [codeblocks] + [gdscript] var callable = Callable(self, "print_args") func print_args(arg1, arg2, arg3 = ""): prints(arg1, arg2, arg3) + func test(): callable.call("hello", "world") # Prints "hello world". callable.call(Vector2.UP, 42, callable) # Prints "(0, -1) 42 Node(Node.gd)::print_args". callable.call("invalid") # Invalid call, should have at least 2 arguments. - [/codeblock] + [/gdscript] + [csharp] + Callable callable = new Callable(this, "print_args"); + public void PrintArgs(object arg1, object arg2, object arg3 = "") + { + GD.PrintS(arg1, arg2, arg3); + } + + public void Test() + { + callable.Call("hello", "world"); // Prints "hello world". + callable.Call(Vector2.Up, 42, callable); // Prints "(0, -1) 42 Node(Node.gd)::print_args". + callable.Call("invalid"); // Invalid call, should have at least 2 arguments. + } + [/csharp] + [/codeblocks] </description> <tutorials> </tutorials> <methods> - <method name="Callable"> + <method name="Callable" qualifiers="constructor"> + <return type="Callable"> + </return> + <description> + Constructs a null [Callable] with no object nor method bound. + </description> + </method> + <method name="Callable" qualifiers="constructor"> + <return type="Callable"> + </return> + <argument index="0" name="from" type="Callable"> + </argument> + <description> + Constructs a [Callable] as a copy of the given [Callable]. + </description> + </method> + <method name="Callable" qualifiers="constructor"> <return type="Callable"> </return> <argument index="0" name="object" type="Object"> </argument> - <argument index="1" name="method_name" type="StringName"> + <argument index="1" name="method" type="StringName"> </argument> <description> - Creates a new [Callable] for the method called [code]method_name[/code] in the specified [code]object[/code]. + Creates a new [Callable] for the method called [code]method[/code] in the specified [code]object[/code]. + </description> + </method> + <method name="bind" qualifiers="vararg"> + <return type="Callable"> + </return> + <description> </description> </method> <method name="call" qualifiers="vararg"> @@ -89,6 +128,30 @@ <description> </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Callable"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Callable"> + </argument> + <description> + </description> + </method> + <method name="unbind"> + <return type="Callable"> + </return> + <argument index="0" name="argcount" type="int"> + </argument> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml index ad49216b34..2a4e726d43 100644 --- a/doc/classes/Camera2D.xml +++ b/doc/classes/Camera2D.xml @@ -9,6 +9,9 @@ Note that the [Camera2D] node's [code]position[/code] doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use [method get_camera_screen_center] to get the real position. </description> <tutorials> + <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> + <link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/112</link> + <link title="2D HDR Demo">https://godotengine.org/asset-library/asset/110</link> </tutorials> <methods> <method name="align"> @@ -49,19 +52,19 @@ <method name="get_drag_margin" qualifiers="const"> <return type="float"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <description> - Returns the specified margin. See also [member drag_margin_bottom], [member drag_margin_top], [member drag_margin_left], and [member drag_margin_right]. + Returns the specified [enum Side]'s margin. See also [member drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and [member drag_right_margin]. </description> </method> <method name="get_limit" qualifiers="const"> <return type="int"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <description> - Returns the specified camera limit. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right]. + Returns the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right]. </description> </method> <method name="make_current"> @@ -82,23 +85,23 @@ <method name="set_drag_margin"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <argument index="1" name="drag_margin" type="float"> </argument> <description> - Sets the specified margin. See also [member drag_margin_bottom], [member drag_margin_top], [member drag_margin_left], and [member drag_margin_right]. + Sets the specified [enum Side]'s margin. See also [member drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and [member drag_right_margin]. </description> </method> <method name="set_limit"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <argument index="1" name="limit" type="int"> </argument> <description> - Sets the specified camera limit. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right]. + Sets the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right]. </description> </method> </methods> @@ -112,23 +115,31 @@ <member name="custom_viewport" type="Node" setter="set_custom_viewport" getter="get_custom_viewport"> The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] or not a [Viewport], uses the default viewport instead. </member> - <member name="drag_margin_bottom" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2"> - Bottom margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen. + <member name="drag_bottom_margin" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2"> + Bottom margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the bottom edge of the screen. </member> - <member name="drag_margin_h_enabled" type="bool" setter="set_h_drag_enabled" getter="is_h_drag_enabled" default="false"> - If [code]true[/code], the camera only moves when reaching the horizontal drag margins. If [code]false[/code], the camera moves horizontally regardless of margins. + <member name="drag_horizontal_enabled" type="bool" setter="set_drag_horizontal_enabled" getter="is_drag_horizontal_enabled" default="false"> + If [code]true[/code], the camera only moves when reaching the horizontal (left and right) drag margins. If [code]false[/code], the camera moves horizontally regardless of margins. </member> - <member name="drag_margin_left" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2"> - Left margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen. + <member name="drag_horizontal_offset" type="float" setter="set_drag_horizontal_offset" getter="get_drag_horizontal_offset" default="0.0"> + The relative horizontal drag offset of the camera between the right ([code]-1[/code]) and left ([code]1[/code]) drag margins. + [b]Note:[/b] Used to set the initial horizontal drag offset; determine the current offset; or force the current offset. It's not automatically updated when the horizontal drag margin is enabled or the drag margins are changed. </member> - <member name="drag_margin_right" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2"> - Right margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen. + <member name="drag_left_margin" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2"> + Left margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the left edge of the screen. </member> - <member name="drag_margin_top" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2"> - Top margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen. + <member name="drag_right_margin" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2"> + Right margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the right edge of the screen. </member> - <member name="drag_margin_v_enabled" type="bool" setter="set_v_drag_enabled" getter="is_v_drag_enabled" default="false"> - If [code]true[/code], the camera only moves when reaching the vertical drag margins. If [code]false[/code], the camera moves vertically regardless of margins. + <member name="drag_top_margin" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2"> + Top margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the top edge of the screen. + </member> + <member name="drag_vertical_enabled" type="bool" setter="set_drag_vertical_enabled" getter="is_drag_vertical_enabled" default="false"> + If [code]true[/code], the camera only moves when reaching the vertical (top and bottom) drag margins. If [code]false[/code], the camera moves vertically regardless of the drag margins. + </member> + <member name="drag_vertical_offset" type="float" setter="set_drag_vertical_offset" getter="get_drag_vertical_offset" default="0.0"> + The relative vertical drag offset of the camera between the bottom ([code]-1[/code]) and top ([code]1[/code]) drag margins. + [b]Note:[/b] Used to set the initial vertical drag offset; determine the current offset; or force the current offset. It's not automatically updated when the vertical drag margin is enabled or the drag margins are changed. </member> <member name="editor_draw_drag_margin" type="bool" setter="set_margin_drawing_enabled" getter="is_margin_drawing_enabled" default="false"> If [code]true[/code], draws the camera's drag margin rectangle in the editor. @@ -157,14 +168,6 @@ <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )"> The camera's offset, useful for looking around or camera shake animations. </member> - <member name="offset_h" type="float" setter="set_h_offset" getter="get_h_offset" default="0.0"> - The horizontal offset of the camera, relative to the drag margins. - [b]Note:[/b] Offset H is used only to force offset relative to margins. It's not updated in any way if drag margins are enabled and can be used to set initial offset. - </member> - <member name="offset_v" type="float" setter="set_v_offset" getter="get_v_offset" default="0.0"> - The vertical offset of the camera, relative to the drag margins. - [b]Note:[/b] Used the same as [member offset_h]. - </member> <member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Camera2D.Camera2DProcessMode" default="1"> The camera's process callback. See [enum Camera2DProcessMode]. </member> diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml index 6ff4875364..034b2e9629 100644 --- a/doc/classes/Camera3D.xml +++ b/doc/classes/Camera3D.xml @@ -7,6 +7,7 @@ [Camera3D] is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. In other words, a camera just provides 3D display capabilities to a [Viewport], and, without one, a scene registered in that [Viewport] (or higher viewports) can't be displayed. </description> <tutorials> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="clear_current"> @@ -162,6 +163,13 @@ </argument> <description> Returns the 2D coordinate in the [Viewport] rectangle that maps to the given 3D point in worldspace. + [b]Note:[/b] When using this to position GUI elements over a 3D viewport, use [method is_position_behind] to prevent them from appearing if the 3D point is behind the camera: + [codeblock] + # This code block is part of a script that inherits from Node3D. + # `control` is a reference to a node inheriting from Control. + control.visible = not get_viewport().get_camera().is_position_behind(global_transform.origin) + control.rect_position = get_viewport().get_camera().unproject_position(global_transform.origin) + [/codeblock] </description> </method> </methods> @@ -176,11 +184,12 @@ If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for objects changed in particular [code]_process[/code] methods. See [enum DopplerTracking] for possible values. </member> <member name="effects" type="CameraEffects" setter="set_effects" getter="get_effects"> + The [CameraEffects] to use for this camera. </member> <member name="environment" type="Environment" setter="set_environment" getter="get_environment"> The [Environment] to use for this camera. </member> - <member name="far" type="float" setter="set_zfar" getter="get_zfar" default="100.0"> + <member name="far" type="float" setter="set_far" getter="get_far" default="4000.0"> The distance to the far culling boundary for this camera relative to its local Z axis. </member> <member name="fov" type="float" setter="set_fov" getter="get_fov" default="75.0"> @@ -200,7 +209,7 @@ <member name="keep_aspect" type="int" setter="set_keep_aspect_mode" getter="get_keep_aspect_mode" enum="Camera3D.KeepAspect" default="1"> The axis to lock during [member fov]/[member size] adjustments. Can be either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]. </member> - <member name="near" type="float" setter="set_znear" getter="get_znear" default="0.05"> + <member name="near" type="float" setter="set_near" getter="get_near" default="0.05"> The distance to the near culling boundary for this camera relative to its local Z axis. </member> <member name="projection" type="int" setter="set_projection" getter="get_projection" enum="Camera3D.Projection" default="0"> diff --git a/doc/classes/CameraEffects.xml b/doc/classes/CameraEffects.xml index ea9ab85b80..7a874d31db 100644 --- a/doc/classes/CameraEffects.xml +++ b/doc/classes/CameraEffects.xml @@ -34,9 +34,9 @@ The length of the transition between the near blur and no-blur area. </member> <member name="override_exposure" type="float" setter="set_override_exposure" getter="get_override_exposure" default="1.0"> - The exposure override value to use. Higher values will result in a brighter scene. Only effective if [member override_exposure_enable] is [code]true[/code]. + The exposure override value to use. Higher values will result in a brighter scene. Only effective if [member override_exposure_enabled] is [code]true[/code]. </member> - <member name="override_exposure_enable" type="bool" setter="set_override_exposure_enabled" getter="is_override_exposure_enabled" default="false"> + <member name="override_exposure_enabled" type="bool" setter="set_override_exposure_enabled" getter="is_override_exposure_enabled" default="false"> If [code]true[/code], overrides the manual or automatic exposure defined in the [Environment] with the value in [member override_exposure]. </member> </members> diff --git a/doc/classes/CanvasGroup.xml b/doc/classes/CanvasGroup.xml new file mode 100644 index 0000000000..ceeda6c3f5 --- /dev/null +++ b/doc/classes/CanvasGroup.xml @@ -0,0 +1,21 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="CanvasGroup" inherits="Node2D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="clear_margin" type="float" setter="set_clear_margin" getter="get_clear_margin" default="10.0"> + </member> + <member name="fit_margin" type="float" setter="set_fit_margin" getter="get_fit_margin" default="10.0"> + </member> + <member name="use_mipmaps" type="bool" setter="set_use_mipmaps" getter="is_using_mipmaps" default="false"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 38e4453cf2..d13f431a16 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -9,11 +9,12 @@ Canvas items are drawn in tree order. By default, children are on top of their parents so a root [CanvasItem] will be drawn behind everything. This behavior can be changed on a per-item basis. A [CanvasItem] can also be hidden, which will also hide its children. It provides many ways to change parameters such as modulation (for itself and its children) and self modulation (only for itself), as well as its blend mode. Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed. - [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad]. + [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="Audio Spectrum Demo">https://godotengine.org/asset-library/asset/528</link> </tutorials> <methods> <method name="_draw" qualifiers="virtual"> @@ -40,22 +41,30 @@ </argument> <argument index="6" name="width" type="float" default="1.0"> </argument> + <argument index="7" name="antialiased" type="bool" default="false"> + </argument> <description> Draws an arc between the given angles. The larger the value of [code]point_count[/code], the smoother the curve. </description> </method> - <method name="draw_char"> + <method name="draw_char" qualifiers="const"> <return type="float"> </return> <argument index="0" name="font" type="Font"> </argument> - <argument index="1" name="position" type="Vector2"> + <argument index="1" name="pos" type="Vector2"> </argument> <argument index="2" name="char" type="String"> </argument> - <argument index="3" name="next" type="String"> + <argument index="3" name="next" type="String" default=""""> + </argument> + <argument index="4" name="size" type="int" default="-1"> </argument> - <argument index="4" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + <argument index="5" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <argument index="6" name="outline_size" type="int" default="0"> + </argument> + <argument index="7" name="outline_modulate" type="Color" default="Color( 1, 1, 1, 0 )"> </argument> <description> Draws a string character using a custom font. Returns the advance, depending on the character width and kerning with an optional next character. @@ -85,16 +94,6 @@ </argument> <argument index="3" name="texture" type="Texture2D" default="null"> </argument> - <argument index="4" name="normal_map" type="Texture2D" default="null"> - </argument> - <argument index="5" name="specular_map" type="Texture2D" default="null"> - </argument> - <argument index="6" name="specular_shininess" type="Color" default="Color( 1, 1, 1, 1 )"> - </argument> - <argument index="7" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0"> - </argument> - <argument index="8" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0"> - </argument> <description> Draws a colored polygon of any amount of points, convex or concave. </description> @@ -121,19 +120,9 @@ </argument> <argument index="1" name="texture" type="Texture2D"> </argument> - <argument index="2" name="normal_map" type="Texture2D" default="null"> - </argument> - <argument index="3" name="specular_map" type="Texture2D" default="null"> + <argument index="2" name="transform" type="Transform2D" default="Transform2D( 1, 0, 0, 1, 0, 0 )"> </argument> - <argument index="4" name="specular_shininess" type="Color" default="Color( 1, 1, 1, 1 )"> - </argument> - <argument index="5" name="transform" type="Transform2D" default="Transform2D( 1, 0, 0, 1, 0, 0 )"> - </argument> - <argument index="6" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> - </argument> - <argument index="7" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0"> - </argument> - <argument index="8" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0"> + <argument index="3" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> </argument> <description> Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for related documentation. @@ -165,22 +154,41 @@ Draws multiple, parallel lines with a uniform [code]width[/code] and segment-by-segment coloring. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code]. </description> </method> - <method name="draw_multimesh"> + <method name="draw_multiline_string" qualifiers="const"> <return type="void"> </return> - <argument index="0" name="multimesh" type="MultiMesh"> + <argument index="0" name="font" type="Font"> </argument> - <argument index="1" name="texture" type="Texture2D"> + <argument index="1" name="pos" type="Vector2"> </argument> - <argument index="2" name="normal_map" type="Texture2D" default="null"> + <argument index="2" name="text" type="String"> </argument> - <argument index="3" name="specular_map" type="Texture2D" default="null"> + <argument index="3" name="align" type="int" enum="HAlign" default="0"> </argument> - <argument index="4" name="specular_shininess" type="Color" default="Color( 1, 1, 1, 1 )"> + <argument index="4" name="width" type="float" default="-1"> </argument> - <argument index="5" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0"> + <argument index="5" name="max_lines" type="int" default="-1"> </argument> - <argument index="6" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0"> + <argument index="6" name="size" type="int" default="-1"> + </argument> + <argument index="7" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <argument index="8" name="outline_size" type="int" default="0"> + </argument> + <argument index="9" name="outline_modulate" type="Color" default="Color( 1, 1, 1, 0 )"> + </argument> + <argument index="10" name="flags" type="int" default="51"> + </argument> + <description> + Breaks [code]text[/code] to the lines and draws it using the specified [code]font[/code] at the [code]position[/code] (top-left corner). The text will have its color multiplied by [code]modulate[/code]. If [code]clip_w[/code] is greater than or equal to 0, the text will be clipped if it exceeds the specified width. + </description> + </method> + <method name="draw_multimesh"> + <return type="void"> + </return> + <argument index="0" name="multimesh" type="MultiMesh"> + </argument> + <argument index="1" name="texture" type="Texture2D"> </argument> <description> Draws a [MultiMesh] in 2D with the provided texture. See [MultiMeshInstance2D] for related documentation. @@ -197,16 +205,6 @@ </argument> <argument index="3" name="texture" type="Texture2D" default="null"> </argument> - <argument index="4" name="normal_map" type="Texture2D" default="null"> - </argument> - <argument index="5" name="specular_map" type="Texture2D" default="null"> - </argument> - <argument index="6" name="specular_shininess" type="Color" default="Color( 1, 1, 1, 1 )"> - </argument> - <argument index="7" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0"> - </argument> - <argument index="8" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0"> - </argument> <description> Draws a polygon of any amount of points, convex or concave. </description> @@ -220,6 +218,8 @@ </argument> <argument index="2" name="width" type="float" default="1.0"> </argument> + <argument index="3" name="antialiased" type="bool" default="false"> + </argument> <description> Draws interconnected line segments with a uniform [code]color[/code] and [code]width[/code]. </description> @@ -233,6 +233,8 @@ </argument> <argument index="2" name="width" type="float" default="1.0"> </argument> + <argument index="3" name="antialiased" type="bool" default="false"> + </argument> <description> Draws interconnected line segments with a uniform [code]width[/code] and segment-by-segment coloring. Colors assigned to line segments match by index between [code]points[/code] and [code]colors[/code]. </description> @@ -250,16 +252,6 @@ </argument> <argument index="4" name="width" type="float" default="1.0"> </argument> - <argument index="5" name="normal_map" type="Texture2D" default="null"> - </argument> - <argument index="6" name="specular_map" type="Texture2D" default="null"> - </argument> - <argument index="7" name="specular_shininess" type="Color" default="Color( 1, 1, 1, 1 )"> - </argument> - <argument index="8" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0"> - </argument> - <argument index="9" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0"> - </argument> <description> Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle, and 4 points for a quad. </description> @@ -285,9 +277,9 @@ </return> <argument index="0" name="position" type="Vector2"> </argument> - <argument index="1" name="rotation" type="float"> + <argument index="1" name="rotation" type="float" default="0.0"> </argument> - <argument index="2" name="scale" type="Vector2"> + <argument index="2" name="scale" type="Vector2" default="Vector2( 1, 1 )"> </argument> <description> Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this. @@ -302,21 +294,51 @@ Sets a custom transform for drawing via matrix. Anything drawn afterwards will be transformed by this. </description> </method> - <method name="draw_string"> + <method name="draw_string" qualifiers="const"> <return type="void"> </return> <argument index="0" name="font" type="Font"> </argument> - <argument index="1" name="position" type="Vector2"> + <argument index="1" name="pos" type="Vector2"> </argument> <argument index="2" name="text" type="String"> </argument> - <argument index="3" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + <argument index="3" name="align" type="int" enum="HAlign" default="0"> + </argument> + <argument index="4" name="width" type="float" default="-1"> + </argument> + <argument index="5" name="size" type="int" default="-1"> + </argument> + <argument index="6" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> </argument> - <argument index="4" name="clip_w" type="int" default="-1"> + <argument index="7" name="outline_size" type="int" default="0"> + </argument> + <argument index="8" name="outline_modulate" type="Color" default="Color( 1, 1, 1, 0 )"> + </argument> + <argument index="9" name="flags" type="int" default="3"> </argument> <description> - Draws a string using a custom font. + Draws [code]text[/code] using the specified [code]font[/code] at the [code]position[/code] (top-left corner). The text will have its color multiplied by [code]modulate[/code]. If [code]clip_w[/code] is greater than or equal to 0, the text will be clipped if it exceeds the specified width. + [b]Example using the default project font:[/b] + [codeblocks] + [gdscript] + # If using this method in a script that redraws constantly, move the + # `default_font` declaration to a member variable assigned in `_ready()` + # so the Control is only created once. + var default_font = Control.new().get_font("font") + var default_font_size = Control.new().get_font_size("font_size") + draw_string(default_font, Vector2(64, 64), "Hello world", HALIGN_LEFT, -1, font_size) + [/gdscript] + [csharp] + // If using this method in a script that redraws constantly, move the + // `default_font` declaration to a member variable assigned in `_ready()` + // so the Control is only created once. + Font defaultFont = new Control().GetFont("font"); + int defaultFontSize = new Control().GetFontSize("font_size"); + DrawString(defaultFont, new Vector2(64, 64), "Hello world", HALIGN_LEFT, -1, defaultFontSize); + [/csharp] + [/codeblocks] + See also [method Font.draw_string]. </description> </method> <method name="draw_style_box"> @@ -339,16 +361,6 @@ </argument> <argument index="2" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> </argument> - <argument index="3" name="normal_map" type="Texture2D" default="null"> - </argument> - <argument index="4" name="specular_map" type="Texture2D" default="null"> - </argument> - <argument index="5" name="specular_shininess" type="Color" default="Color( 1, 1, 1, 1 )"> - </argument> - <argument index="6" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0"> - </argument> - <argument index="7" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0"> - </argument> <description> Draws a texture at a given position. </description> @@ -366,16 +378,6 @@ </argument> <argument index="4" name="transpose" type="bool" default="false"> </argument> - <argument index="5" name="normal_map" type="Texture2D" default="null"> - </argument> - <argument index="6" name="specular_map" type="Texture2D" default="null"> - </argument> - <argument index="7" name="specular_shininess" type="Color" default="Color( 1, 1, 1, 1 )"> - </argument> - <argument index="8" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0"> - </argument> - <argument index="9" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0"> - </argument> <description> Draws a textured rectangle at a given position, optionally modulated by a color. If [code]transpose[/code] is [code]true[/code], the texture will have its X and Y coordinates swapped. </description> @@ -393,17 +395,7 @@ </argument> <argument index="4" name="transpose" type="bool" default="false"> </argument> - <argument index="5" name="normal_map" type="Texture2D" default="null"> - </argument> - <argument index="6" name="specular_map" type="Texture2D" default="null"> - </argument> - <argument index="7" name="specular_shininess" type="Color" default="Color( 1, 1, 1, 1 )"> - </argument> - <argument index="8" name="clip_uv" type="bool" default="true"> - </argument> - <argument index="9" name="texture_filter" type="int" enum="CanvasItem.TextureFilter" default="0"> - </argument> - <argument index="10" name="texture_repeat" type="int" enum="CanvasItem.TextureRepeat" default="0"> + <argument index="5" name="clip_uv" type="bool" default="true"> </argument> <description> Draws a textured rectangle region at a given position, optionally modulated by a color. If [code]transpose[/code] is [code]true[/code], the texture will have its X and Y coordinates swapped. @@ -507,13 +499,6 @@ Returns [code]true[/code] if local transform notifications are communicated to children. </description> </method> - <method name="is_set_as_toplevel" qualifiers="const"> - <return type="bool"> - </return> - <description> - Returns [code]true[/code] if the node is set as top-level. See [method set_as_toplevel]. - </description> - </method> <method name="is_transform_notification_enabled" qualifiers="const"> <return type="bool"> </return> @@ -525,7 +510,7 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and its inherited visibility is also [code]true[/code]. + Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree. </description> </method> <method name="make_canvas_position_local" qualifiers="const"> @@ -546,15 +531,6 @@ Transformations issued by [code]event[/code]'s inputs are applied in local space instead of global space. </description> </method> - <method name="set_as_toplevel"> - <return type="void"> - </return> - <argument index="0" name="enable" type="bool"> - </argument> - <description> - If [code]enable[/code] is [code]true[/code], the node won't inherit its transform from parent canvas items. - </description> - </method> <method name="set_notify_local_transform"> <return type="void"> </return> @@ -589,6 +565,8 @@ </method> </methods> <members> + <member name="clip_children" type="bool" setter="set_clip_children" getter="is_clipping_children" default="false"> + </member> <member name="light_mask" type="int" setter="set_light_mask" getter="get_light_mask" default="1"> The rendering layers in which this [CanvasItem] responds to [Light2D] nodes. </member> @@ -608,14 +586,20 @@ If [code]true[/code], the object draws on top of its parent. </member> <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="CanvasItem.TextureFilter" default="0"> + The texture filtering mode to use on this [CanvasItem]. </member> <member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="CanvasItem.TextureRepeat" default="0"> + The texture repeating mode to use on this [CanvasItem]. + </member> + <member name="top_level" type="bool" setter="set_as_top_level" getter="is_set_as_top_level" default="false"> + If [code]true[/code], the node will not inherit its transform from parent [CanvasItem]s. </member> <member name="use_parent_material" type="bool" setter="set_use_parent_material" getter="get_use_parent_material" default="false"> If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material. </member> <member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true"> - If [code]true[/code], this [CanvasItem] is drawn. For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. + If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]). + [b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead. </member> </members> <signals> @@ -624,14 +608,14 @@ Emitted when the [CanvasItem] must redraw. This can only be connected realtime, as deferred will not allow drawing. </description> </signal> - <signal name="hide"> + <signal name="hidden"> <description> Emitted when becoming hidden. </description> </signal> <signal name="item_rect_changed"> <description> - Emitted when the item rect has changed. + Emitted when the item's [Rect2] boundaries (position or size) have changed, or when an action is taking place that may have impacted these boundaries (e.g. changing [member Sprite2D.texture]). </description> </signal> <signal name="visibility_changed"> @@ -666,12 +650,18 @@ The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style. </constant> <constant name="TEXTURE_FILTER_NEAREST_WITH_MIPMAPS" value="3" enum="TextureFilter"> + The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps. </constant> <constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS" value="4" enum="TextureFilter"> + The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels. </constant> <constant name="TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC" value="5" enum="TextureFilter"> + The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. + [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate. </constant> <constant name="TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC" value="6" enum="TextureFilter"> + The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. + [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate. </constant> <constant name="TEXTURE_FILTER_MAX" value="7" enum="TextureFilter"> Represents the size of the [enum TextureFilter] enum. diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index 8202a29d44..9d952cdba3 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -7,8 +7,9 @@ Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="Canvas layers">https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> </tutorials> <methods> <method name="get_canvas" qualifiers="const"> diff --git a/doc/classes/CanvasTexture.xml b/doc/classes/CanvasTexture.xml new file mode 100644 index 0000000000..0ca132746b --- /dev/null +++ b/doc/classes/CanvasTexture.xml @@ -0,0 +1,29 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="CanvasTexture" inherits="Texture2D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="diffuse_texture" type="Texture2D" setter="set_diffuse_texture" getter="get_diffuse_texture"> + </member> + <member name="normal_texture" type="Texture2D" setter="set_normal_texture" getter="get_normal_texture"> + </member> + <member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color( 1, 1, 1, 1 )"> + </member> + <member name="specular_shininess" type="float" setter="set_specular_shininess" getter="get_specular_shininess" default="1.0"> + </member> + <member name="specular_texture" type="Texture2D" setter="set_specular_texture" getter="get_specular_texture"> + </member> + <member name="texture_filter" type="int" setter="set_texture_filter" getter="get_texture_filter" enum="CanvasItem.TextureFilter" default="0"> + </member> + <member name="texture_repeat" type="int" setter="set_texture_repeat" getter="get_texture_repeat" enum="CanvasItem.TextureRepeat" default="0"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/CapsuleShape3D.xml b/doc/classes/CapsuleShape3D.xml index f56d94dc63..27a6242bc9 100644 --- a/doc/classes/CapsuleShape3D.xml +++ b/doc/classes/CapsuleShape3D.xml @@ -7,6 +7,7 @@ Capsule shape for collisions. </description> <tutorials> + <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> </tutorials> <methods> </methods> diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index c16e448498..b4cb110337 100644 --- a/doc/classes/CharFXTransform.xml +++ b/doc/classes/CharFXTransform.xml @@ -7,23 +7,12 @@ By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> - <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> + <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <methods> </methods> <members> - <member name="absolute_index" type="int" setter="set_absolute_index" getter="get_absolute_index" default="0"> - The index of the current character (starting from 0). Setting this property won't affect drawing. - </member> - <member name="character" type="int" setter="set_character" getter="get_character" default="0"> - The Unicode codepoint the character will use. This only affects non-whitespace characters. [method @GDScript.ord] can be useful here. For example, the following will replace all characters with asterisks: - [codeblock] - # `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`. - # See the RichTextEffect documentation for details. - char_fx.character = ord("*") - [/codeblock] - </member> <member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 0, 0, 0, 1 )"> The color the character will be drawn with. </member> @@ -38,11 +27,20 @@ {"foo": "hello", "bar": true, "baz": 42, "color": Color(1, 1, 1, 1)} [/codeblock] </member> + <member name="font" type="RID" setter="set_font" getter="get_font"> + Font resource used to render glyph. + </member> + <member name="glyph_index" type="int" setter="set_glyph_index" getter="get_glyph_index" default="0"> + Font specific glyph index. + </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )"> The position offset the character will be drawn with (in pixels). </member> - <member name="relative_index" type="int" setter="set_relative_index" getter="get_relative_index" default="0"> - The index of the current character (starting from 0). Setting this property won't affect drawing. + <member name="outline" type="bool" setter="set_outline" getter="is_outline" default="false"> + If [code]ture[/code], FX transform is called for outline drawing. Setting this property won't affect drawing. + </member> + <member name="range" type="Vector2i" setter="set_range" getter="get_range" default="Vector2i( 0, 0 )"> + Absolute character range in the string, corresponding to the glyph. Setting this property won't affect drawing. </member> <member name="visible" type="bool" setter="set_visibility" getter="is_visible" default="true"> If [code]true[/code], the character will be drawn. If [code]false[/code], the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their [member color] to [code]Color(1, 1, 1, 0)[/code] instead. diff --git a/doc/classes/CheckBox.xml b/doc/classes/CheckBox.xml index 9c42091eb8..89fb960e88 100644 --- a/doc/classes/CheckBox.xml +++ b/doc/classes/CheckBox.xml @@ -5,6 +5,7 @@ </brief_description> <description> A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to [CheckButton] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has [b]no[/b] immediate effect on something. For instance, it should be used when toggling it will only do something once a confirmation button is pressed. + See also [BaseButton] which contains common properties and methods associated with this node. </description> <tutorials> </tutorials> @@ -47,6 +48,9 @@ <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )"> The [CheckBox] text's font color when it's pressed. </theme_item> + <theme_item name="font_size" type="int"> + Font size of the [CheckBox]'s text. + </theme_item> <theme_item name="hover" type="StyleBox"> The [StyleBox] to display as a background when the [CheckBox] is hovered. </theme_item> diff --git a/doc/classes/CheckButton.xml b/doc/classes/CheckButton.xml index 514ff9a691..882f1c69f3 100644 --- a/doc/classes/CheckButton.xml +++ b/doc/classes/CheckButton.xml @@ -5,6 +5,7 @@ </brief_description> <description> CheckButton is a toggle button displayed as a check field. It's similar to [CheckBox] in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an [b]immediate[/b] effect on something. For instance, it should be used if toggling it enables/disables a setting without requiring the user to press a confirmation button. + See also [BaseButton] which contains common properties and methods associated with this node. </description> <tutorials> </tutorials> @@ -44,6 +45,9 @@ <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )"> The [CheckButton] text's font color when it's pressed. </theme_item> + <theme_item name="font_size" type="int"> + Font size of the [CheckButton]'s text. + </theme_item> <theme_item name="hover" type="StyleBox"> The [StyleBox] to display as a background when the [CheckButton] is hovered. </theme_item> @@ -57,16 +61,28 @@ The [StyleBox] to display as a background. </theme_item> <theme_item name="off" type="Texture2D"> - The icon to display when the [CheckButton] is unchecked. + The icon to display when the [CheckButton] is unchecked (for left-to-right layouts). </theme_item> <theme_item name="off_disabled" type="Texture2D"> - The icon to display when the [CheckButton] is unchecked and disabled. + The icon to display when the [CheckButton] is unchecked and disabled (for left-to-right layouts). + </theme_item> + <theme_item name="off_disabled_mirrored" type="Texture2D"> + The icon to display when the [CheckButton] is unchecked and disabled (for right-to-left layouts). + </theme_item> + <theme_item name="off_mirrored" type="Texture2D"> + The icon to display when the [CheckButton] is unchecked (for right-to-left layouts). </theme_item> <theme_item name="on" type="Texture2D"> - The icon to display when the [CheckButton] is checked. + The icon to display when the [CheckButton] is checked (for left-to-right layouts). </theme_item> <theme_item name="on_disabled" type="Texture2D"> - The icon to display when the [CheckButton] is checked and disabled. + The icon to display when the [CheckButton] is checked and disabled (for left-to-right layouts). + </theme_item> + <theme_item name="on_disabled_mirrored" type="Texture2D"> + The icon to display when the [CheckButton] is checked and disabled (for right-to-left layouts). + </theme_item> + <theme_item name="on_mirrored" type="Texture2D"> + The icon to display when the [CheckButton] is checked (for right-to-left layouts). </theme_item> <theme_item name="pressed" type="StyleBox"> The [StyleBox] to display as a background when the [CheckButton] is pressed. diff --git a/doc/classes/ClassDB.xml b/doc/classes/ClassDB.xml index 2a6a2ddd91..860bdc7c8f 100644 --- a/doc/classes/ClassDB.xml +++ b/doc/classes/ClassDB.xml @@ -67,6 +67,7 @@ </argument> <description> Returns an array with all the methods of [code]class[/code] or its ancestry if [code]no_inheritance[/code] is [code]false[/code]. Every element of the array is a [Dictionary] with the following keys: [code]args[/code], [code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: (class_name, hint, hint_string, name, type, usage)[/code]. + [b]Note:[/code] In exported release builds the debug info is not available, so the returned dictionaries will contain only method names. </description> </method> <method name="class_get_property" qualifiers="const"> diff --git a/doc/classes/ClippedCamera3D.xml b/doc/classes/ClippedCamera3D.xml index 58ecec828d..de90247536 100644 --- a/doc/classes/ClippedCamera3D.xml +++ b/doc/classes/ClippedCamera3D.xml @@ -90,7 +90,7 @@ If [code]true[/code], the camera stops on contact with [PhysicsBody3D]s. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. + The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The camera's collision margin. The camera can't get closer than this distance to a colliding object. diff --git a/doc/classes/CodeEdit.xml b/doc/classes/CodeEdit.xml new file mode 100644 index 0000000000..8834ff82c6 --- /dev/null +++ b/doc/classes/CodeEdit.xml @@ -0,0 +1,210 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="CodeEdit" inherits="TextEdit" version="4.0"> + <brief_description> + </brief_description> + <description> + [b]Note[/b]: By default [CodeEdit] always use left-to-right text direction to correcly display source code. + </description> + <tutorials> + </tutorials> + <methods> + <method name="clear_bookmarked_lines"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="clear_breakpointed_lines"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="clear_executing_lines"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="get_bookmarked_lines" qualifiers="const"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_breakpointed_lines" qualifiers="const"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_executing_lines" qualifiers="const"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="is_line_bookmarked" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <description> + </description> + </method> + <method name="is_line_breakpointed" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <description> + </description> + </method> + <method name="is_line_executing" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <description> + </description> + </method> + <method name="set_line_as_bookmarked"> + <return type="void"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="bookmarked" type="bool"> + </argument> + <description> + </description> + </method> + <method name="set_line_as_breakpoint"> + <return type="void"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="breakpointed" type="bool"> + </argument> + <description> + </description> + </method> + <method name="set_line_as_executing"> + <return type="void"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="executing" type="bool"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="draw_bookmarks" type="bool" setter="set_draw_bookmarks_gutter" getter="is_drawing_bookmarks_gutter" default="false"> + </member> + <member name="draw_breakpoints_gutter" type="bool" setter="set_draw_breakpoints_gutter" getter="is_drawing_breakpoints_gutter" default="false"> + </member> + <member name="draw_executing_lines" type="bool" setter="set_draw_executing_lines_gutter" getter="is_drawing_executing_lines_gutter" default="false"> + </member> + <member name="draw_fold_gutter" type="bool" setter="set_draw_fold_gutter" getter="is_drawing_fold_gutter" default="false"> + </member> + <member name="draw_line_numbers" type="bool" setter="set_draw_line_numbers" getter="is_draw_line_numbers_enabled" default="false"> + </member> + <member name="layout_direction" type="int" setter="set_layout_direction" getter="get_layout_direction" override="true" enum="Control.LayoutDirection" default="2" /> + <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" override="true" default="[ ]" /> + <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" override="true" enum="Control.TextDirection" default="1" /> + <member name="zero_pad_line_numbers" type="bool" setter="set_line_numbers_zero_padded" getter="is_line_numbers_zero_padded" default="false"> + </member> + </members> + <signals> + <signal name="breakpoint_toggled"> + <argument index="0" name="line" type="int"> + </argument> + <description> + </description> + </signal> + </signals> + <constants> + </constants> + <theme_items> + <theme_item name="background_color" type="Color" default="Color( 0, 0, 0, 0 )"> + </theme_item> + <theme_item name="bookmark" type="Texture2D"> + </theme_item> + <theme_item name="bookmark_color" type="Color" default="Color( 0.5, 0.64, 1, 0.8 )"> + </theme_item> + <theme_item name="brace_mismatch_color" type="Color" default="Color( 1, 0.2, 0.2, 1 )"> + </theme_item> + <theme_item name="breakpoint" type="Texture2D"> + </theme_item> + <theme_item name="breakpoint_color" type="Color" default="Color( 0.9, 0.29, 0.3, 1 )"> + </theme_item> + <theme_item name="can_fold" type="Texture2D"> + </theme_item> + <theme_item name="caret_background_color" type="Color" default="Color( 0, 0, 0, 1 )"> + </theme_item> + <theme_item name="caret_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )"> + </theme_item> + <theme_item name="code_folding_color" type="Color" default="Color( 0.8, 0.8, 0.8, 0.8 )"> + </theme_item> + <theme_item name="completion" type="StyleBox"> + </theme_item> + <theme_item name="completion_background_color" type="Color" default="Color( 0.17, 0.16, 0.2, 1 )"> + </theme_item> + <theme_item name="completion_existing_color" type="Color" default="Color( 0.87, 0.87, 0.87, 0.13 )"> + </theme_item> + <theme_item name="completion_font_color" type="Color" default="Color( 0.67, 0.67, 0.67, 1 )"> + </theme_item> + <theme_item name="completion_lines" type="int" default="7"> + </theme_item> + <theme_item name="completion_max_width" type="int" default="50"> + </theme_item> + <theme_item name="completion_scroll_color" type="Color" default="Color( 1, 1, 1, 1 )"> + </theme_item> + <theme_item name="completion_scroll_width" type="int" default="3"> + </theme_item> + <theme_item name="completion_selected_color" type="Color" default="Color( 0.26, 0.26, 0.27, 1 )"> + </theme_item> + <theme_item name="current_line_color" type="Color" default="Color( 0.25, 0.25, 0.26, 0.8 )"> + </theme_item> + <theme_item name="executing_line" type="Texture2D"> + </theme_item> + <theme_item name="executing_line_color" type="Color" default="Color( 0.98, 0.89, 0.27, 1 )"> + </theme_item> + <theme_item name="focus" type="StyleBox"> + </theme_item> + <theme_item name="folded" type="Texture2D"> + </theme_item> + <theme_item name="font" type="Font"> + </theme_item> + <theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )"> + </theme_item> + <theme_item name="font_color_readonly" type="Color" default="Color( 0.88, 0.88, 0.88, 0.5 )"> + </theme_item> + <theme_item name="font_color_selected" type="Color" default="Color( 0, 0, 0, 1 )"> + </theme_item> + <theme_item name="font_size" type="int"> + Font size of the [CodeEdit]'s text. + </theme_item> + <theme_item name="line_number_color" type="Color" default="Color( 0.67, 0.67, 0.67, 0.4 )"> + </theme_item> + <theme_item name="line_spacing" type="int" default="4"> + </theme_item> + <theme_item name="mark_color" type="Color" default="Color( 1, 0.4, 0.4, 0.4 )"> + </theme_item> + <theme_item name="normal" type="StyleBox"> + </theme_item> + <theme_item name="read_only" type="StyleBox"> + </theme_item> + <theme_item name="safe_line_number_color" type="Color" default="Color( 0.67, 0.78, 0.67, 0.6 )"> + </theme_item> + <theme_item name="selection_color" type="Color" default="Color( 0.49, 0.49, 0.49, 1 )"> + </theme_item> + <theme_item name="space" type="Texture2D"> + </theme_item> + <theme_item name="tab" type="Texture2D"> + </theme_item> + <theme_item name="word_highlighted_color" type="Color" default="Color( 0.8, 0.9, 0.9, 0.15 )"> + </theme_item> + </theme_items> +</class> diff --git a/doc/classes/CodeHighlighter.xml b/doc/classes/CodeHighlighter.xml new file mode 100644 index 0000000000..7a1dad547b --- /dev/null +++ b/doc/classes/CodeHighlighter.xml @@ -0,0 +1,145 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="CodeHighlighter" inherits="SyntaxHighlighter" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_color_region"> + <return type="void"> + </return> + <argument index="0" name="p_start_key" type="String"> + </argument> + <argument index="1" name="p_end_key" type="String"> + </argument> + <argument index="2" name="p_color" type="Color"> + </argument> + <argument index="3" name="p_line_only" type="bool" default="false"> + </argument> + <description> + </description> + </method> + <method name="add_keyword_color"> + <return type="void"> + </return> + <argument index="0" name="keyword" type="String"> + </argument> + <argument index="1" name="color" type="Color"> + </argument> + <description> + </description> + </method> + <method name="add_member_keyword_color"> + <return type="void"> + </return> + <argument index="0" name="member_keyword" type="String"> + </argument> + <argument index="1" name="color" type="Color"> + </argument> + <description> + </description> + </method> + <method name="clear_color_regions"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="clear_keyword_colors"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="clear_member_keyword_colors"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="get_keyword_color" qualifiers="const"> + <return type="Color"> + </return> + <argument index="0" name="keyword" type="String"> + </argument> + <description> + </description> + </method> + <method name="get_member_keyword_color" qualifiers="const"> + <return type="Color"> + </return> + <argument index="0" name="member_keyword" type="String"> + </argument> + <description> + </description> + </method> + <method name="has_color_region" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="p_start_key" type="String"> + </argument> + <description> + </description> + </method> + <method name="has_keyword_color" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="keyword" type="String"> + </argument> + <description> + </description> + </method> + <method name="has_member_keyword_color" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="member_keyword" type="String"> + </argument> + <description> + </description> + </method> + <method name="remove_color_region"> + <return type="void"> + </return> + <argument index="0" name="p_start_key" type="String"> + </argument> + <description> + </description> + </method> + <method name="remove_keyword_color"> + <return type="void"> + </return> + <argument index="0" name="keyword" type="String"> + </argument> + <description> + </description> + </method> + <method name="remove_member_keyword_color"> + <return type="void"> + </return> + <argument index="0" name="member_keyword" type="String"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="color_regions" type="Dictionary" setter="set_color_regions" getter="get_color_regions" default="{}"> + </member> + <member name="function_color" type="Color" setter="set_function_color" getter="get_function_color" default="Color( 0, 0, 0, 1 )"> + </member> + <member name="keyword_colors" type="Dictionary" setter="set_keyword_colors" getter="get_keyword_colors" default="{}"> + </member> + <member name="member_keyword_colors" type="Dictionary" setter="set_member_keyword_colors" getter="get_member_keyword_colors" default="{}"> + </member> + <member name="member_variable_color" type="Color" setter="set_member_variable_color" getter="get_member_variable_color" default="Color( 0, 0, 0, 1 )"> + </member> + <member name="number_color" type="Color" setter="set_number_color" getter="get_number_color" default="Color( 0, 0, 0, 1 )"> + </member> + <member name="symbol_color" type="Color" setter="set_symbol_color" getter="get_symbol_color" default="Color( 0, 0, 0, 1 )"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index e32ce9c9f9..c03eba82ff 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -7,13 +7,16 @@ Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> + <link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link> + <link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link> </tutorials> <methods> </methods> <members> <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false"> - A disabled collision shape has no effect in the world. + A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred]. </member> <member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled" default="false"> Sets whether this collision shape should only detect collision on one side (top or bottom). diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml index 76515a65a7..5590947a4f 100644 --- a/doc/classes/CollisionShape3D.xml +++ b/doc/classes/CollisionShape3D.xml @@ -7,10 +7,13 @@ Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> - <method name="make_convex_from_brothers"> + <method name="make_convex_from_siblings"> <return type="void"> </return> <description> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index b35d4fb36a..8af5f29b65 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -1,59 +1,57 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Color" version="4.0"> <brief_description> - Color in RGBA format with some support for ARGB format. + Color in RGBA format using floats on the range of 0 to 1. </brief_description> <description> - A color is represented by red, green, and blue [code](r, g, b)[/code] components. Additionally, [code]a[/code] represents the alpha component, often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as [member CanvasItem.modulate]) may accept values greater than 1. - You can also create a color from standardized color names by using [method @GDScript.ColorN] or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url]. + A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors). + You can also create a color from standardized color names by using [code]ColorN[/code] ([b]FIXME:[/b] No longer true, a Color(String) constructor should be re-implemented for that) or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url]. If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8]. + [b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code]. + [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/color_constants.png]Color constants cheatsheet[/url] </description> <tutorials> + <link title="2D GD Paint Demo">https://godotengine.org/asset-library/asset/517</link> + <link title="Tween Demo">https://godotengine.org/asset-library/asset/146</link> + <link title="GUI Drag And Drop Demo">https://godotengine.org/asset-library/asset/133</link> </tutorials> <methods> - <method name="Color"> + <method name="Color" qualifiers="constructor"> <return type="Color"> </return> - <argument index="0" name="from" type="String"> - </argument> <description> - Constructs a color from an HTML hexadecimal color string in ARGB or RGB format. See also [method @GDScript.ColorN]. - [codeblock] - # Each of the following creates the same color RGBA(178, 217, 10, 255). - var c1 = Color("#ffb2d90a") # ARGB format with "#". - var c2 = Color("ffb2d90a") # ARGB format. - var c3 = Color("#b2d90a") # RGB format with "#". - var c4 = Color("b2d90a") # RGB format. - [/codeblock] + Constructs a default-initialized [Color] with all components set to [code]0[/code]. </description> </method> - <method name="Color"> + <method name="Color" qualifiers="constructor"> <return type="Color"> </return> - <argument index="0" name="from" type="int"> + <argument index="0" name="from" type="Color"> </argument> <description> - Constructs a color from a 32-bit integer (each byte represents a component of the RGBA profile). - [codeblock] - var c = Color(274) # Equivalent to RGBA(0, 0, 1, 18) - [/codeblock] + Constructs a [Color] as a copy of the given [Color]. </description> </method> - <method name="Color"> + <method name="Color" qualifiers="constructor"> <return type="Color"> </return> - <argument index="0" name="c" type="Color"> + <argument index="0" name="from" type="Color"> </argument> - <argument index="1" name="a" type="float"> + <argument index="1" name="alpha" type="float"> </argument> <description> - Constructs a color from an existing color, but with a custom alpha value. - [codeblock] + Constructs a [Color] from an existing color, but with a custom alpha value. + [codeblocks] + [gdscript] var red = Color(Color.red, 0.5) # 50% transparent red. - [/codeblock] + [/gdscript] + [csharp] + var red = new Color(Colors.Red, 0.5f); // 50% transparent red. + [/csharp] + [/codeblocks] </description> </method> - <method name="Color"> + <method name="Color" qualifiers="constructor"> <return type="Color"> </return> <argument index="0" name="r" type="float"> @@ -62,14 +60,21 @@ </argument> <argument index="2" name="b" type="float"> </argument> + <argument index="3" name="a" type="float"> + </argument> <description> - Constructs a color from an RGB profile using values between 0 and 1. Alpha will always be 1. - [codeblock] - var c = Color(0.2, 1.0, 0.7) # Equivalent to RGBA(51, 255, 178, 255) - [/codeblock] + Constructs a [Color] from RGBA values, typically between 0 and 1. + [codeblocks] + [gdscript] + var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, 204)` + [/gdscript] + [csharp] + var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to `Color.Color8(51, 255, 178, 255, 204)` + [/csharp] + [/codeblocks] </description> </method> - <method name="Color"> + <method name="Color" qualifiers="constructor"> <return type="Color"> </return> <argument index="0" name="r" type="float"> @@ -78,13 +83,16 @@ </argument> <argument index="2" name="b" type="float"> </argument> - <argument index="3" name="a" type="float"> - </argument> <description> - Constructs a color from an RGBA profile using values between 0 and 1. - [codeblock] - var c = Color(0.2, 1.0, 0.7, 0.8) # Equivalent to RGBA(51, 255, 178, 204) - [/codeblock] + Constructs a [Color] from RGB values, typically between 0 and 1. Alpha will be 1. + [codeblocks] + [gdscript] + var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)` + [/gdscript] + [csharp] + var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, 255, 178, 255)` + [/csharp] + [/codeblocks] </description> </method> <method name="blend"> @@ -94,22 +102,18 @@ </argument> <description> Returns a new color resulting from blending this color over another. If the color is opaque, the result is also opaque. The second color may have a range of alpha values. - [codeblock] + [codeblocks] + [gdscript] var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50% var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50% var blended_color = bg.blend(fg) # Brown with alpha of 75% - [/codeblock] - </description> - </method> - <method name="contrasted"> - <return type="Color"> - </return> - <description> - Returns the most contrasting color. - [codeblock] - var c = Color(0.3, 0.4, 0.9) - var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, 255) - [/codeblock] + [/gdscript] + [csharp] + var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // Green with alpha of 50% + var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // Red with alpha of 50% + Color blendedColor = bg.Blend(fg); // Brown with alpha of 75% + [/csharp] + [/codeblocks] </description> </method> <method name="darkened"> @@ -119,28 +123,16 @@ </argument> <description> Returns a new color resulting from making this color darker by the specified percentage (ratio from 0 to 1). - [codeblock] + [codeblocks] + [gdscript] var green = Color(0.0, 1.0, 0.0) var darkgreen = green.darkened(0.2) # 20% darker than regular green - [/codeblock] - </description> - </method> - <method name="from_hsv"> - <return type="Color"> - </return> - <argument index="0" name="h" type="float"> - </argument> - <argument index="1" name="s" type="float"> - </argument> - <argument index="2" name="v" type="float"> - </argument> - <argument index="3" name="a" type="float" default="1.0"> - </argument> - <description> - Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and [code]v[/code] are values between 0 and 1. - [codeblock] - var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, 79, 0.8) or Color8(100, 151, 201, 0.8) - [/codeblock] + [/gdscript] + [csharp] + var green = new Color(0.0f, 1.0f, 0.0f); + Color darkgreen = green.Darkened(0.2f); // 20% darker than regular green + [/csharp] + [/codeblocks] </description> </method> <method name="inverted"> @@ -148,35 +140,48 @@ </return> <description> Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code]. - [codeblock] - var c = Color(0.3, 0.4, 0.9) - var inverted_color = c.inverted() # A color of an RGBA(178, 153, 26, 255) - [/codeblock] + [codeblocks] + [gdscript] + var color = Color(0.3, 0.4, 0.9) + var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, 0.1)` + [/gdscript] + [csharp] + var color = new Color(0.3f, 0.4f, 0.9f); + Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, 0.6f, 0.1f)` + [/csharp] + [/codeblocks] </description> </method> <method name="is_equal_approx"> <return type="bool"> </return> - <argument index="0" name="color" type="Color"> + <argument index="0" name="to" type="Color"> </argument> <description> - Returns [code]true[/code] if this color and [code]color[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component. + Returns [code]true[/code] if this color and [code]color[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. </description> </method> <method name="lerp"> <return type="Color"> </return> - <argument index="0" name="b" type="Color"> + <argument index="0" name="to" type="Color"> </argument> - <argument index="1" name="t" type="float"> + <argument index="1" name="weight" type="float"> </argument> <description> Returns the linear interpolation with another color. The interpolation factor [code]t[/code] is between 0 and 1. - [codeblock] + [codeblocks] + [gdscript] var c1 = Color(1.0, 0.0, 0.0) var c2 = Color(0.0, 1.0, 0.0) - var li_c = c1.lerp(c2, 0.5) # A color of an RGBA(128, 128, 0, 255) - [/codeblock] + var lerp_color = c1.lerp(c2, 0.5) # Equivalent to `Color(0.5, 0.5, 0.0)` + [/gdscript] + [csharp] + var c1 = new Color(1.0f, 0.0f, 0.0f); + var c2 = new Color(0.0f, 1.0f, 0.0f); + Color lerpColor = c1.Lerp(c2, 0.5f); // Equivalent to `new Color(0.5f, 0.5f, 0.0f)` + [/csharp] + [/codeblocks] </description> </method> <method name="lightened"> @@ -186,54 +191,184 @@ </argument> <description> Returns a new color resulting from making this color lighter by the specified percentage (ratio from 0 to 1). - [codeblock] + [codeblocks] + [gdscript] var green = Color(0.0, 1.0, 0.0) var lightgreen = green.lightened(0.2) # 20% lighter than regular green - [/codeblock] + [/gdscript] + [csharp] + var green = new Color(0.0f, 1.0f, 0.0f); + Color lightgreen = green.Lightened(0.2f); // 20% lighter than regular green + [/csharp] + [/codeblocks] + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Color"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Color"> + </return> + <argument index="0" name="right" type="Color"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Color"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Color"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Color"> + </return> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Color"> + </return> + <argument index="0" name="right" type="Color"> + </argument> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Color"> + </return> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Color"> + </return> + <argument index="0" name="right" type="Color"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Color"> + </return> + <argument index="0" name="right" type="Color"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Color"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Color"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Color"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> </description> </method> <method name="to_abgr32"> <return type="int"> </return> <description> - Returns the color's 32-bit integer in ABGR format (each byte represents a component of the ABGR profile). ABGR is the reversed version of the default format. - [codeblock] - var c = Color(1, 0.5, 0.2) - print(c.to_abgr32()) # Prints 4281565439 - [/codeblock] + Returns the color converted to a 32-bit integer in ABGR format (each byte represents a color channel). ABGR is the reversed version of the default format. + [codeblocks] + [gdscript] + var color = Color(1, 0.5, 0.2) + print(color.to_abgr32()) # Prints 4281565439 + [/gdscript] + [csharp] + var color = new Color(1.0f, 0.5f, 0.2f); + GD.Print(color.ToAbgr32()); // Prints 4281565439 + [/csharp] + [/codeblocks] </description> </method> <method name="to_abgr64"> <return type="int"> </return> <description> - Returns the color's 64-bit integer in ABGR format (each word represents a component of the ABGR profile). ABGR is the reversed version of the default format. - [codeblock] - var c = Color(1, 0.5, 0.2) - print(c.to_abgr64()) # Prints -225178692812801 - [/codeblock] + Returns the color converted to a 64-bit integer in ABGR format (each word represents a color channel). ABGR is the reversed version of the default format. + [codeblocks] + [gdscript] + var color = Color(1, 0.5, 0.2) + print(color.to_abgr64()) # Prints -225178692812801 + [/gdscript] + [csharp] + var color = new Color(1.0f, 0.5f, 0.2f); + GD.Print(color.ToAbgr64()); // Prints -225178692812801 + [/csharp] + [/codeblocks] </description> </method> <method name="to_argb32"> <return type="int"> </return> <description> - Returns the color's 32-bit integer in ARGB format (each byte represents a component of the ARGB profile). ARGB is more compatible with DirectX. - [codeblock] - var c = Color(1, 0.5, 0.2) - print(c.to_argb32()) # Prints 4294934323 - [/codeblock] + Returns the color converted to a 32-bit integer in ARGB format (each byte represents a color channel). ARGB is more compatible with DirectX. + [codeblocks] + [gdscript] + var color = Color(1, 0.5, 0.2) + print(color.to_argb32()) # Prints 4294934323 + [/gdscript] + [csharp] + var color = new Color(1.0f, 0.5f, 0.2f); + GD.Print(color.ToArgb32()); // Prints 4294934323 + [/csharp] + [/codeblocks] </description> </method> <method name="to_argb64"> <return type="int"> </return> <description> - Returns the color's 64-bit integer in ARGB format (each word represents a component of the ARGB profile). ARGB is more compatible with DirectX. - [codeblock] - var c = Color(1, 0.5, 0.2) - print(c.to_argb64()) # Prints -2147470541 - [/codeblock] + Returns the color converted to a 64-bit integer in ARGB format (each word represents a color channel). ARGB is more compatible with DirectX. + [codeblocks] + [gdscript] + var color = Color(1, 0.5, 0.2) + print(color.to_argb64()) # Prints -2147470541 + [/gdscript] + [csharp] + var color = new Color(1.0f, 0.5f, 0.2f); + GD.Print(color.ToArgb64()); // Prints -2147470541 + [/csharp] + [/codeblocks] </description> </method> <method name="to_html"> @@ -242,71 +377,90 @@ <argument index="0" name="with_alpha" type="bool" default="true"> </argument> <description> - Returns the color's HTML hexadecimal color string in ARGB format (ex: [code]ff34f822[/code]). - Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string. - [codeblock] - var c = Color(1, 1, 1, 0.5) - var s1 = c.to_html() # Returns "7fffffff" - var s2 = c.to_html(false) # Returns "ffffff" - [/codeblock] + Returns the color converted to an HTML hexadecimal color string in RGBA format (ex: [code]ff34f822[/code]). + Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string (and uses RGB instead of RGBA format). + [codeblocks] + [gdscript] + var color = Color(1, 1, 1, 0.5) + var with_alpha = color.to_html() # Returns "ffffff7f" + var without_alpha = color.to_html(false) # Returns "ffffff" + [/gdscript] + [csharp] + var color = new Color(1, 1, 1, 0.5f); + String withAlpha = color.ToHtml(); // Returns "ffffff7f" + String withoutAlpha = color.ToHtml(false); // Returns "ffffff" + [/csharp] + [/codeblocks] </description> </method> <method name="to_rgba32"> <return type="int"> </return> <description> - Returns the color's 32-bit integer in RGBA format (each byte represents a component of the RGBA profile). RGBA is Godot's default format. - [codeblock] - var c = Color(1, 0.5, 0.2) - print(c.to_rgba32()) # Prints 4286526463 - [/codeblock] + Returns the color converted to a 32-bit integer in RGBA format (each byte represents a color channel). RGBA is Godot's default format. + [codeblocks] + [gdscript] + var color = Color(1, 0.5, 0.2) + print(color.to_rgba32()) # Prints 4286526463 + [/gdscript] + [csharp] + var color = new Color(1, 0.5f, 0.2f); + GD.Print(color.ToRgba32()); // Prints 4286526463 + [/csharp] + [/codeblocks] </description> </method> <method name="to_rgba64"> <return type="int"> </return> <description> - Returns the color's 64-bit integer in RGBA format (each word represents a component of the RGBA profile). RGBA is Godot's default format. - [codeblock] - var c = Color(1, 0.5, 0.2) - print(c.to_rgba64()) # Prints -140736629309441 - [/codeblock] + Returns the color converted to a 64-bit integer in RGBA format (each word represents a color channel). RGBA is Godot's default format. + [codeblocks] + [gdscript] + var color = Color(1, 0.5, 0.2) + print(color.to_rgba64()) # Prints -140736629309441 + [/gdscript] + [csharp] + var color = new Color(1, 0.5f, 0.2f); + GD.Print(color.ToRgba64()); // Prints -140736629309441 + [/csharp] + [/codeblocks] </description> </method> </methods> <members> <member name="a" type="float" setter="" getter="" default="1.0"> - Alpha value (range 0 to 1). + The color's alpha (transparency) component, typically on the range of 0 to 1. </member> <member name="a8" type="int" setter="" getter="" default="255"> - Alpha value (range 0 to 255). + Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1. </member> <member name="b" type="float" setter="" getter="" default="0.0"> - Blue value (range 0 to 1). + The color's blue component, typically on the range of 0 to 1. </member> <member name="b8" type="int" setter="" getter="" default="0"> - Blue value (range 0 to 255). + Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1. </member> <member name="g" type="float" setter="" getter="" default="0.0"> - Green value (range 0 to 1). + The color's green component, typically on the range of 0 to 1. </member> <member name="g8" type="int" setter="" getter="" default="0"> - Green value (range 0 to 255). + Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1. </member> <member name="h" type="float" setter="" getter="" default="0.0"> - HSV hue value (range 0 to 1). + The HSV hue of this color, on the range 0 to 1. </member> <member name="r" type="float" setter="" getter="" default="0.0"> - Red value (range 0 to 1). + The color's red component, typically on the range of 0 to 1. </member> <member name="r8" type="int" setter="" getter="" default="0"> - Red value (range 0 to 255). + Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1. </member> <member name="s" type="float" setter="" getter="" default="0.0"> - HSV saturation value (range 0 to 1). + The HSV saturation of this color, on the range 0 to 1. </member> <member name="v" type="float" setter="" getter="" default="0.0"> - HSV value (range 0 to 1). + The HSV value (brightness) of this color, on the range 0 to 1. </member> </members> <constants> diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml index d8b4a8f76c..aea3542867 100644 --- a/doc/classes/ColorPicker.xml +++ b/doc/classes/ColorPicker.xml @@ -7,6 +7,7 @@ Displays a color picker widget. Useful for selecting a color from an RGB/RGBA colorspace. </description> <tutorials> + <link title="Tween Demo">https://godotengine.org/asset-library/asset/146</link> </tutorials> <methods> <method name="add_preset"> diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml index 67f64c8a66..c04e8b9ea0 100644 --- a/doc/classes/ColorPickerButton.xml +++ b/doc/classes/ColorPickerButton.xml @@ -5,8 +5,11 @@ </brief_description> <description> Encapsulates a [ColorPicker] making it accessible by pressing a button. Pressing the button will toggle the [ColorPicker] visibility. + See also [BaseButton] which contains common properties and methods associated with this node. </description> <tutorials> + <link title="GUI Drag And Drop Demo">https://godotengine.org/asset-library/asset/133</link> + <link title="2D GD Paint Demo">https://godotengine.org/asset-library/asset/517</link> </tutorials> <methods> <method name="get_picker"> @@ -79,6 +82,9 @@ <theme_item name="font_color_pressed" type="Color" default="Color( 0.8, 0.8, 0.8, 1 )"> Text [Color] used when the [ColorPickerButton] is being pressed. </theme_item> + <theme_item name="font_size" type="int"> + Font size of the [ColorPickerButton]'s text. + </theme_item> <theme_item name="hover" type="StyleBox"> [StyleBox] used when the [ColorPickerButton] is being hovered. </theme_item> diff --git a/doc/classes/ColorRect.xml b/doc/classes/ColorRect.xml index 92f42b6dd3..09ba4c8b26 100644 --- a/doc/classes/ColorRect.xml +++ b/doc/classes/ColorRect.xml @@ -4,18 +4,24 @@ Colored rectangle. </brief_description> <description> - Displays a colored rectangle. + Displays a rectangle filled with a solid [member color]. If you need to display the border alone, consider using [ReferenceRect] instead. </description> <tutorials> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> </tutorials> <methods> </methods> <members> - <member name="color" type="Color" setter="set_frame_color" getter="get_frame_color" default="Color( 1, 1, 1, 1 )"> + <member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )"> The fill color. - [codeblock] + [codeblocks] + [gdscript] $ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red. - [/codeblock] + [/gdscript] + [csharp] + GetNode<ColorRect>("ColorRect").Color = new Color(1, 0, 0, 1); // Set ColorRect's color to red. + [/csharp] + [/codeblocks] </member> </members> <constants> diff --git a/doc/classes/ConcavePolygonShape3D.xml b/doc/classes/ConcavePolygonShape3D.xml index 20402d350a..3e83202472 100644 --- a/doc/classes/ConcavePolygonShape3D.xml +++ b/doc/classes/ConcavePolygonShape3D.xml @@ -8,6 +8,7 @@ Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [KinematicBody3D] or [RigidBody3D] with a mode other than Static. </description> <tutorials> + <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> </tutorials> <methods> <method name="get_faces" qualifiers="const"> diff --git a/doc/classes/ConeTwistJoint3D.xml b/doc/classes/ConeTwistJoint3D.xml index e86e95bec3..bd6e24dafd 100644 --- a/doc/classes/ConeTwistJoint3D.xml +++ b/doc/classes/ConeTwistJoint3D.xml @@ -1,12 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ConeTwistJoint3D" inherits="Joint3D" version="4.0"> <brief_description> - A twist joint between two 3D bodies. + A twist joint between two 3D PhysicsBodies. </brief_description> <description> The joint can rotate the bodies across an axis defined by the local x-axes of the [Joint3D]. The twist axis is initiated as the X axis of the [Joint3D]. - Once the Bodies swing, the twist axis is calculated as the middle of the x-axes of the Joint3D in the local space of the two Bodies. + Once the Bodies swing, the twist axis is calculated as the middle of the x-axes of the Joint3D in the local space of the two Bodies. See also [Generic6DOFJoint3D]. </description> <tutorials> </tutorials> diff --git a/doc/classes/ConfigFile.xml b/doc/classes/ConfigFile.xml index 522d484131..da17d993e3 100644 --- a/doc/classes/ConfigFile.xml +++ b/doc/classes/ConfigFile.xml @@ -13,7 +13,8 @@ [/codeblock] The stored data can be saved to or parsed from a file, though ConfigFile objects can also be used directly without accessing the filesystem. The following example shows how to parse an INI-style file from the system, read its contents and store new values in it: - [codeblock] + [codeblocks] + [gdscript] var config = ConfigFile.new() var err = config.load("user://settings.cfg") if err == OK: # If not, something went wrong with the file loading @@ -24,7 +25,24 @@ config.set_value("audio", "mute", false) # Save the changes by overwriting the previous file config.save("user://settings.cfg") - [/codeblock] + [/gdscript] + [csharp] + var config = new ConfigFile(); + Error err = config.Load("user://settings.cfg"); + if (err == Error.Ok) // If not, something went wrong with the file loading + { + // Look for the display/width pair, and default to 1024 if missing + int screenWidth = (int)config.GetValue("display", "width", 1024); + // Store a variable if and only if it hasn't been defined yet + if (!config.HasSectionKey("audio", "mute")) + { + config.SetValue("audio", "mute", false); + } + // Save the changes by overwriting the previous file + config.Save("user://settings.cfg"); + } + [/csharp] + [/codeblocks] Keep in mind that section and property names can't contain spaces. Anything after a space will be ignored on save and on load. ConfigFiles can also contain manually written comment lines starting with a semicolon ([code];[/code]). Those lines will be ignored when parsing the file. Note that comments will be lost when saving the ConfigFile. This can still be useful for dedicated server configuration files, which are typically never overwritten without explicit user action. </description> diff --git a/doc/classes/ConfirmationDialog.xml b/doc/classes/ConfirmationDialog.xml index 6d5871508b..9d8977cef1 100644 --- a/doc/classes/ConfirmationDialog.xml +++ b/doc/classes/ConfirmationDialog.xml @@ -6,14 +6,19 @@ <description> Dialog for confirmation of actions. This dialog inherits from [AcceptDialog], but has by default an OK and Cancel button (in host OS order). To get cancel action, you can use: - [codeblock] + [codeblocks] + [gdscript] get_cancel().connect("pressed", self, "cancelled") - [/codeblock]. + [/gdscript] + [csharp] + GetCancel().Connect("pressed", this, nameof(Cancelled)); + [/csharp] + [/codeblocks] </description> <tutorials> </tutorials> <methods> - <method name="get_cancel"> + <method name="get_cancel_button"> <return type="Button"> </return> <description> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 9dbb843902..533748aced 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -1,11 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Control" inherits="CanvasItem" version="4.0"> <brief_description> - All user interface nodes inherit from Control. A control's anchors and margins adapt its position and size relative to its parent. + All user interface nodes inherit from Control. A control's anchors and offsets adapt its position and size relative to its parent. </brief_description> <description> - Base class for all UI-related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, 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 [Control] and [Container] nodes. + Base class for all UI-related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and offsets relative to the anchor. The offsets update automatically when the node, any of its parents, or the screen size change. + For more information on Godot's UI system, anchors, offsets, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [Control] 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 [code]MainLoop._input_event[/code]. [b]FIXME:[/b] No longer valid after DisplayServer split and Input refactoring. @@ -13,10 +13,12 @@ Only one [Control] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method grab_focus]. [Control] nodes lose focus when another node grabs it, or if you hide the node in focus. Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a [Control] 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 [Control] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_theme_*_override[/code] methods, like [method add_theme_font_override]. You can override the theme with the inspector. + [b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="GUI tutorial index">https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link> + <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link> </tutorials> <methods> <method name="_clips_input" qualifiers="virtual"> @@ -43,12 +45,27 @@ <description> Virtual method to be implemented by the user. Use this method to process and accept inputs on UI elements. See [method accept_event]. Example: clicking a control. - [codeblock] + [codeblocks] + [gdscript] func _gui_input(event): if event is InputEventMouseButton: if event.button_index == BUTTON_LEFT and event.pressed: print("I've been clicked D:") - [/codeblock] + [/gdscript] + [csharp] + public override void _GuiInput(InputEvent @event) + { + if (@event is InputEventMouseButton) + { + var mb = @event as InputEventMouseButton; + if (mb.ButtonIndex == (int)ButtonList.Left && mb.Pressed) + { + GD.Print("I've been clicked D:"); + } + } + } + [/csharp] + [/codeblocks] The event won't trigger if: * clicking outside the control (see [method has_point]); * control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE]; @@ -58,28 +75,62 @@ </description> </method> <method name="_make_custom_tooltip" qualifiers="virtual"> - <return type="Object"> + <return type="Control"> </return> <argument index="0" name="for_text" type="String"> </argument> <description> - Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. Use [code]for_text[/code] parameter to determine what text the tooltip should contain (likely the contents of [member hint_tooltip]). - The returned node must be of type [Control] or Control-derieved. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance, not e.g. a node from scene. When [code]null[/code] or non-Control node is returned, the default tooltip will be used instead. + Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. The [code]for_text[/code] includes the contents of the [member hint_tooltip] property. + The returned node must be of type [Control] or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance).When [code]null[/code] or a non-Control node is returned, the default tooltip will be used instead. + The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member hint_tooltip] for an example). [b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member rect_min_size] to some non-zero value. - Example of usage with custom-constructed node: - [codeblock] + [b]Note:[/b] The node (and any relevant children) should be [member CanvasItem.visible] when returned, otherwise the viewport that instantiates it will not be able to calculate its minimum size reliably. + Example of usage with a custom-constructed node: + [codeblocks] + [gdscript] func _make_custom_tooltip(for_text): var label = Label.new() label.text = for_text return label - [/codeblock] - Example of usage with custom scene instance: - [codeblock] + [/gdscript] + [csharp] + public override Godot.Control _MakeCustomTooltip(String forText) + { + var label = new Label(); + label.Text = forText; + return label; + } + [/csharp] + [/codeblocks] + Example of usage with a custom scene instance: + [codeblocks] + [gdscript] func _make_custom_tooltip(for_text): - var tooltip = preload("SomeTooltipScene.tscn").instance() + var tooltip = preload("res://SomeTooltipScene.tscn").instance() tooltip.get_node("Label").text = for_text return tooltip - [/codeblock] + [/gdscript] + [csharp] + public override Godot.Control _MakeCustomTooltip(String forText) + { + Node tooltip = ResourceLoader.Load<PackedScene>("res://SomeTooltipScene.tscn").Instance(); + tooltip.GetNode<Label>("Label").Text = forText; + return tooltip; + } + [/csharp] + [/codeblocks] + </description> + </method> + <method name="_structured_text_parser" qualifiers="virtual"> + <return type="void"> + </return> + <argument index="0" name="args" type="Array"> + </argument> + <argument index="1" name="text" type="String"> + </argument> + <description> + User defined BiDi algorithm override function. + Return [code]Array[/code] of [code]Vector2i[/code] text ranges, in the left-to-right order. Ranges should cover full source [code]text[/code] without overlaps. BiDi algorithm will be used on each range separately. </description> </method> <method name="accept_event"> @@ -97,7 +148,25 @@ <argument index="1" name="color" type="Color"> </argument> <description> - Overrides the [Color] with given [code]name[/code] in the [member theme] resource the control uses. If the [code]color[/code] is empty or invalid, the override is cleared and the color from assigned [Theme] is used. + Overrides the [Color] with given [code]name[/code] in the [member theme] resource the control uses. + [b]Note:[/b] Unlike other theme overrides, there is no way to undo a color override without manually assigning the previous color. + [b]Example of overriding a label's color and resetting it later:[/b] + [codeblocks] + [gdscript] + # Override the child node "MyLabel"'s font color to orange. + $MyLabel.add_theme_color_override("font_color", Color(1, 0.5, 0)) + # Reset the color by creating a new node to get the default value: + var default_label_color = Label.new().get_theme_color("font_color") + $MyLabel.add_theme_color_override("font_color", default_label_color) + [/gdscript] + [csharp] + // Override the child node "MyLabel"'s font color to orange. + GetNode<Label>("MyLabel").AddThemeColorOverride("font_color", new Color(1, 0.5f, 0)); + // Reset the color by creating a new node to get the default value: + var defaultLabelColor = new Label().GetThemeColor("font_color"); + GetNode<Label>("MyLabel").AddThemeColorOverride("font_color", defaultLabelColor); + [/csharp] + [/codeblocks] </description> </method> <method name="add_theme_constant_override"> @@ -108,7 +177,7 @@ <argument index="1" name="constant" type="int"> </argument> <description> - Overrides an integer constant with given [code]name[/code] in the [member theme] resource the control uses. If the [code]constant[/code] is empty or invalid, the override is cleared and the constant from assigned [Theme] is used. + Overrides an integer constant with given [code]name[/code] in the [member theme] resource the control uses. If the [code]constant[/code] is [code]0[/code], the override is cleared and the constant from assigned [Theme] is used. </description> </method> <method name="add_theme_font_override"> @@ -119,29 +188,29 @@ <argument index="1" name="font" type="Font"> </argument> <description> - Overrides the font with given [code]name[/code] in the [member theme] resource the control uses. If [code]font[/code] is empty or invalid, the override is cleared and the font from assigned [Theme] is used. + Overrides the font with given [code]name[/code] in the [member theme] resource the control uses. If [code]font[/code] is [code]null[/code] or invalid, the override is cleared and the font from assigned [Theme] is used. </description> </method> - <method name="add_theme_icon_override"> + <method name="add_theme_font_size_override"> <return type="void"> </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="texture" type="Texture2D"> + <argument index="1" name="font_size" type="int"> </argument> <description> - Overrides the icon with given [code]name[/code] in the [member theme] resource the control uses. If [code]icon[/code] is empty or invalid, the override is cleared and the icon from assigned [Theme] is used. + Overrides the font size with given [code]name[/code] in the [member theme] resource the control uses. If [code]font_size[/code] is [code]-1[/code], the override is cleared and the font size from assigned [Theme] is used. </description> </method> - <method name="add_theme_shader_override"> + <method name="add_theme_icon_override"> <return type="void"> </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="shader" type="Shader"> + <argument index="1" name="texture" type="Texture2D"> </argument> <description> - Overrides the [Shader] with given [code]name[/code] in the [member theme] resource the control uses. If [code]shader[/code] is empty or invalid, the override is cleared and the shader from assigned [Theme] is used. + Overrides the icon with given [code]name[/code] in the [member theme] resource the control uses. If [code]icon[/code] is [code]null[/code] or invalid, the override is cleared and the icon from assigned [Theme] is used. </description> </method> <method name="add_theme_stylebox_override"> @@ -153,6 +222,31 @@ </argument> <description> Overrides the [StyleBox] with given [code]name[/code] in the [member theme] resource the control uses. If [code]stylebox[/code] is empty or invalid, the override is cleared and the [StyleBox] from assigned [Theme] is used. + [b]Example of modifying a property in a StyleBox by duplicating it:[/b] + [codeblocks] + [gdscript] + # The snippet below assumes the child node MyButton has a StyleBoxFlat assigned. + # Resources are shared across instances, so we need to duplicate it + # to avoid modifying the appearance of all other buttons. + var new_stylebox_normal = $MyButton.get_theme_stylebox("normal").duplicate() + new_stylebox_normal.border_width_top = 3 + new_stylebox_normal.border_color = Color(0, 1, 0.5) + $MyButton.add_theme_stylebox_override("normal", new_stylebox_normal) + # Remove the stylebox override: + $MyButton.add_theme_stylebox_override("normal", null) + [/gdscript] + [csharp] + // The snippet below assumes the child node MyButton has a StyleBoxFlat assigned. + // Resources are shared across instances, so we need to duplicate it + // to avoid modifying the appearance of all other buttons. + StyleBoxFlat newStyleboxNormal = GetNode<Button>("MyButton").GetThemeStylebox("normal").Duplicate() as StyleBoxFlat; + newStyleboxNormal.BorderWidthTop = 3; + newStyleboxNormal.BorderColor = new Color(0, 1, 0.5f); + GetNode<Button>("MyButton").AddThemeStyleboxOverride("normal", newStyleboxNormal); + // Remove the stylebox override: + GetNode<Button>("MyButton").AddThemeStyleboxOverride("normal", null); + [/csharp] + [/codeblocks] </description> </method> <method name="can_drop_data" qualifiers="virtual"> @@ -165,12 +259,22 @@ <description> Godot calls this method to test if [code]data[/code] from a control's [method get_drag_data] can be dropped at [code]position[/code]. [code]position[/code] is local to this control. This method should only be used to test the data. Process the data in [method drop_data]. - [codeblock] + [codeblocks] + [gdscript] func can_drop_data(position, data): # Check position if it is relevant to you # Otherwise, just check data return typeof(data) == TYPE_DICTIONARY and data.has("expected") - [/codeblock] + [/gdscript] + [csharp] + public override bool CanDropData(Vector2 position, object data) + { + // Check position if it is relevant to you + // Otherwise, just check data + return data is Godot.Collections.Dictionary && (data as Godot.Collections.Dictionary).Contains("expected"); + } + [/csharp] + [/codeblocks] </description> </method> <method name="drop_data" qualifiers="virtual"> @@ -182,13 +286,24 @@ </argument> <description> Godot calls this method to pass you the [code]data[/code] from a control's [method get_drag_data] result. Godot first calls [method can_drop_data] to test if [code]data[/code] is allowed to drop at [code]position[/code] where [code]position[/code] is local to this control. - [codeblock] + [codeblocks] + [gdscript] func can_drop_data(position, data): return typeof(data) == TYPE_DICTIONARY and data.has("color") - func drop_data(position, data): - color = data["color"] - [/codeblock] + var color = data["color"] + [/gdscript] + [csharp] + public override bool CanDropData(Vector2 position, object data) + { + return data is Godot.Collections.Dictionary && (data as Godot.Collections.Dictionary).Contains("color"); + } + public override void DropData(Vector2 position, object data) + { + Color color = (Color)(data as Godot.Collections.Dictionary)["color"]; + } + [/csharp] + [/codeblocks] </description> </method> <method name="force_drag"> @@ -206,17 +321,17 @@ <method name="get_anchor" qualifiers="const"> <return type="float"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="side" type="int" enum="Side"> </argument> <description> - Returns the anchor identified by [code]margin[/code] constant from [enum Margin] enum. A getter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top]. + Returns the anchor for the specified [enum Side]. A getter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top]. </description> </method> <method name="get_begin" qualifiers="const"> <return type="Vector2"> </return> <description> - Returns [member margin_left] and [member margin_top]. See also [member rect_position]. + Returns [member offset_left] and [member offset_top]. See also [member rect_position]. </description> </method> <method name="get_combined_minimum_size" qualifiers="const"> @@ -243,28 +358,38 @@ <description> Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns [code]null[/code] if there is no data to drag. Controls that want to receive drop data should implement [method can_drop_data] and [method drop_data]. [code]position[/code] is local to this control. Drag may be forced with [method force_drag]. A preview that will follow the mouse that should represent the data can be set with [method set_drag_preview]. A good time to set the preview is in this method. - [codeblock] + [codeblocks] + [gdscript] func get_drag_data(position): - var mydata = make_data() - set_drag_preview(make_preview(mydata)) + var mydata = make_data() # This is your custom method generating the drag data. + set_drag_preview(make_preview(mydata)) # This is your custom method generating the preview of the drag data. return mydata - [/codeblock] + [/gdscript] + [csharp] + public override object GetDragData(Vector2 position) + { + object mydata = MakeData(); // This is your custom method generating the drag data. + SetDragPreview(MakePreview(mydata)); // This is your custom method generating the preview of the drag data. + return mydata; + } + [/csharp] + [/codeblocks] </description> </method> <method name="get_end" qualifiers="const"> <return type="Vector2"> </return> <description> - Returns [member margin_right] and [member margin_bottom]. + Returns [member offset_right] and [member offset_bottom]. </description> </method> - <method name="get_focus_neighbour" qualifiers="const"> + <method name="get_focus_neighbor" qualifiers="const"> <return type="NodePath"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="side" type="int" enum="Side"> </argument> <description> - Returns the focus neighbour identified by [code]margin[/code] constant from [enum Margin] enum. A getter method for [member focus_neighbour_bottom], [member focus_neighbour_left], [member focus_neighbour_right] and [member focus_neighbour_top]. + Returns the focus neighbor for the specified [enum Side]. A getter method for [member focus_neighbor_bottom], [member focus_neighbor_left], [member focus_neighbor_right] and [member focus_neighbor_top]. </description> </method> <method name="get_focus_owner" qualifiers="const"> @@ -281,20 +406,20 @@ Returns the position and size of the control relative to the top-left corner of the screen. See [member rect_position] and [member rect_size]. </description> </method> - <method name="get_margin" qualifiers="const"> - <return type="float"> + <method name="get_minimum_size" qualifiers="const"> + <return type="Vector2"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> - </argument> <description> - Returns the anchor identified by [code]margin[/code] constant from [enum Margin] enum. A getter method for [member margin_bottom], [member margin_left], [member margin_right] and [member margin_top]. + Returns the minimum size for this control. See [member rect_min_size]. </description> </method> - <method name="get_minimum_size" qualifiers="const"> - <return type="Vector2"> + <method name="get_offset" qualifiers="const"> + <return type="float"> </return> + <argument index="0" name="offset" type="int" enum="Side"> + </argument> <description> - Returns the minimum size for this control. See [member rect_min_size]. + Returns the anchor for the specified [enum Side]. A getter method for [member offset_bottom], [member offset_left], [member offset_right] and [member offset_top]. </description> </method> <method name="get_parent_area_size" qualifiers="const"> @@ -318,26 +443,27 @@ Returns the position and size of the control relative to the top-left corner of the parent Control. See [member rect_position] and [member rect_size]. </description> </method> - <method name="get_rotation" qualifiers="const"> - <return type="float"> - </return> - <description> - Returns the rotation (in radians). - </description> - </method> <method name="get_theme_color" qualifiers="const"> <return type="Color"> </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName" default=""""> + <argument index="1" name="node_type" type="StringName" default=""""> </argument> <description> - Returns a color from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]type[/code]. - [codeblock] + Returns a color from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]node_type[/code]. + [codeblocks] + [gdscript] func _ready(): modulate = get_theme_color("font_color", "Button") #get the color defined for button fonts - [/codeblock] + [/gdscript] + [csharp] + public override void _Ready() + { + Modulate = GetThemeColor("font_color", "Button"); //get the color defined for button fonts + } + [/csharp] + [/codeblocks] </description> </method> <method name="get_theme_constant" qualifiers="const"> @@ -345,10 +471,10 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName" default=""""> + <argument index="1" name="node_type" type="StringName" default=""""> </argument> <description> - Returns a constant from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]type[/code]. + Returns a constant from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]node_type[/code]. </description> </method> <method name="get_theme_font" qualifiers="const"> @@ -356,10 +482,21 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName" default=""""> + <argument index="1" name="node_type" type="StringName" default=""""> + </argument> + <description> + Returns a font from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]node_type[/code]. + </description> + </method> + <method name="get_theme_font_size" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="node_type" type="StringName" default=""""> </argument> <description> - Returns a font from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]type[/code]. + Returns a font size from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]type[/code]. </description> </method> <method name="get_theme_icon" qualifiers="const"> @@ -367,10 +504,10 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName" default=""""> + <argument index="1" name="node_type" type="StringName" default=""""> </argument> <description> - Returns an icon from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]type[/code]. + Returns an icon from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]node_type[/code]. </description> </method> <method name="get_theme_stylebox" qualifiers="const"> @@ -378,10 +515,10 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName" default=""""> + <argument index="1" name="node_type" type="StringName" default=""""> </argument> <description> - Returns a [StyleBox] from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]type[/code]. + Returns a [StyleBox] from assigned [Theme] with given [code]name[/code] and associated with [Control] of given [code]node_type[/code]. </description> </method> <method name="get_tooltip" qualifiers="const"> @@ -398,10 +535,18 @@ </return> <description> Creates an [InputEventMouseButton] that attempts to click the control. If the event is received, the control acquires focus. - [codeblock] + [codeblocks] + [gdscript] func _process(delta): grab_click_focus() #when clicking another Control node, this node will be clicked instead - [/codeblock] + [/gdscript] + [csharp] + public override void _Process(float delta) + { + GrabClickFocus(); //when clicking another Control node, this node will be clicked instead + } + [/csharp] + [/codeblocks] </description> </method> <method name="grab_focus"> @@ -434,10 +579,10 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName" default=""""> + <argument index="1" name="node_type" type="StringName" default=""""> </argument> <description> - Returns [code]true[/code] if [Color] with given [code]name[/code] and associated with [Control] of given [code]type[/code] exists in assigned [Theme]. + Returns [code]true[/code] if [Color] with given [code]name[/code] and associated with [Control] of given [code]node_type[/code] exists in assigned [Theme]. </description> </method> <method name="has_theme_color_override" qualifiers="const"> @@ -454,10 +599,10 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName" default=""""> + <argument index="1" name="node_type" type="StringName" default=""""> </argument> <description> - Returns [code]true[/code] if constant with given [code]name[/code] and associated with [Control] of given [code]type[/code] exists in assigned [Theme]. + Returns [code]true[/code] if constant with given [code]name[/code] and associated with [Control] of given [code]node_type[/code] exists in assigned [Theme]. </description> </method> <method name="has_theme_constant_override" qualifiers="const"> @@ -474,10 +619,10 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName" default=""""> + <argument index="1" name="node_type" type="StringName" default=""""> </argument> <description> - Returns [code]true[/code] if font with given [code]name[/code] and associated with [Control] of given [code]type[/code] exists in assigned [Theme]. + Returns [code]true[/code] if font with given [code]name[/code] and associated with [Control] of given [code]node_type[/code] exists in assigned [Theme]. </description> </method> <method name="has_theme_font_override" qualifiers="const"> @@ -489,33 +634,44 @@ Returns [code]true[/code] if font with given [code]name[/code] has a valid override in this [Control] node. </description> </method> - <method name="has_theme_icon" qualifiers="const"> + <method name="has_theme_font_size" qualifiers="const"> <return type="bool"> </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName" default=""""> + <argument index="1" name="node_type" type="StringName" default=""""> </argument> <description> - Returns [code]true[/code] if icon with given [code]name[/code] and associated with [Control] of given [code]type[/code] exists in assigned [Theme]. + Returns [code]true[/code] if font size with given [code]name[/code] and associated with [Control] of given [code]type[/code] exists in assigned [Theme]. </description> </method> - <method name="has_theme_icon_override" qualifiers="const"> + <method name="has_theme_font_size_override" qualifiers="const"> <return type="bool"> </return> <argument index="0" name="name" type="StringName"> </argument> <description> - Returns [code]true[/code] if icon with given [code]name[/code] has a valid override in this [Control] node. + Returns [code]true[/code] if font size with given [code]name[/code] has a valid override in this [Control] node. </description> </method> - <method name="has_theme_shader_override" qualifiers="const"> + <method name="has_theme_icon" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="node_type" type="StringName" default=""""> + </argument> + <description> + Returns [code]true[/code] if icon with given [code]name[/code] and associated with [Control] of given [code]node_type[/code] exists in assigned [Theme]. + </description> + </method> + <method name="has_theme_icon_override" qualifiers="const"> <return type="bool"> </return> <argument index="0" name="name" type="StringName"> </argument> <description> - Returns [code]true[/code] if [Shader] with given [code]name[/code] has a valid override in this [Control] node. + Returns [code]true[/code] if icon with given [code]name[/code] has a valid override in this [Control] node. </description> </method> <method name="has_theme_stylebox" qualifiers="const"> @@ -523,10 +679,10 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName" default=""""> + <argument index="1" name="node_type" type="StringName" default=""""> </argument> <description> - Returns [code]true[/code] if [StyleBox] with given [code]name[/code] and associated with [Control] of given [code]type[/code] exists in assigned [Theme]. + Returns [code]true[/code] if [StyleBox] with given [code]name[/code] and associated with [Control] of given [code]node_type[/code] exists in assigned [Theme]. </description> </method> <method name="has_theme_stylebox_override" qualifiers="const"> @@ -538,11 +694,18 @@ Returns [code]true[/code] if [StyleBox] with given [code]name[/code] has a valid override in this [Control] node. </description> </method> + <method name="is_layout_rtl" qualifiers="const"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if layout is right-to-left. + </description> + </method> <method name="minimum_size_changed"> <return type="void"> </return> <description> - Invalidates the size cache in this node and in parent nodes up to toplevel. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member rect_min_size] directly calls this method automatically. + Invalidates the size cache in this node and in parent nodes up to top_level. Intended to be used with [method get_minimum_size] when the return value is changed. Setting [member rect_min_size] directly calls this method automatically. </description> </method> <method name="release_focus"> @@ -555,24 +718,24 @@ <method name="set_anchor"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="side" type="int" enum="Side"> </argument> <argument index="1" name="anchor" type="float"> </argument> - <argument index="2" name="keep_margin" type="bool" default="false"> + <argument index="2" name="keep_offset" type="bool" default="false"> </argument> <argument index="3" name="push_opposite_anchor" type="bool" default="true"> </argument> <description> - Sets the anchor identified by [code]margin[/code] constant from [enum Margin] enum to value [code]anchor[/code]. A setter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top]. - If [code]keep_margin[/code] is [code]true[/code], margins aren't updated after this operation. + Sets the anchor for the specified [enum Side] to [code]anchor[/code]. A setter method for [member anchor_bottom], [member anchor_left], [member anchor_right] and [member anchor_top]. + If [code]keep_offset[/code] is [code]true[/code], offsets aren't updated after this operation. If [code]push_opposite_anchor[/code] is [code]true[/code] and the opposite anchor overlaps this anchor, the opposite one will have its value overridden. For example, when setting left anchor to 1 and the right anchor has value of 0.5, the right anchor will also get value of 1. If [code]push_opposite_anchor[/code] was [code]false[/code], the left anchor would get value 0.5. </description> </method> - <method name="set_anchor_and_margin"> + <method name="set_anchor_and_offset"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="side" type="int" enum="Side"> </argument> <argument index="1" name="anchor" type="float"> </argument> @@ -581,10 +744,10 @@ <argument index="3" name="push_opposite_anchor" type="bool" default="false"> </argument> <description> - Works the same as [method set_anchor], but instead of [code]keep_margin[/code] argument and automatic update of margin, it allows to set the margin offset yourself (see [method set_margin]). + Works the same as [method set_anchor], but instead of [code]keep_offset[/code] argument and automatic update of offset, it allows to set the offset yourself (see [method set_offset]). </description> </method> - <method name="set_anchors_and_margins_preset"> + <method name="set_anchors_and_offsets_preset"> <return type="void"> </return> <argument index="0" name="preset" type="int" enum="Control.LayoutPreset"> @@ -594,7 +757,7 @@ <argument index="2" name="margin" type="int" default="0"> </argument> <description> - Sets both anchor preset and margin preset. See [method set_anchors_preset] and [method set_margins_preset]. + Sets both anchor preset and offset preset. See [method set_anchors_preset] and [method set_offsets_preset]. </description> </method> <method name="set_anchors_preset"> @@ -602,11 +765,11 @@ </return> <argument index="0" name="preset" type="int" enum="Control.LayoutPreset"> </argument> - <argument index="1" name="keep_margins" type="bool" default="false"> + <argument index="1" name="keep_offsets" type="bool" default="false"> </argument> <description> Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] enum. This is code equivalent of using the Layout menu in 2D editor. - If [code]keep_margins[/code] is [code]true[/code], control's position will also be updated. + If [code]keep_offsets[/code] is [code]true[/code], control's position will also be updated. </description> </method> <method name="set_begin"> @@ -615,7 +778,7 @@ <argument index="0" name="position" type="Vector2"> </argument> <description> - Sets [member margin_left] and [member margin_top] at the same time. Equivalent of changing [member rect_position]. + Sets [member offset_left] and [member offset_top] at the same time. Equivalent of changing [member rect_position]. </description> </method> <method name="set_drag_forwarding"> @@ -628,24 +791,61 @@ Forwarding can be implemented in the target control similar to the methods [method get_drag_data], [method can_drop_data], and [method drop_data] but with two differences: 1. The function name must be suffixed with [b]_fw[/b] 2. The function must take an extra argument that is the control doing the forwarding - [codeblock] + [codeblocks] + [gdscript] # ThisControl.gd extends Control + export(Control) var target_control + func _ready(): set_drag_forwarding(target_control) # TargetControl.gd extends Control + func can_drop_data_fw(position, data, from_control): return true func drop_data_fw(position, data, from_control): - my_handle_data(data) + my_handle_data(data) # Your handler method. func get_drag_data_fw(position, from_control): set_drag_preview(my_preview) return my_data() - [/codeblock] + [/gdscript] + [csharp] + // ThisControl.cs + public class ThisControl : Control + { + [Export] + public Control TargetControl { get; set; } + public override void _Ready() + { + SetDragForwarding(TargetControl); + } + } + + // TargetControl.cs + public class TargetControl : Control + { + public void CanDropDataFw(Vector2 position, object data, Control fromControl) + { + return true; + } + + public void DropDataFw(Vector2 position, object data, Control fromControl) + { + MyHandleData(data); // Your handler method. + } + + public void GetDragDataFw(Vector2 position, Control fromControl) + { + SetDragPreview(MyPreview); + return MyData(); + } + } + [/csharp] + [/codeblocks] </description> </method> <method name="set_drag_preview"> @@ -655,7 +855,8 @@ </argument> <description> Shows the given control at the mouse pointer. A good time to call this method is in [method get_drag_data]. The control must not be in the scene tree. - [codeblock] + [codeblocks] + [gdscript] export (Color, RGBA) var color = Color(1, 0, 0, 1) func get_drag_data(position): @@ -665,7 +866,22 @@ cpb.rect_size = Vector2(50, 50) set_drag_preview(cpb) return color - [/codeblock] + [/gdscript] + [csharp] + [Export] + public Color Color = new Color(1, 0, 0, 1); + + public override object GetDragData(Vector2 position) + { + // Use a control that is not in the tree + var cpb = new ColorPickerButton(); + cpb.Color = Color; + cpb.RectSize = new Vector2(50, 50); + SetDragPreview(cpb); + return Color; + } + [/csharp] + [/codeblocks] </description> </method> <method name="set_end"> @@ -674,18 +890,18 @@ <argument index="0" name="position" type="Vector2"> </argument> <description> - Sets [member margin_right] and [member margin_bottom] at the same time. + Sets [member offset_right] and [member offset_bottom] at the same time. </description> </method> - <method name="set_focus_neighbour"> + <method name="set_focus_neighbor"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="side" type="int" enum="Side"> </argument> - <argument index="1" name="neighbour" type="NodePath"> + <argument index="1" name="neighbor" type="NodePath"> </argument> <description> - Sets the anchor identified by [code]margin[/code] constant from [enum Margin] enum to [Control] at [code]neighbor[/code] node path. A setter method for [member focus_neighbour_bottom], [member focus_neighbour_left], [member focus_neighbour_right] and [member focus_neighbour_top]. + Sets the anchor for the specified [enum Side] to the [Control] at [code]neighbor[/code] node path. A setter method for [member focus_neighbor_bottom], [member focus_neighbor_left], [member focus_neighbor_right] and [member focus_neighbor_top]. </description> </method> <method name="set_global_position"> @@ -693,25 +909,25 @@ </return> <argument index="0" name="position" type="Vector2"> </argument> - <argument index="1" name="keep_margins" type="bool" default="false"> + <argument index="1" name="keep_offsets" type="bool" default="false"> </argument> <description> Sets the [member rect_global_position] to given [code]position[/code]. - If [code]keep_margins[/code] is [code]true[/code], control's anchors will be updated instead of margins. + If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets. </description> </method> - <method name="set_margin"> + <method name="set_offset"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="side" type="int" enum="Side"> </argument> <argument index="1" name="offset" type="float"> </argument> <description> - Sets the margin identified by [code]margin[/code] constant from [enum Margin] enum to given [code]offset[/code]. A setter method for [member margin_bottom], [member margin_left], [member margin_right] and [member margin_top]. + Sets the offset for the specified [enum Side] to [code]offset[/code]. A setter method for [member offset_bottom], [member offset_left], [member offset_right] and [member offset_top]. </description> </method> - <method name="set_margins_preset"> + <method name="set_offsets_preset"> <return type="void"> </return> <argument index="0" name="preset" type="int" enum="Control.LayoutPreset"> @@ -721,7 +937,7 @@ <argument index="2" name="margin" type="int" default="0"> </argument> <description> - Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] enum. This is code equivalent of using the Layout menu in 2D editor. + Sets the offsets to a [code]preset[/code] from [enum Control.LayoutPreset] enum. This is code equivalent of using the Layout menu in 2D editor. Use parameter [code]resize_mode[/code] with constants from [enum Control.LayoutPresetMode] to better determine the resulting size of the [Control]. Constant size will be ignored if used with presets that change size, e.g. [code]PRESET_LEFT_WIDE[/code]. Use parameter [code]margin[/code] to determine the gap between the [Control] and the edges. </description> @@ -731,20 +947,11 @@ </return> <argument index="0" name="position" type="Vector2"> </argument> - <argument index="1" name="keep_margins" type="bool" default="false"> + <argument index="1" name="keep_offsets" type="bool" default="false"> </argument> <description> Sets the [member rect_position] to given [code]position[/code]. - If [code]keep_margins[/code] is [code]true[/code], control's anchors will be updated instead of margins. - </description> - </method> - <method name="set_rotation"> - <return type="void"> - </return> - <argument index="0" name="radians" type="float"> - </argument> - <description> - Sets the rotation (in radians). + If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets. </description> </method> <method name="set_size"> @@ -752,11 +959,11 @@ </return> <argument index="0" name="size" type="Vector2"> </argument> - <argument index="1" name="keep_margins" type="bool" default="false"> + <argument index="1" name="keep_offsets" type="bool" default="false"> </argument> <description> Sets the size (see [member rect_size]). - If [code]keep_margins[/code] is [code]true[/code], control's anchors will be updated instead of margins. + If [code]keep_offsets[/code] is [code]true[/code], control's anchors will be updated instead of offsets. </description> </method> <method name="warp_mouse"> @@ -771,30 +978,30 @@ </methods> <members> <member name="anchor_bottom" type="float" setter="_set_anchor" getter="get_anchor" default="0.0"> - Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom margin updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience. + Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience. </member> <member name="anchor_left" type="float" setter="_set_anchor" getter="get_anchor" default="0.0"> - Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left margin updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience. + Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience. </member> <member name="anchor_right" type="float" setter="_set_anchor" getter="get_anchor" default="0.0"> - Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right margin updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience. + Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience. </member> <member name="anchor_top" type="float" setter="_set_anchor" getter="get_anchor" default="0.0"> - Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top margin updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience. + Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience. </member> <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0"> The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals. </member> - <member name="focus_neighbour_bottom" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath("")"> + <member name="focus_neighbor_bottom" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")"> Tells Godot which node it should give keyboard focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [code]ui_down[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one. </member> - <member name="focus_neighbour_left" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath("")"> + <member name="focus_neighbor_left" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")"> Tells Godot which node it should give keyboard focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [code]ui_left[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one. </member> - <member name="focus_neighbour_right" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath("")"> + <member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")"> Tells Godot which node it should give keyboard focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [code]ui_right[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one. </member> - <member name="focus_neighbour_top" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath("")"> + <member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")"> Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one. </member> <member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath("")"> @@ -813,22 +1020,28 @@ </member> <member name="hint_tooltip" type="String" setter="set_tooltip" getter="_get_tooltip" default=""""> Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change the time required for the tooltip to appear with [code]gui/timers/tooltip_delay_sec[/code] option in Project Settings. + The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding [method _make_custom_tooltip]. The default tooltip includes a [PopupPanel] and [Label] whose theme properties can be customized using [Theme] methods with the [code]"TooltipPanel"[/code] and [code]"TooltipLabel"[/code] respectively. For example: + [codeblocks] + [gdscript] + var style_box = StyleBoxFlat.new() + style_box.set_bg_color(Color(1, 1, 0)) + style_box.set_border_width_all(2) + # We assume here that the `theme` property has been assigned a custom Theme beforehand. + theme.set_stylebox("panel", "TooltipPanel", style_box) + theme.set_color("font_color", "TooltipLabel", Color(0, 1, 1)) + [/gdscript] + [csharp] + var styleBox = new StyleBoxFlat(); + styleBox.SetBgColor(new Color(1, 1, 0)); + styleBox.SetBorderWidthAll(2); + // We assume here that the `Theme` property has been assigned a custom Theme beforehand. + Theme.SetStyleBox("panel", "TooltipPanel", styleBox); + Theme.SetColor("font_color", "TooltipLabel", new Color(0, 1, 1)); + [/csharp] + [/codeblocks] </member> - <member name="margin_bottom" type="float" setter="set_margin" getter="get_margin" default="0.0"> - Distance between the node's bottom edge and its parent control, based on [member anchor_bottom]. - Margins are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Margins update automatically when you move or resize the node. - </member> - <member name="margin_left" type="float" setter="set_margin" getter="get_margin" default="0.0"> - Distance between the node's left edge and its parent control, based on [member anchor_left]. - Margins are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Margins update automatically when you move or resize the node. - </member> - <member name="margin_right" type="float" setter="set_margin" getter="get_margin" default="0.0"> - Distance between the node's right edge and its parent control, based on [member anchor_right]. - Margins are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Margins update automatically when you move or resize the node. - </member> - <member name="margin_top" type="float" setter="set_margin" getter="get_margin" default="0.0"> - Distance between the node's top edge and its parent control, based on [member anchor_top]. - Margins are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Margins update automatically when you move or resize the node. + <member name="layout_direction" type="int" setter="set_layout_direction" getter="get_layout_direction" enum="Control.LayoutDirection" default="0"> + Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew). </member> <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" enum="Control.CursorShape" default="0"> The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors. @@ -837,6 +1050,22 @@ <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" enum="Control.MouseFilter" default="0"> Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does. </member> + <member name="offset_bottom" type="float" setter="set_offset" getter="get_offset" default="0.0"> + Distance between the node's bottom edge and its parent control, based on [member anchor_bottom]. + Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node. + </member> + <member name="offset_left" type="float" setter="set_offset" getter="get_offset" default="0.0"> + Distance between the node's left edge and its parent control, based on [member anchor_left]. + Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node. + </member> + <member name="offset_right" type="float" setter="set_offset" getter="get_offset" default="0.0"> + Distance between the node's right edge and its parent control, based on [member anchor_right]. + Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node. + </member> + <member name="offset_top" type="float" setter="set_offset" getter="get_offset" default="0.0"> + Distance between the node's top edge and its parent control, based on [member anchor_top]. + Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node. + </member> <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" default="false"> Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered. </member> @@ -852,11 +1081,16 @@ <member name="rect_position" type="Vector2" setter="_set_position" getter="get_position" default="Vector2( 0, 0 )"> 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_degrees" getter="get_rotation_degrees" default="0.0"> + <member name="rect_rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0"> + The node's rotation around its pivot, in radians. See [member rect_pivot_offset] to change the pivot's position. + </member> + <member name="rect_rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees" default="0.0"> 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. @@ -865,7 +1099,7 @@ Tells the parent [Container] nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] 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" default="1.0"> - If the node and at least one of its neighbours uses the [constant SIZE_EXPAND] 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. + If the node and at least one of its neighbors uses the [constant SIZE_EXPAND] 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 neighbor 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" default="1"> Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does. @@ -956,6 +1190,9 @@ <constant name="NOTIFICATION_SCROLL_END" value="48"> Sent when this node is inside a [ScrollContainer] which has stopped being scrolled. </constant> + <constant name="NOTIFICATION_LAYOUT_DIRECTION_CHANGED" value="49"> + Sent when control layout direction is changed. + </constant> <constant name="CURSOR_ARROW" value="0" enum="CursorShape"> Show the system's arrow mouse cursor when the user hovers the node. Use with [member mouse_default_cursor_shape]. </constant> @@ -1035,16 +1272,16 @@ Snap all 4 anchors to the center of the parent control's bounds. Use with [method set_anchors_preset]. </constant> <constant name="PRESET_LEFT_WIDE" value="9" enum="LayoutPreset"> - Snap all 4 anchors to the left edge of the parent control. 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]. + Snap all 4 anchors to the left edge of the parent control. The left offset becomes relative to the left edge and the top offset 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" enum="LayoutPreset"> - Snap all 4 anchors to the top edge of the parent control. 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]. + Snap all 4 anchors to the top edge of the parent control. The left offset becomes relative to the top left corner, the top offset relative to the top edge, and the right offset 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" enum="LayoutPreset"> - Snap all 4 anchors to the right edge of the parent control. 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]. + Snap all 4 anchors to the right edge of the parent control. The right offset becomes relative to the right edge and the top offset 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" enum="LayoutPreset"> - Snap all 4 anchors to the bottom edge of the parent control. 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]. + Snap all 4 anchors to the bottom edge of the parent control. The left offset becomes relative to the bottom left corner, the bottom offset relative to the bottom edge, and the right offset 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" enum="LayoutPreset"> Snap all 4 anchors to a vertical line that cuts the parent control in half. Use with [method set_anchors_preset]. @@ -1053,7 +1290,7 @@ Snap all 4 anchors to a horizontal line that cuts the parent control in half. Use with [method set_anchors_preset]. </constant> <constant name="PRESET_WIDE" value="15" enum="LayoutPreset"> - Snap all 4 anchors to the respective corners of the parent control. Set all 4 margins to 0 after you applied this preset and the [Control] will fit its parent control. This is equivalent to the "Full Rect" layout option in the editor. Use with [method set_anchors_preset]. + Snap all 4 anchors to the respective corners of the parent control. Set all 4 offsets to 0 after you applied this preset and the [Control] will fit its parent control. This is equivalent to the "Full Rect" layout option in the editor. Use with [method set_anchors_preset]. </constant> <constant name="PRESET_MODE_MINSIZE" value="0" enum="LayoutPresetMode"> The control will be resized to its minimum size. @@ -1106,5 +1343,51 @@ <constant name="ANCHOR_END" value="1" enum="Anchor"> 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> + <constant name="LAYOUT_DIRECTION_INHERITED" value="0" enum="LayoutDirection"> + Automatic layout direction, determined from the parent control layout direction. + </constant> + <constant name="LAYOUT_DIRECTION_LOCALE" value="1" enum="LayoutDirection"> + Automatic layout direction, determined from the current locale. + </constant> + <constant name="LAYOUT_DIRECTION_LTR" value="2" enum="LayoutDirection"> + Left-to-right layout direction. + </constant> + <constant name="LAYOUT_DIRECTION_RTL" value="3" enum="LayoutDirection"> + Right-to-left layout direction. + </constant> + <constant name="TEXT_DIRECTION_INHERITED" value="3" enum="TextDirection"> + Text writing direction is the same as layout direction. + </constant> + <constant name="TEXT_DIRECTION_AUTO" value="0" enum="TextDirection"> + Automatic text writing direction, determined from the current locale and text content. + </constant> + <constant name="TEXT_DIRECTION_LTR" value="1" enum="TextDirection"> + Left-to-right text writing direction. + </constant> + <constant name="TEXT_DIRECTION_RTL" value="2" enum="TextDirection"> + Right-to-left text writing direction. + </constant> + <constant name="STRUCTURED_TEXT_DEFAULT" value="0" enum="StructuredTextParser"> + Use default behavior. Same as [code]STRUCTURED_TEXT_NONE[/code] unless specified otherwise in the control description. + </constant> + <constant name="STRUCTURED_TEXT_URI" value="1" enum="StructuredTextParser"> + BiDi override for URI. + </constant> + <constant name="STRUCTURED_TEXT_FILE" value="2" enum="StructuredTextParser"> + BiDi override for file path. + </constant> + <constant name="STRUCTURED_TEXT_EMAIL" value="3" enum="StructuredTextParser"> + BiDi override for email. + </constant> + <constant name="STRUCTURED_TEXT_LIST" value="4" enum="StructuredTextParser"> + BiDi override for lists. + Structured text options: list separator [code]String[/code]. + </constant> + <constant name="STRUCTURED_TEXT_NONE" value="5" enum="StructuredTextParser"> + Use default Unicode BiDi algorithm. + </constant> + <constant name="STRUCTURED_TEXT_CUSTOM" value="6" enum="StructuredTextParser"> + User defined structured text BiDi override function. + </constant> </constants> </class> diff --git a/doc/classes/ConvexPolygonShape2D.xml b/doc/classes/ConvexPolygonShape2D.xml index cba446fff8..42951e2158 100644 --- a/doc/classes/ConvexPolygonShape2D.xml +++ b/doc/classes/ConvexPolygonShape2D.xml @@ -16,7 +16,7 @@ <argument index="0" name="point_cloud" type="PackedVector2Array"> </argument> <description> - Based on the set of points provided, this creates and assigns the [member points] property using the convex hull algorithm. Removing all unneeded points. See [method Geometry.convex_hull_2d] for details. + Based on the set of points provided, this creates and assigns the [member points] property using the convex hull algorithm. Removing all unneeded points. See [method Geometry2D.convex_hull] for details. </description> </method> </methods> diff --git a/doc/classes/ConvexPolygonShape3D.xml b/doc/classes/ConvexPolygonShape3D.xml index c036f80e2d..e18d716255 100644 --- a/doc/classes/ConvexPolygonShape3D.xml +++ b/doc/classes/ConvexPolygonShape3D.xml @@ -7,6 +7,7 @@ Convex polygon shape resource, which can be added to a [PhysicsBody3D] or area. </description> <tutorials> + <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Crypto.xml b/doc/classes/Crypto.xml index 10f1f18f0d..1f6cb40cde 100644 --- a/doc/classes/Crypto.xml +++ b/doc/classes/Crypto.xml @@ -5,14 +5,13 @@ </brief_description> <description> The Crypto class allows you to access some more advanced cryptographic functionalities in Godot. - For now, this includes generating cryptographically secure random bytes, and RSA keys and self-signed X509 certificates generation. More functionalities are planned for future releases. - [codeblock] + For now, this includes generating cryptographically secure random bytes, RSA keys and self-signed X509 certificates generation, asymmetric key encryption/decryption, and signing/verification. + [codeblocks] + [gdscript] extends Node - var crypto = Crypto.new() var key = CryptoKey.new() var cert = X509Certificate.new() - func _ready(): # Generate new RSA key. key = crypto.generate_rsa(4096) @@ -21,12 +20,95 @@ # Save key and certificate in the user folder. key.save("user://generated.key") cert.save("user://generated.crt") - [/codeblock] + # Encryption + var data = "Some data" + var encrypted = crypto.encrypt(key, data.to_utf8()) + # Decryption + var decrypted = crypto.decrypt(key, encrypted) + # Signing + var signature = crypto.sign(HashingContext.HASH_SHA256, data.sha256_buffer(), key) + # Verifying + var verified = crypto.verify(HashingContext.HASH_SHA256, data.sha256_buffer(), signature, key) + # Checks + assert(verified) + assert(data.to_utf8() == decrypted) + [/gdscript] + [csharp] + using Godot; + using System; + using System.Diagnostics; + + public class CryptoNode : Node + { + public Crypto Crypto = new Crypto(); + public CryptoKey Key = new CryptoKey(); + public X509Certificate Cert = new X509Certificate(); + public override void _Ready() + { + // Generate new RSA key. + Key = Crypto.GenerateRsa(4096); + // Generate new self-signed certificate with the given key. + Cert = Crypto.GenerateSelfSignedCertificate(Key, "CN=mydomain.com,O=My Game Company,C=IT"); + // Save key and certificate in the user folder. + Key.Save("user://generated.key"); + Cert.Save("user://generated.crt"); + // Encryption + string data = "Some data"; + byte[] encrypted = Crypto.Encrypt(Key, data.ToUTF8()); + // Decryption + byte[] decrypted = Crypto.Decrypt(Key, encrypted); + // Signing + byte[] signature = Crypto.Sign(HashingContext.HashType.Sha256, Data.SHA256Buffer(), Key); + // Verifying + bool verified = Crypto.Verify(HashingContext.HashType.Sha256, Data.SHA256Buffer(), signature, Key); + // Checks + Debug.Assert(verified); + Debug.Assert(data.ToUTF8() == decrypted); + } + } + [/csharp] + [/codeblocks] [b]Note:[/b] Not available in HTML5 exports. </description> <tutorials> </tutorials> <methods> + <method name="constant_time_compare"> + <return type="bool"> + </return> + <argument index="0" name="trusted" type="PackedByteArray"> + </argument> + <argument index="1" name="received" type="PackedByteArray"> + </argument> + <description> + Compares two [PackedByteArray]s for equality without leaking timing information in order to prevent timing attacks. + See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-string-comparison-with-double-hmac-strategy]this blog post[/url] for more information. + </description> + </method> + <method name="decrypt"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="key" type="CryptoKey"> + </argument> + <argument index="1" name="ciphertext" type="PackedByteArray"> + </argument> + <description> + Decrypt the given [code]ciphertext[/code] with the provided private [code]key[/code]. + [b]Note[/b]: The maximum size of accepted ciphertext is limited by the key size. + </description> + </method> + <method name="encrypt"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="key" type="CryptoKey"> + </argument> + <argument index="1" name="plaintext" type="PackedByteArray"> + </argument> + <description> + Encrypt the given [code]plaintext[/code] with the provided public [code]key[/code]. + [b]Note[/b]: The maximum size of accepted plaintext is limited by the key size. + </description> + </method> <method name="generate_random_bytes"> <return type="PackedByteArray"> </return> @@ -59,13 +141,64 @@ <description> Generates a self-signed [X509Certificate] from the given [CryptoKey] and [code]issuer_name[/code]. The certificate validity will be defined by [code]not_before[/code] and [code]not_after[/code] (first valid date and last valid date). The [code]issuer_name[/code] must contain at least "CN=" (common name, i.e. the domain name), "O=" (organization, i.e. your company name), "C=" (country, i.e. 2 lettered ISO-3166 code of the country the organization is based in). A small example to generate an RSA key and a X509 self-signed certificate. - [codeblock] + [codeblocks] + [gdscript] var crypto = Crypto.new() # Generate 4096 bits RSA key. var key = crypto.generate_rsa(4096) # Generate self-signed certificate using the given key. var cert = crypto.generate_self_signed_certificate(key, "CN=example.com,O=A Game Company,C=IT") - [/codeblock] + [/gdscript] + [csharp] + var crypto = new Crypto(); + // Generate 4096 bits RSA key. + CryptoKey key = crypto.GenerateRsa(4096); + // Generate self-signed certificate using the given key. + X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, "CN=mydomain.com,O=My Game Company,C=IT"); + [/csharp] + [/codeblocks] + </description> + </method> + <method name="hmac_digest"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="hash_type" type="int" enum="HashingContext.HashType"> + </argument> + <argument index="1" name="key" type="PackedByteArray"> + </argument> + <argument index="2" name="msg" type="PackedByteArray"> + </argument> + <description> + Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of [code]msg[/code] using [code]key[/code]. The [code]hash_type[/code] parameter is the hashing algorithm that is used for the inner and outer hashes. + Currently, only [constant HashingContext.HASH_SHA256] and [constant HashingContext.HASH_SHA1] are supported. + </description> + </method> + <method name="sign"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="hash_type" type="int" enum="HashingContext.HashType"> + </argument> + <argument index="1" name="hash" type="PackedByteArray"> + </argument> + <argument index="2" name="key" type="CryptoKey"> + </argument> + <description> + Sign a given [code]hash[/code] of type [code]hash_type[/code] with the provided private [code]key[/code]. + </description> + </method> + <method name="verify"> + <return type="bool"> + </return> + <argument index="0" name="hash_type" type="int" enum="HashingContext.HashType"> + </argument> + <argument index="1" name="hash" type="PackedByteArray"> + </argument> + <argument index="2" name="signature" type="PackedByteArray"> + </argument> + <argument index="3" name="key" type="CryptoKey"> + </argument> + <description> + Verify that a given [code]signature[/code] for [code]hash[/code] of type [code]hash_type[/code] against the provided public [code]key[/code]. </description> </method> </methods> diff --git a/doc/classes/CryptoKey.xml b/doc/classes/CryptoKey.xml index fe7f4b63f0..410c2262f9 100644 --- a/doc/classes/CryptoKey.xml +++ b/doc/classes/CryptoKey.xml @@ -11,13 +11,34 @@ <tutorials> </tutorials> <methods> + <method name="is_public_only" qualifiers="const"> + <return type="bool"> + </return> + <description> + Return [code]true[/code] if this CryptoKey only has the public part, and not the private one. + </description> + </method> <method name="load"> <return type="int" enum="Error"> </return> <argument index="0" name="path" type="String"> </argument> + <argument index="1" name="public_only" type="bool" default="false"> + </argument> + <description> + Loads a key from [code]path[/code]. If [code]public_only[/code] is [code]true[/code], only the public key will be loaded. + [b]Note[/b]: [code]path[/code] should should be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise. + </description> + </method> + <method name="load_from_string"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="string_key" type="String"> + </argument> + <argument index="1" name="public_only" type="bool" default="false"> + </argument> <description> - Loads a key from [code]path[/code] ("*.key" file). + Loads a key from the given [code]string[/code]. If [code]public_only[/code] is [code]true[/code], only the public key will be loaded. </description> </method> <method name="save"> @@ -25,8 +46,20 @@ </return> <argument index="0" name="path" type="String"> </argument> + <argument index="1" name="public_only" type="bool" default="false"> + </argument> + <description> + Saves a key to the given [code]path[/code]. If [code]public_only[/code] is [code]true[/code], only the public key will be saved. + [b]Note[/b]: [code]path[/code] should should be a "*.pub" file if [code]public_only[/code] is [code]true[/code], a "*.key" file otherwise. + </description> + </method> + <method name="save_to_string"> + <return type="String"> + </return> + <argument index="0" name="public_only" type="bool" default="false"> + </argument> <description> - Saves a key to the given [code]path[/code] (should be a "*.key" file). + Returns a string containing the key in PEM format. If [code]public_only[/code] is [code]true[/code], only the public key will be included. </description> </method> </methods> diff --git a/doc/classes/Cubemap.xml b/doc/classes/Cubemap.xml index 16431c65c9..61cb1d43f0 100644 --- a/doc/classes/Cubemap.xml +++ b/doc/classes/Cubemap.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Cubemap" inherits="TextureLayered" version="4.0"> +<class name="Cubemap" inherits="ImageTextureLayered" version="4.0"> <brief_description> </brief_description> <description> diff --git a/doc/classes/CubemapArray.xml b/doc/classes/CubemapArray.xml index 03cfd75acf..627baf79e0 100644 --- a/doc/classes/CubemapArray.xml +++ b/doc/classes/CubemapArray.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="CubemapArray" inherits="TextureLayered" version="4.0"> +<class name="CubemapArray" inherits="ImageTextureLayered" version="4.0"> <brief_description> </brief_description> <description> diff --git a/doc/classes/Curve2D.xml b/doc/classes/Curve2D.xml index 8ac6258e97..2d50d98a74 100644 --- a/doc/classes/Curve2D.xml +++ b/doc/classes/Curve2D.xml @@ -80,7 +80,7 @@ <argument index="0" name="idx" type="int"> </argument> <description> - Returns the position of the control point leading to the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0)[/code]. + Returns the position of the control point leading to the vertex [code]idx[/code]. The returned position is relative to the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0)[/code]. </description> </method> <method name="get_point_out" qualifiers="const"> @@ -89,7 +89,7 @@ <argument index="0" name="idx" type="int"> </argument> <description> - Returns the position of the control point leading out of the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0)[/code]. + Returns the position of the control point leading out of the vertex [code]idx[/code]. The returned position is relative to the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0)[/code]. </description> </method> <method name="get_point_position" qualifiers="const"> @@ -152,7 +152,7 @@ <argument index="1" name="position" type="Vector2"> </argument> <description> - Sets the position of the control point leading to the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console. + Sets the position of the control point leading to the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex. </description> </method> <method name="set_point_out"> @@ -163,7 +163,7 @@ <argument index="1" name="position" type="Vector2"> </argument> <description> - Sets the position of the control point leading out of the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console. + Sets the position of the control point leading out of the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex. </description> </method> <method name="set_point_position"> diff --git a/doc/classes/Curve3D.xml b/doc/classes/Curve3D.xml index fe454d90cc..bda04f010b 100644 --- a/doc/classes/Curve3D.xml +++ b/doc/classes/Curve3D.xml @@ -95,7 +95,7 @@ <argument index="0" name="idx" type="int"> </argument> <description> - Returns the position of the control point leading to the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0, 0)[/code]. + Returns the position of the control point leading to the vertex [code]idx[/code]. The returned position is relative to the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0, 0)[/code]. </description> </method> <method name="get_point_out" qualifiers="const"> @@ -104,7 +104,7 @@ <argument index="0" name="idx" type="int"> </argument> <description> - Returns the position of the control point leading out of the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0, 0)[/code]. + Returns the position of the control point leading out of the vertex [code]idx[/code]. The returned position is relative to the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console, and returns [code](0, 0, 0)[/code]. </description> </method> <method name="get_point_position" qualifiers="const"> @@ -145,7 +145,7 @@ <argument index="1" name="cubic" type="bool" default="false"> </argument> <description> - Returns a point within the curve at position [code]offset[/code], where [code]offset[/code] is measured as a pixel distance along the curve. + Returns a point within the curve at position [code]offset[/code], where [code]offset[/code] is measured as a distance in 3D units along the curve. To do that, it finds the two cached points where the [code]offset[/code] lies between, then interpolates the values. This interpolation is cubic if [code]cubic[/code] is set to [code]true[/code], or linear if set to [code]false[/code]. Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough). </description> @@ -189,7 +189,7 @@ <argument index="1" name="position" type="Vector3"> </argument> <description> - Sets the position of the control point leading to the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console. + Sets the position of the control point leading to the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex. </description> </method> <method name="set_point_out"> @@ -200,7 +200,7 @@ <argument index="1" name="position" type="Vector3"> </argument> <description> - Sets the position of the control point leading out of the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console. + Sets the position of the control point leading out of the vertex [code]idx[/code]. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex. </description> </method> <method name="set_point_position"> diff --git a/doc/classes/CylinderShape3D.xml b/doc/classes/CylinderShape3D.xml index eb12568e71..99334ceae6 100644 --- a/doc/classes/CylinderShape3D.xml +++ b/doc/classes/CylinderShape3D.xml @@ -7,6 +7,9 @@ Cylinder shape for collisions. </description> <tutorials> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> + <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> </methods> diff --git a/doc/classes/DTLSServer.xml b/doc/classes/DTLSServer.xml index 8c71b61553..91a04b1f28 100644 --- a/doc/classes/DTLSServer.xml +++ b/doc/classes/DTLSServer.xml @@ -6,8 +6,9 @@ <description> This class is used to store the state of a DTLS server. Upon [method setup] it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via [method take_connection] as DTLS clients. Under the hood, this class is used to store the DTLS state and cookies of the server. The reason of why the state and cookies are needed is outside of the scope of this documentation. Below a small example of how to use it: - [codeblock] - # server.gd + [codeblocks] + [gdscript] + # ServerNode.gd extends Node var dtls := DTLSServer.new() @@ -28,15 +29,64 @@ continue # It is normal that 50% of the connections fails due to cookie exchange. print("Peer connected!") peers.append(dtls_peer) + for p in peers: p.poll() # Must poll to update the state. if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED: while p.get_available_packet_count() > 0: print("Received message from client: %s" % p.get_packet().get_string_from_utf8()) p.put_packet("Hello DTLS client".to_utf8()) - [/codeblock] - [codeblock] - # client.gd + [/gdscript] + [csharp] + using Godot; + using System; + // ServerNode.cs + public class ServerNode : Node + { + public DTLSServer Dtls = new DTLSServer(); + public UDPServer Server = new UDPServer(); + public Godot.Collections.Array<PacketPeerDTLS> Peers = new Godot.Collections.Array<PacketPeerDTLS>(); + public override void _Ready() + { + Server.Listen(4242); + var key = GD.Load<CryptoKey>("key.key"); // Your private key. + var cert = GD.Load<X509Certificate>("cert.crt"); // Your X509 certificate. + Dtls.Setup(key, cert); + } + + public override void _Process(float delta) + { + while (Server.IsConnectionAvailable()) + { + PacketPeerUDP peer = Server.TakeConnection(); + PacketPeerDTLS dtlsPeer = Dtls.TakeConnection(peer); + if (dtlsPeer.GetStatus() != PacketPeerDTLS.Status.Handshaking) + { + continue; // It is normal that 50% of the connections fails due to cookie exchange. + } + GD.Print("Peer connected!"); + Peers.Add(dtlsPeer); + } + + foreach (var p in Peers) + { + p.Poll(); // Must poll to update the state. + if (p.GetStatus() == PacketPeerDTLS.Status.Connected) + { + while (p.GetAvailablePacketCount() > 0) + { + GD.Print("Received Message From Client: " + p.GetPacket().GetStringFromUTF8()); + p.PutPacket("Hello Dtls Client".ToUTF8()); + } + } + } + } + } + [/csharp] + [/codeblocks] + [codeblocks] + [gdscript] + # ClientNode.gd extends Node var dtls := PacketPeerDTLS.new() @@ -56,7 +106,42 @@ while dtls.get_available_packet_count() > 0: print("Connected: %s" % dtls.get_packet().get_string_from_utf8()) connected = true - [/codeblock] + [/gdscript] + [csharp] + using Godot; + using System.Text; + // ClientNode.cs + public class ClientNode : Node + { + public PacketPeerDTLS Dtls = new PacketPeerDTLS(); + public PacketPeerUDP Udp = new PacketPeerUDP(); + public bool Connected = false; + public override void _Ready() + { + Udp.ConnectToHost("127.0.0.1", 4242); + Dtls.ConnectToPeer(Udp, false); // Use true in production for certificate validation! + } + + public override void _Process(float delta) + { + Dtls.Poll(); + if (Dtls.GetStatus() == PacketPeerDTLS.Status.Connected) + { + if (!Connected) + { + // Try to contact server + Dtls.PutPacket("The Answer Is..42!".ToUTF8()); + } + while (Dtls.GetAvailablePacketCount() > 0) + { + GD.Print("Connected: " + Dtls.GetPacket().GetStringFromUTF8()); + Connected = true; + } + } + } + } + [/csharp] + [/codeblocks] </description> <tutorials> </tutorials> diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml index f7329d1537..ca36b2400c 100644 --- a/doc/classes/Decal.xml +++ b/doc/classes/Decal.xml @@ -17,13 +17,21 @@ <argument index="0" name="type" type="int" enum="Decal.DecalTexture"> </argument> <description> - Returns the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly. + Returns the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly. For example, instead of [code]albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/code]. One case where this is better than accessing the texture directly is when you want to copy one Decal's textures to another. For example: - [codeblock] + [codeblocks] + [gdscript] for i in Decal.TEXTURE_MAX: $NewDecal.set_texture(i, $OldDecal.get_texture(i)) - [/codeblock] + [/gdscript] + [csharp] + for (int i = 0; i < (int)Decal.DecalTexture.Max; i++) + { + GetNode<Decal>("NewDecal").SetTexture(i, GetNode<Decal>("OldDecal").GetTexture(i)); + } + [/csharp] + [/codeblocks] </description> </method> <method name="set_texture"> @@ -34,13 +42,21 @@ <argument index="1" name="texture" type="Texture2D"> </argument> <description> - Sets the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly. + Sets the [Texture2D] associated with the specified [enum DecalTexture]. This is a convenience method, in most cases you should access the texture directly. For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code]. One case where this is better than accessing the texture directly is when you want to copy one Decal's textures to another. For example: - [codeblock] + [codeblocks] + [gdscript] for i in Decal.TEXTURE_MAX: $NewDecal.set_texture(i, $OldDecal.get_texture(i)) - [/codeblock] + [/gdscript] + [csharp] + for (int i = 0; i < (int)Decal.DecalTexture.Max; i++) + { + GetNode<Decal>("NewDecal").SetTexture(i, GetNode<Decal>("OldDecal").GetTexture(i)); + } + [/csharp] + [/codeblocks] </description> </method> </methods> @@ -82,7 +98,7 @@ [Texture2D] with the emission [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object. </member> <member name="texture_normal" type="Texture2D" setter="set_texture" getter="get_texture"> - [Texture2D] with the per-pixel normalmap for the decal. Use this to add extra detail to decals. + [Texture2D] with the per-pixel normal map for the decal. Use this to add extra detail to decals. </member> <member name="texture_orm" type="Texture2D" setter="set_texture" getter="get_texture"> [Texture2D] storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals. diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index e982e00d6d..d3fcbc9f64 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -7,74 +7,198 @@ Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are composed of pairs of keys (which must be unique) and values. Dictionaries will preserve the insertion order when adding elements, even though this may not be reflected when printing the dictionary. In other programming languages, this data structure is sometimes referred to as an hash map or associative array. You can define a dictionary by placing a comma-separated list of [code]key: value[/code] pairs in curly braces [code]{}[/code]. Erasing elements while iterating over them [b]is not supported[/b] and will result in undefined behavior. + [b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use [method duplicate]. Creating a dictionary: - [codeblock] - var my_dir = {} # Creates an empty dictionary. - var points_dir = {"White": 50, "Yellow": 75, "Orange": 100} - var another_dir = { - key1: value1, - key2: value2, - key3: value3, + [codeblocks] + [gdscript] + var my_dict = {} # Creates an empty dictionary. + + var dict_variable_key = "Another key name" + var dict_variable_value = "value2" + var another_dict = { + "Some key name": "value1", + dict_variable_key: dict_variable_value, } - [/codeblock] - You can access a dictionary's values by referencing the appropriate key. In the above example, [code]points_dir["White"][/code] will return [code]50[/code]. You can also write [code]points_dir.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable). - [codeblock] - export(String, "White", "Yellow", "Orange") var my_color - var points_dir = {"White": 50, "Yellow": 75, "Orange": 100} + var points_dict = {"White": 50, "Yellow": 75, "Orange": 100} + + # Alternative Lua-style syntax. + # Doesn't require quotes around keys, but only string constants can be used as key names. + # Additionally, key names must start with a letter or an underscore. + # Here, `some_key` is a string literal, not a variable! + another_dict = { + some_key = 42, + } + [/gdscript] + [csharp] + var myDict = new Godot.Collections.Dictionary(); // Creates an empty dictionary. + var pointsDict = new Godot.Collections.Dictionary + { + {"White", 50}, + {"Yellow", 75}, + {"Orange", 100} + }; + [/csharp] + [/codeblocks] + You can access a dictionary's values by referencing the appropriate key. In the above example, [code]points_dir["White"][/code] will return [code]50[/code]. You can also write [code]points_dir.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable). + [codeblocks] + [gdscript] + export(string, "White", "Yellow", "Orange") var my_color + var points_dict = {"White": 50, "Yellow": 75, "Orange": 100} func _ready(): # We can't use dot syntax here as `my_color` is a variable. - var points = points_dir[my_color] - [/codeblock] + var points = points_dict[my_color] + [/gdscript] + [csharp] + [Export(PropertyHint.Enum, "White,Yellow,Orange")] + public string MyColor { get; set; } + public Godot.Collections.Dictionary pointsDict = new Godot.Collections.Dictionary + { + {"White", 50}, + {"Yellow", 75}, + {"Orange", 100} + }; + + public override void _Ready() + { + int points = (int)pointsDict[MyColor]; + } + [/csharp] + [/codeblocks] In the above code, [code]points[/code] will be assigned the value that is paired with the appropriate color selected in [code]my_color[/code]. Dictionaries can contain more complex data: - [codeblock] - my_dir = {"First Array": [1, 2, 3, 4]} # Assigns an Array to a String key. - [/codeblock] + [codeblocks] + [gdscript] + my_dict = {"First Array": [1, 2, 3, 4]} # Assigns an Array to a String key. + [/gdscript] + [csharp] + var myDir = new Godot.Collections.Dictionary + { + {"First Array", new Godot.Collections.Array{1, 2, 3, 4}} + }; + [/csharp] + [/codeblocks] To add a key to an existing dictionary, access it like an existing key and assign to it: - [codeblock] - var points_dir = {"White": 50, "Yellow": 75, "Orange": 100} - points_dir["Blue"] = 150 # Add "Blue" as a key and assign 150 as its value. - [/codeblock] + [codeblocks] + [gdscript] + var points_dict = {"White": 50, "Yellow": 75, "Orange": 100} + points_dict["Blue"] = 150 # Add "Blue" as a key and assign 150 as its value. + [/gdscript] + [csharp] + var pointsDir = new Godot.Collections.Dictionary + { + {"White", 50}, + {"Yellow", 75}, + {"Orange", 100} + }; + pointsDict["blue"] = 150; // Add "Blue" as a key and assign 150 as its value. + [/csharp] + [/codeblocks] Finally, dictionaries can contain different types of keys and values in the same dictionary: - [codeblock] + [codeblocks] + [gdscript] # This is a valid dictionary. # To access the string "Nested value" below, use `my_dir.sub_dir.sub_key` or `my_dir["sub_dir"]["sub_key"]`. # Indexing styles can be mixed and matched depending on your needs. - var my_dir = { + var my_dict = { "String Key": 5, 4: [1, 2, 3], 7: "Hello", - "sub_dir": {"sub_key": "Nested value"}, + "sub_dict": {"sub_key": "Nested value"}, } - [/codeblock] + [/gdscript] + [csharp] + // This is a valid dictionary. + // To access the string "Nested value" below, use `my_dir.sub_dir.sub_key` or `my_dir["sub_dir"]["sub_key"]`. + // Indexing styles can be mixed and matched depending on your needs. + var myDict = new Godot.Collections.Dictionary { + {"String Key", 5}, + {4, new Godot.Collections.Array{1,2,3}}, + {7, "Hello"}, + {"sub_dict", new Godot.Collections.Dictionary{{"sub_key", "Nested value"}}} + }; + [/csharp] + [/codeblocks] [b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly: - [codeblock] - array1 = [1, 2, 3] - array2 = [1, 2, 3] + [codeblocks] + [gdscript] + var array1 = [1, 2, 3] + var array2 = [1, 2, 3] func compare_arrays(): print(array1 == array2) # Will print true. - dir1 = {"a": 1, "b": 2, "c": 3} - dir2 = {"a": 1, "b": 2, "c": 3} + var dict1 = {"a": 1, "b": 2, "c": 3} + var dict2 = {"a": 1, "b": 2, "c": 3} func compare_dictionaries(): - print(dir1 == dir2) # Will NOT print true. - [/codeblock] + print(dict1 == dict2) # Will NOT print true. + [/gdscript] + [csharp] + // You have to use GD.Hash(). + + public Godot.Collections.Array array1 = new Godot.Collections.Array{1, 2, 3}; + public Godot.Collections.Array array2 = new Godot.Collections.Array{1, 2, 3}; + + public void CompareArrays() + { + GD.Print(array1 == array2); // Will print FALSE!! + GD.Print(GD.Hash(array1) == GD.Hash(array2)); // Will print true. + } + + public Godot.Collections.Dictionary dict1 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}}; + public Godot.Collections.Dictionary dict2 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}}; + + public void CompareDictionaries() + { + GD.Print(dict1 == dict2); // Will NOT print true. + } + [/csharp] + [/codeblocks] You need to first calculate the dictionary's hash with [method hash] before you can compare them: - [codeblock] - dir1 = {"a": 1, "b": 2, "c": 3} - dir2 = {"a": 1, "b": 2, "c": 3} + [codeblocks] + [gdscript] + var dict1 = {"a": 1, "b": 2, "c": 3} + var dict2 = {"a": 1, "b": 2, "c": 3} func compare_dictionaries(): - print(dir1.hash() == dir2.hash()) # Will print true. - [/codeblock] + print(dict1.hash() == dict2.hash()) # Will print true. + [/gdscript] + [csharp] + // You have to use GD.Hash(). + public Godot.Collections.Dictionary dict1 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}}; + public Godot.Collections.Dictionary dict2 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}}; + + public void CompareDictionaries() + { + GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Will print true. + } + [/csharp] + [/codeblocks] + [b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link> + <link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> + <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> </tutorials> <methods> + <method name="Dictionary" qualifiers="constructor"> + <return type="Dictionary"> + </return> + <description> + Constructs an empty [Dictionary]. + </description> + </method> + <method name="Dictionary" qualifiers="constructor"> + <return type="Dictionary"> + </return> + <argument index="0" name="from" type="Dictionary"> + </argument> + <description> + Constructs a [Dictionary] as a copy of the given [Dictionary]. + </description> + </method> <method name="clear"> <return type="void"> </return> @@ -91,13 +215,6 @@ Creates a copy of the dictionary, and returns it. The [code]deep[/code] parameter causes inner dictionaries and arrays to be copied recursively, but does not apply to objects. </description> </method> - <method name="empty"> - <return type="bool"> - </return> - <description> - Returns [code]true[/code] if the dictionary is empty. - </description> - </method> <method name="erase"> <return type="bool"> </return> @@ -125,6 +242,22 @@ </argument> <description> Returns [code]true[/code] if the dictionary has a given key. + [b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows: + [codeblocks] + [gdscript] + # Will evaluate to `true`. + if "godot" in {"godot": "engine"}: + pass + [/gdscript] + [csharp] + // You have to use Contains() here as an alternative to GDScript's `in` operator. + if (new Godot.Collections.Dictionary{{"godot", "engine"}}.Contains("godot")) + { + // I am executed. + } + [/csharp] + [/codeblocks] + This method (like the [code]in[/code] operator) will evaluate to [code]true[/code] as long as the key exists, even if the associated value is [code]null[/code]. </description> </method> <method name="has_all"> @@ -141,12 +274,29 @@ </return> <description> Returns a hashed integer value representing the dictionary contents. This can be used to compare dictionaries by value: - [codeblock] + [codeblocks] + [gdscript] var dict1 = {0: 10} var dict2 = {0: 10} # The line below prints `true`, whereas it would have printed `false` if both variables were compared directly. print(dict1.hash() == dict2.hash()) - [/codeblock] + [/gdscript] + [csharp] + var dict1 = new Godot.Collections.Dictionary{{0, 10}}; + var dict2 = new Godot.Collections.Dictionary{{0, 10}}; + // The line below prints `true`, whereas it would have printed `false` if both variables were compared directly. + // Dictionary has no Hash() method. Use GD.Hash() instead. + GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); + [/csharp] + [/codeblocks] + [b]Note:[/b] Dictionaries with the same keys/values but in a different order will have a different hash. + </description> + </method> + <method name="is_empty"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the dictionary is empty. </description> </method> <method name="keys"> @@ -156,11 +306,35 @@ Returns the list of keys in the [Dictionary]. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Dictionary"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Dictionary"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="Variant"> + </return> + <argument index="0" name="key" type="Variant"> + </argument> + <description> + </description> + </method> <method name="size"> <return type="int"> </return> <description> - Returns the size of the dictionary (in pairs). + Returns the number of keys in the dictionary. </description> </method> <method name="values"> diff --git a/doc/classes/DirectionalLight2D.xml b/doc/classes/DirectionalLight2D.xml new file mode 100644 index 0000000000..a6eb780159 --- /dev/null +++ b/doc/classes/DirectionalLight2D.xml @@ -0,0 +1,20 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="DirectionalLight2D" inherits="Light2D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="height" type="float" setter="set_height" getter="get_height" default="0.0"> + The height of the light. Used with 2D normal mapping. + </member> + <member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="10000.0"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index 6c88dcf42e..233b1f0c16 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -7,7 +7,7 @@ A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="Lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> </tutorials> <methods> </methods> @@ -39,22 +39,27 @@ <member name="directional_shadow_split_3" type="float" setter="set_param" getter="get_param" default="0.5"> The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]. </member> + <member name="shadow_bias" type="float" setter="set_param" getter="get_param" override="true" default="0.05" /> + <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" override="true" default="1.0" /> + <member name="use_in_sky_only" type="bool" setter="set_sky_only" getter="is_sky_only" default="false"> + If [code]true[/code], this [DirectionalLight3D] will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon. + </member> </members> <constants> <constant name="SHADOW_ORTHOGONAL" value="0" enum="ShadowMode"> - Renders the entire scene's shadow map from an orthogonal point of view. May result in blockier shadows on close objects. + Renders the entire scene's shadow map from an orthogonal point of view. This is the fastest directional shadow mode. May result in blurrier shadows on close objects. </constant> <constant name="SHADOW_PARALLEL_2_SPLITS" value="1" enum="ShadowMode"> - Splits the view frustum in 2 areas, each with its own shadow map. + Splits the view frustum in 2 areas, each with its own shadow map. This shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant SHADOW_PARALLEL_4_SPLITS] in terms of performance. </constant> <constant name="SHADOW_PARALLEL_4_SPLITS" value="2" enum="ShadowMode"> - Splits the view frustum in 4 areas, each with its own shadow map. + Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode. </constant> <constant name="SHADOW_DEPTH_RANGE_STABLE" value="0" enum="ShadowDepthRange"> Keeps the shadow stable when the camera moves, at the cost of lower effective shadow resolution. </constant> <constant name="SHADOW_DEPTH_RANGE_OPTIMIZED" value="1" enum="ShadowDepthRange"> - Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges. + Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges. This mode typically works best in games where the camera will often move at high speeds, such as most racing games. </constant> </constants> </class> diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index ed4257a809..2d7292717d 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -5,9 +5,10 @@ </brief_description> <description> Directory type. It is used to manage directories and their content (not restricted to the project folder). - When creating a new [Directory], its default opened directory will be [code]res://[/code]. This may change in the future, so it is advised to always use [method open] to initialize your [Directory] where you want to operate, with explicit error checking. + When creating a new [Directory], it must be explicitly opened using [method open] before most methods can be used. However, [method file_exists] and [method dir_exists] can be used without opening a directory. If so, they use a path relative to [code]res://[/code]. Here is an example on how to iterate through the files of a directory: - [codeblock] + [codeblocks] + [gdscript] func dir_contents(path): var dir = Directory.new() if dir.open(path) == OK: @@ -21,10 +22,38 @@ file_name = dir.get_next() else: print("An error occurred when trying to access the path.") - [/codeblock] + [/gdscript] + [csharp] + public void DirContents(string path) + { + var dir = new Directory(); + if (dir.Open(path) == Error.Ok) + { + dir.ListDirBegin(); + string fileName = dir.GetNext(); + while (fileName != "") + { + if (dir.CurrentIsDir()) + { + GD.Print("Found directory: " + fileName); + } + else + { + GD.Print("Found file: " + fileName); + } + fileName = dir.GetNext(); + } + } + else + { + GD.Print("An error occurred when trying to access the path."); + } + } + [/csharp] + [/codeblocks] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> + <link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> </tutorials> <methods> <method name="change_dir"> @@ -63,6 +92,7 @@ </argument> <description> Returns whether the target directory exists. The argument can be relative to the current directory, or an absolute path. + If the [Directory] is not open, the path is relative to [code]res://[/code]. </description> </method> <method name="file_exists"> @@ -72,6 +102,7 @@ </argument> <description> Returns whether the target file exists. The argument can be relative to the current directory, or an absolute path. + If the [Directory] is not open, the path is relative to [code]res://[/code]. </description> </method> <method name="get_current_dir"> diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml index 90828089f9..d91ea6528a 100644 --- a/doc/classes/DisplayServer.xml +++ b/doc/classes/DisplayServer.xml @@ -44,9 +44,9 @@ </return> <argument index="0" name="mode" type="int" enum="DisplayServer.WindowMode"> </argument> - <argument index="1" name="rect" type="int"> + <argument index="1" name="flags" type="int"> </argument> - <argument index="2" name="arg2" type="Rect2i" default="Rect2i( 0, 0, 0, 0 )"> + <argument index="2" name="rect" type="Rect2i" default="Rect2i( 0, 0, 0, 0 )"> </argument> <description> </description> @@ -127,12 +127,6 @@ <description> </description> </method> - <method name="get_latin_keyboard_variant" qualifiers="const"> - <return type="int" enum="DisplayServer.LatinKeyboardVariant"> - </return> - <description> - </description> - </method> <method name="get_name" qualifiers="const"> <return type="String"> </return> @@ -145,7 +139,7 @@ <description> </description> </method> - <method name="get_swap_ok_cancel"> + <method name="get_swap_cancel_ok"> <return type="bool"> </return> <description> @@ -389,6 +383,52 @@ <description> </description> </method> + <method name="keyboard_get_current_layout" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns active keyboard layout index. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + </description> + </method> + <method name="keyboard_get_layout_count" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns the number of keyboard layouts. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + </description> + </method> + <method name="keyboard_get_layout_language" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + Returns the ISO-639/BCP-47 language code of the keyboard layout at position [code]index[/code]. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + </description> + </method> + <method name="keyboard_get_layout_name" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + Returns the localized name of the keyboard layout at position [code]index[/code]. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + </description> + </method> + <method name="keyboard_set_current_layout"> + <return type="void"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + Sets active keyboard layout. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + </description> + </method> <method name="mouse_get_absolute_position" qualifiers="const"> <return type="Vector2i"> </return> @@ -481,6 +521,27 @@ <argument index="0" name="screen" type="int" default="-1"> </argument> <description> + Returns the dots per inch density of the specified screen. If [code]screen[/code] is [/code]SCREEN_OF_MAIN_WINDOW[/code] (the default value), a screen with the main window will be used. + [b]Note:[/b] On macOS, returned value is inaccurate if fractional display scaling mode is used. + [b]Note:[/b] On Android devices, the actual screen densities are grouped into six generalized densities: + [codeblock] + ldpi - 120 dpi + mdpi - 160 dpi + hdpi - 240 dpi + xhdpi - 320 dpi + xxhdpi - 480 dpi + xxxhdpi - 640 dpi + [/codeblock] + [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows. Returns [code]72[/code] on unsupported platforms. + </description> + </method> + <method name="screen_get_max_scale" qualifiers="const"> + <return type="float"> + </return> + <description> + Return the greatest scale factor of all screens. + [b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all other cases. + [b]Note:[/b] This method is implemented on macOS. </description> </method> <method name="screen_get_orientation" qualifiers="const"> @@ -505,6 +566,9 @@ <argument index="0" name="screen" type="int" default="-1"> </argument> <description> + Return the scale factor of the specified screen by index. + [b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) screen, and [code]1.0[/code] for all other cases. + [b]Note:[/b] This method is implemented on macOS. </description> </method> <method name="screen_get_size" qualifiers="const"> @@ -575,12 +639,14 @@ <return type="int"> </return> <description> + Returns the on-screen keyboard's height in pixels. Returns 0 if there is no keyboard or if it is currently hidden. </description> </method> <method name="virtual_keyboard_hide"> <return type="void"> </return> <description> + Hides the virtual keyboard if it is shown, does nothing otherwise. </description> </method> <method name="virtual_keyboard_show"> @@ -590,9 +656,23 @@ </argument> <argument index="1" name="position" type="Rect2" default="Rect2i( 0, 0, 0, 0 )"> </argument> - <argument index="2" name="max_length" type="int" default="-1"> + <argument index="2" name="multiline" type="bool" default="false"> + </argument> + <argument index="3" name="max_length" type="int" default="-1"> + </argument> + <argument index="4" name="cursor_start" type="int" default="-1"> + </argument> + <argument index="5" name="cursor_end" type="int" default="-1"> </argument> <description> + Shows the virtual keyboard if the platform has one. + [code]existing_text[/code] parameter is useful for implementing your own [LineEdit] or [TextEdit], as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions). + [code]position[/code] parameter is the screen space [Rect2] of the edited text. + [code]multiline[/code] parameter needs to be set to [code]true[/code] to be able to enter multiple lines of text, as in [TextEdit]. + [code]max_length[/code] limits the number of characters that can be entered if different from [code]-1[/code]. + [code]cursor_start[/code] can optionally define the current text cursor position if [code]cursor_end[/code] is not set. + [code]cursor_start[/code] and [code]cursor_end[/code] can optionally define the current text selection. + [b]Note:[/b] This method is implemented on Android, iOS and UWP. </description> </method> <method name="vsync_is_enabled" qualifiers="const"> @@ -833,6 +913,42 @@ <description> </description> </method> + <method name="window_set_mouse_passthrough"> + <return type="void"> + </return> + <argument index="0" name="region" type="PackedVector2Array"> + </argument> + <argument index="1" name="window_id" type="int" default="0"> + </argument> + <description> + Sets a polygonal region of the window which accepts mouse events. Mouse events outside the region will be passed through. + Passing an empty array will disable passthrough support (all mouse events will be intercepted by the window, which is the default behavior). + [codeblocks] + [gdscript] + # Set region, using Path2D node. + DisplayServer.window_set_mouse_passthrough($Path2D.curve.get_baked_points()) + + # Set region, using Polygon2D node. + DisplayServer.window_set_mouse_passthrough($Polygon2D.polygon) + + # Reset region to default. + DisplayServer.window_set_mouse_passthrough([]) + [/gdscript] + [csharp] + // Set region, using Path2D node. + DisplayServer.WindowSetMousePassthrough(GetNode<Path2D>("Path2D").Curve.GetBakedPoints()); + + // Set region, using Polygon2D node. + DisplayServer.WindowSetMousePassthrough(GetNode<Polygon2D>("Polygon2D").Polygon); + + // Reset region to default. + DisplayServer.WindowSetMousePassthrough(new Vector2[] {}); + [/csharp] + [/codeblocks] + [b]Note:[/b] On Windows, the portion of a window that lies outside the region is not drawn, while on Linux and macOS it is. + [b]Note:[/b] This method is implemented on Linux, macOS and Windows. + </description> + </method> <method name="window_set_position"> <return type="void"> </return> @@ -1004,6 +1120,8 @@ <constant name="WINDOW_MODE_MAXIMIZED" value="2" enum="WindowMode"> </constant> <constant name="WINDOW_MODE_FULLSCREEN" value="3" enum="WindowMode"> + Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. </constant> <constant name="WINDOW_FLAG_RESIZE_DISABLED" value="0" enum="WindowFlags"> </constant> @@ -1017,20 +1135,6 @@ </constant> <constant name="WINDOW_FLAG_MAX" value="5" enum="WindowFlags"> </constant> - <constant name="LATIN_KEYBOARD_QWERTY" value="0" enum="LatinKeyboardVariant"> - </constant> - <constant name="LATIN_KEYBOARD_QWERTZ" value="1" enum="LatinKeyboardVariant"> - </constant> - <constant name="LATIN_KEYBOARD_AZERTY" value="2" enum="LatinKeyboardVariant"> - </constant> - <constant name="LATIN_KEYBOARD_QZERTY" value="3" enum="LatinKeyboardVariant"> - </constant> - <constant name="LATIN_KEYBOARD_DVORAK" value="4" enum="LatinKeyboardVariant"> - </constant> - <constant name="LATIN_KEYBOARD_NEO" value="5" enum="LatinKeyboardVariant"> - </constant> - <constant name="LATIN_KEYBOARD_COLEMAK" value="6" enum="LatinKeyboardVariant"> - </constant> <constant name="WINDOW_EVENT_MOUSE_ENTER" value="0" enum="WindowEvent"> </constant> <constant name="WINDOW_EVENT_MOUSE_EXIT" value="1" enum="WindowEvent"> diff --git a/doc/classes/DynamicFont.xml b/doc/classes/DynamicFont.xml deleted file mode 100644 index 0864c3ba36..0000000000 --- a/doc/classes/DynamicFont.xml +++ /dev/null @@ -1,127 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="DynamicFont" inherits="Font" version="4.0"> - <brief_description> - DynamicFont renders vector font files at runtime. - </brief_description> - <description> - DynamicFont renders vector font files (such as TTF or OTF) dynamically at runtime instead of using a prerendered texture atlas like [BitmapFont]. This trades the faster loading time of [BitmapFont]s for the ability to change font parameters like size and spacing during runtime. [DynamicFontData] is used for referencing the font file paths. DynamicFont also supports defining one or more fallbacks fonts, which will be used when displaying a character not supported by the main font. - DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library for rasterization. - [codeblock] - var dynamic_font = DynamicFont.new() - dynamic_font.font_data = load("res://BarlowCondensed-Bold.ttf") - dynamic_font.size = 64 - $"Label".set("custom_fonts/font", dynamic_font) - [/codeblock] - [b]Note:[/b] DynamicFont doesn't support features such as right-to-left typesetting, ligatures, text shaping, variable fonts and optional font features yet. If you wish to "bake" an optional font feature into a TTF font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose the desired features then generate the font. - </description> - <tutorials> - </tutorials> - <methods> - <method name="add_fallback"> - <return type="void"> - </return> - <argument index="0" name="data" type="DynamicFontData"> - </argument> - <description> - Adds a fallback font. - </description> - </method> - <method name="get_fallback" qualifiers="const"> - <return type="DynamicFontData"> - </return> - <argument index="0" name="idx" type="int"> - </argument> - <description> - Returns the fallback font at index [code]idx[/code]. - </description> - </method> - <method name="get_fallback_count" qualifiers="const"> - <return type="int"> - </return> - <description> - Returns the number of fallback fonts. - </description> - </method> - <method name="get_spacing" qualifiers="const"> - <return type="int"> - </return> - <argument index="0" name="type" type="int"> - </argument> - <description> - Returns the spacing for the given [code]type[/code] (see [enum SpacingType]). - </description> - </method> - <method name="remove_fallback"> - <return type="void"> - </return> - <argument index="0" name="idx" type="int"> - </argument> - <description> - Removes the fallback font at index [code]idx[/code]. - </description> - </method> - <method name="set_fallback"> - <return type="void"> - </return> - <argument index="0" name="idx" type="int"> - </argument> - <argument index="1" name="data" type="DynamicFontData"> - </argument> - <description> - Sets the fallback font at index [code]idx[/code]. - </description> - </method> - <method name="set_spacing"> - <return type="void"> - </return> - <argument index="0" name="type" type="int"> - </argument> - <argument index="1" name="value" type="int"> - </argument> - <description> - Sets the spacing for [code]type[/code] (see [enum SpacingType]) to [code]value[/code] in pixels (not relative to the font size). - </description> - </method> - </methods> - <members> - <member name="extra_spacing_bottom" type="int" setter="set_spacing" getter="get_spacing" default="0"> - Extra spacing at the bottom in pixels. - </member> - <member name="extra_spacing_char" type="int" setter="set_spacing" getter="get_spacing" default="0"> - Extra character spacing in pixels. - </member> - <member name="extra_spacing_space" type="int" setter="set_spacing" getter="get_spacing" default="0"> - Extra space spacing in pixels. - </member> - <member name="extra_spacing_top" type="int" setter="set_spacing" getter="get_spacing" default="0"> - Extra spacing at the top in pixels. - </member> - <member name="font_data" type="DynamicFontData" setter="set_font_data" getter="get_font_data"> - The font data. - </member> - <member name="outline_color" type="Color" setter="set_outline_color" getter="get_outline_color" default="Color( 1, 1, 1, 1 )"> - The font outline's color. - [b]Note:[/b] It's recommended to leave this at the default value so that you can adjust it in individual controls. For example, if the outline is made black here, it won't be possible to change its color using a Label's font outline modulate theme item. - </member> - <member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0"> - The font outline's thickness in pixels (not relative to the font size). - </member> - <member name="size" type="int" setter="set_size" getter="get_size" default="16"> - The font size in pixels. - </member> - </members> - <constants> - <constant name="SPACING_TOP" value="0" enum="SpacingType"> - Spacing at the top. - </constant> - <constant name="SPACING_BOTTOM" value="1" enum="SpacingType"> - Spacing at the bottom. - </constant> - <constant name="SPACING_CHAR" value="2" enum="SpacingType"> - Character spacing. - </constant> - <constant name="SPACING_SPACE" value="3" enum="SpacingType"> - Space spacing. - </constant> - </constants> -</class> diff --git a/doc/classes/DynamicFontData.xml b/doc/classes/DynamicFontData.xml deleted file mode 100644 index 2b4ec17bf1..0000000000 --- a/doc/classes/DynamicFontData.xml +++ /dev/null @@ -1,35 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="DynamicFontData" inherits="Resource" version="4.0"> - <brief_description> - Used with [DynamicFont] to describe the location of a font file. - </brief_description> - <description> - Used with [DynamicFont] to describe the location of a vector font file for dynamic rendering at runtime. - </description> - <tutorials> - </tutorials> - <methods> - </methods> - <members> - <member name="antialiased" type="bool" setter="set_antialiased" getter="is_antialiased" default="true"> - If [code]true[/code], the font is rendered with anti-aliasing. - </member> - <member name="font_path" type="String" setter="set_font_path" getter="get_font_path" default=""""> - The path to the vector font file. - </member> - <member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="DynamicFontData.Hinting" default="2"> - The font hinting mode used by FreeType. See [enum Hinting] for options. - </member> - </members> - <constants> - <constant name="HINTING_NONE" value="0" enum="Hinting"> - Disables font hinting (smoother but less crisp). - </constant> - <constant name="HINTING_LIGHT" value="1" enum="Hinting"> - Use the light font hinting mode. - </constant> - <constant name="HINTING_NORMAL" value="2" enum="Hinting"> - Use the default font hinting mode (crisper but less smooth). - </constant> - </constants> -</class> diff --git a/doc/classes/EditorDebuggerPlugin.xml b/doc/classes/EditorDebuggerPlugin.xml new file mode 100644 index 0000000000..b97933e582 --- /dev/null +++ b/doc/classes/EditorDebuggerPlugin.xml @@ -0,0 +1,103 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="EditorDebuggerPlugin" inherits="Control" version="4.0"> + <brief_description> + A base class to implement debugger plugins. + </brief_description> + <description> + All debugger plugin scripts must extend [EditorDebuggerPlugin]. It provides functions related to editor side of debugger. + You don't need to instantiate this class. That is handled by the debugger itself. [Control] nodes can be added as child nodes to provide a GUI front-end for the plugin. + Do not queue_free/reparent it's instance otherwise the instance becomes unusable. + </description> + <tutorials> + </tutorials> + <methods> + <method name="has_capture"> + <return type="bool"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <description> + Returns [code]true[/code] if a message capture with given name is present otherwise [code]false[/code]. + </description> + </method> + <method name="is_breaked"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the game is in break state otherwise [code]false[/code]. + </description> + </method> + <method name="is_debuggable"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the game can be debugged otherwise [code]false[/code]. + </description> + </method> + <method name="is_session_active"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if there is an instance of the game running with the attached debugger otherwise [code]false[/code]. + </description> + </method> + <method name="register_message_capture"> + <return type="void"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="callable" type="Callable"> + </argument> + <description> + Registers a message capture with given [code]name[/code]. If [code]name[/code] is "my_message" then messages starting with "my_message:" will be called with the given callable. + Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return [code]true[/code] otherwise [code]false[/code]. + </description> + </method> + <method name="send_message"> + <return type="void"> + </return> + <argument index="0" name="message" type="String"> + </argument> + <argument index="1" name="data" type="Array"> + </argument> + <description> + Sends a message with given [code]message[/code] and [code]data[/code] array. + </description> + </method> + <method name="unregister_message_capture"> + <return type="void"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <description> + Unregisters the message capture with given name. + </description> + </method> + </methods> + <signals> + <signal name="breaked"> + <argument index="0" name="can_debug" type="bool"> + </argument> + <description> + Emitted when the game enters a break state. + </description> + </signal> + <signal name="continued"> + <description> + Emitted when the game exists a break state. + </description> + </signal> + <signal name="started"> + <description> + Emitted when the debugging starts. + </description> + </signal> + <signal name="stopped"> + <description> + Emitted when the debugging stops. + </description> + </signal> + </signals> + <constants> + </constants> +</class> diff --git a/doc/classes/EditorExportPlugin.xml b/doc/classes/EditorExportPlugin.xml index 8cfd3b63d6..b29734de1c 100644 --- a/doc/classes/EditorExportPlugin.xml +++ b/doc/classes/EditorExportPlugin.xml @@ -1,9 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="EditorExportPlugin" inherits="Reference" version="4.0"> <brief_description> - A script that is executed when exporting projects. + A script that is executed when exporting the project. </brief_description> <description> + Editor export plugins are automatically activated whenever the user exports the project. Their most common use is to determine what files are being included in the exported project. For each plugin, [method _export_begin] is called at the beginning of the export process and then [method _export_file] is called for each exported file. </description> <tutorials> </tutorials> @@ -20,7 +21,7 @@ <argument index="3" name="flags" type="int"> </argument> <description> - Virtual method to be overridden by the user. It is called when the export starts and provides all information about the export. + Virtual method to be overridden by the user. It is called when the export starts and provides all information about the export. [code]features[/code] is the list of features for the export, [code]is_debug[/code] is [code]true[/code] for debug builds, [code]path[/code] is the target path for the exported project. [code]flags[/code] is only used when running a runnable profile, e.g. when using native run on Android. </description> </method> <method name="_export_end" qualifiers="virtual"> @@ -40,6 +41,8 @@ <argument index="2" name="features" type="PackedStringArray"> </argument> <description> + Virtual method to be overridden by the user. Called for each exported file, providing arguments that can be used to identify the file. [code]path[/code] is the path of the file, [code]type[/code] is the [Resource] represented by the file (e.g. [PackedScene]) and [code]features[/code] is the list of features for the export. + Calling [method skip] inside this callback will make the file not included in the export. </description> </method> <method name="add_file"> @@ -52,6 +55,7 @@ <argument index="2" name="remap" type="bool"> </argument> <description> + Adds a custom file to be exported. [code]path[/code] is the virtual path that can be used to load the file, [code]file[/code] is the binary data of the file. If [code]remap[/code] is [code]true[/code], file will not be exported, but instead remapped to the given [code]path[/code]. </description> </method> <method name="add_ios_bundle_file"> @@ -60,6 +64,7 @@ <argument index="0" name="path" type="String"> </argument> <description> + Adds an iOS bundle file from the given [code]path[/code] to the exported project. </description> </method> <method name="add_ios_cpp_code"> @@ -68,6 +73,18 @@ <argument index="0" name="code" type="String"> </argument> <description> + Adds a C++ code to the iOS export. The final code is created from the code appended by each active export plugin. + </description> + </method> + <method name="add_ios_embedded_framework"> + <return type="void"> + </return> + <argument index="0" name="path" type="String"> + </argument> + <description> + Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary. + [b]Note:[/b] For static libraries (*.a) works in same way as [code]add_ios_framework[/code]. + This method should not be used for System libraries as they are already present on the device. </description> </method> <method name="add_ios_framework"> @@ -76,6 +93,7 @@ <argument index="0" name="path" type="String"> </argument> <description> + Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project. </description> </method> <method name="add_ios_linker_flags"> @@ -84,6 +102,7 @@ <argument index="0" name="flags" type="String"> </argument> <description> + Adds linker flags for the iOS export. </description> </method> <method name="add_ios_plist_content"> @@ -92,6 +111,7 @@ <argument index="0" name="plist_content" type="String"> </argument> <description> + Adds content for iOS Property List files. </description> </method> <method name="add_ios_project_static_lib"> @@ -100,6 +120,7 @@ <argument index="0" name="path" type="String"> </argument> <description> + Adds a static lib from the given [code]path[/code] to the iOS project. </description> </method> <method name="add_shared_object"> @@ -110,12 +131,14 @@ <argument index="1" name="tags" type="PackedStringArray"> </argument> <description> + Adds a shared object with the given [code]tags[/code] and destination [code]path[/code]. </description> </method> <method name="skip"> <return type="void"> </return> <description> + To be called inside [method _export_file]. Skips the current file, so it's not included in the export. </description> </method> </methods> diff --git a/doc/classes/EditorFeatureProfile.xml b/doc/classes/EditorFeatureProfile.xml index eb03d3010f..e05a685dd7 100644 --- a/doc/classes/EditorFeatureProfile.xml +++ b/doc/classes/EditorFeatureProfile.xml @@ -135,15 +135,15 @@ <constant name="FEATURE_SCENE_TREE" value="3" enum="Feature"> Scene tree editing. If this feature is disabled, the Scene tree dock will still be visible but will be read-only. </constant> - <constant name="FEATURE_IMPORT_DOCK" value="4" enum="Feature"> - The Import dock. If this feature is disabled, the Import dock won't be visible. - </constant> - <constant name="FEATURE_NODE_DOCK" value="5" enum="Feature"> + <constant name="FEATURE_NODE_DOCK" value="4" enum="Feature"> The Node dock. If this feature is disabled, signals and groups won't be visible and modifiable from the editor. </constant> - <constant name="FEATURE_FILESYSTEM_DOCK" value="6" enum="Feature"> + <constant name="FEATURE_FILESYSTEM_DOCK" value="5" enum="Feature"> The FileSystem dock. If this feature is disabled, the FileSystem dock won't be visible. </constant> + <constant name="FEATURE_IMPORT_DOCK" value="6" enum="Feature"> + The Import dock. If this feature is disabled, the Import dock won't be visible. + </constant> <constant name="FEATURE_MAX" value="7" enum="Feature"> Represents the size of the [enum Feature] enum. </constant> diff --git a/doc/classes/EditorFileSystem.xml b/doc/classes/EditorFileSystem.xml index 9bb51af2d0..5461dccd27 100644 --- a/doc/classes/EditorFileSystem.xml +++ b/doc/classes/EditorFileSystem.xml @@ -97,6 +97,7 @@ <argument index="0" name="resources" type="PackedStringArray"> </argument> <description> + Emitted if at least one resource is reloaded when the filesystem is scanned. </description> </signal> <signal name="sources_changed"> diff --git a/doc/classes/EditorFileSystemDirectory.xml b/doc/classes/EditorFileSystemDirectory.xml index 096fe5df8f..b852ae1063 100644 --- a/doc/classes/EditorFileSystemDirectory.xml +++ b/doc/classes/EditorFileSystemDirectory.xml @@ -67,6 +67,7 @@ <argument index="0" name="idx" type="int"> </argument> <description> + Returns the base class of the script class defined in the file at index [code]idx[/code]. If the file doesn't define a script class using the [code]class_name[/code] syntax, this will return an empty string. </description> </method> <method name="get_file_script_class_name" qualifiers="const"> @@ -75,6 +76,7 @@ <argument index="0" name="idx" type="int"> </argument> <description> + Returns the name of the script class defined in the file at index [code]idx[/code]. If the file doesn't define a script class using the [code]class_name[/code] syntax, this will return an empty string. </description> </method> <method name="get_file_type" qualifiers="const"> diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index 0aac59c727..e5401134bf 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -5,9 +5,10 @@ </brief_description> <description> EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. Register your [EditorPlugin] with [method EditorPlugin.add_import_plugin]. - EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extensions] and [method get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].import[/code] directory. + EditorImportPlugins work by associating with specific file extensions and a resource type. See [method get_recognized_extensions] and [method get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory. Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec": - [codeblock] + [codeblocks] + [gdscript] tool extends EditorImportPlugin @@ -39,17 +40,79 @@ var file = File.new() if file.open(source_file, File.READ) != OK: return FAILED - - var mesh = Mesh.new() - # Fill the Mesh with data read in "file", left as an exercise to the reader + var mesh = ArrayMesh.new() + # Fill the Mesh with data read in "file", left as an exercise to the reader. var filename = save_path + "." + get_save_extension() ResourceSaver.save(filename, mesh) return OK - [/codeblock] + [/gdscript] + [csharp] + using Godot; + using System; + + public class MySpecialPlugin : EditorImportPlugin + { + public override String GetImporterName() + { + return "my.special.plugin"; + } + + public override String GetVisibleName() + { + return "Special Mesh Importer"; + } + + public override Godot.Collections.Array GetRecognizedExtensions() + { + return new Godot.Collections.Array{"special", "spec"}; + } + + public override String GetSaveExtension() + { + return "mesh"; + } + + public override String GetResourceType() + { + return "Mesh"; + } + + public override int GetPresetCount() + { + return 1; + } + + public override String GetPresetName(int i) + { + return "Default"; + } + + public override Godot.Collections.Array GetImportOptions(int i) + { + return new Godot.Collections.Array{new Godot.Collections.Dictionary{{"name", "myOption"}, {"defaultValue", false}}}; + } + + public override int Import(String sourceFile, String savePath, Godot.Collections.Dictionary options, Godot.Collections.Array platformVariants, Godot.Collections.Array genFiles) + { + var file = new File(); + if (file.Open(sourceFile, File.ModeFlags.Read) != Error.Ok) + { + return (int)Error.Failed; + } + + var mesh = new ArrayMesh(); + // Fill the Mesh with data read in "file", left as an exercise to the reader. + String filename = savePath + "." + GetSaveExtension(); + ResourceSaver.Save(filename, mesh); + return (int)Error.Ok; + } + } + [/csharp] + [/codeblocks] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link> + <link title="Import plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link> </tutorials> <methods> <method name="get_import_options" qualifiers="virtual"> @@ -83,6 +146,30 @@ <argument index="1" name="options" type="Dictionary"> </argument> <description> + This method can be overridden to hide specific import options if conditions are met. This is mainly useful for hiding options that depend on others if one of them is disabled. For example: + [codeblocks] + [gdscript] + func get_option_visibility(option, options): + # Only show the lossy quality setting if the compression mode is set to "Lossy". + if option == "compress/lossy_quality" and options.has("compress/mode"): + return int(options["compress/mode"]) == COMPRESS_LOSSY # This is a constant that you set + + return true + [/gdscript] + [csharp] + public void GetOptionVisibility(string option, Godot.Collections.Dictionary options) + { + // Only show the lossy quality setting if the compression mode is set to "Lossy". + if (option == "compress/lossyQuality" && options.Contains("compress/mode")) + { + return (int)options["compress/mode"] == COMPRESS_LOSSY; // This is a constant you set + } + + return true; + } + [/csharp] + [/codeblocks] + Return [code]true[/code] to make all options always visible. </description> </method> <method name="get_preset_count" qualifiers="virtual"> @@ -126,7 +213,7 @@ <return type="String"> </return> <description> - Gets the extension used to save this resource in the [code].import[/code] directory. + Gets the extension used to save this resource in the [code].godot/imported[/code] directory. </description> </method> <method name="get_visible_name" qualifiers="virtual"> @@ -150,6 +237,8 @@ <argument index="4" name="gen_files" type="Array"> </argument> <description> + Imports [code]source_file[/code] into [code]save_path[/code] with the import [code]options[/code] specified. The [code]platform_variants[/code] and [code]gen_files[/code] arrays will be modified by this function. + This method must be overridden to do the actual importing work. See this class' description for an example of overriding this method. </description> </method> </methods> diff --git a/doc/classes/EditorInspector.xml b/doc/classes/EditorInspector.xml index 2f62fe9e40..6f03165a97 100644 --- a/doc/classes/EditorInspector.xml +++ b/doc/classes/EditorInspector.xml @@ -14,6 +14,8 @@ <return type="void"> </return> <description> + Refreshes the inspector. + [b]Note:[/b] To save on CPU resources, calling this method will do nothing if the time specified in [code]docks/property_editor/auto_refresh_interval[/code] editor setting hasn't passed yet since this method was last called. (By default, this interval is set to 0.3 seconds.) </description> </method> </methods> @@ -25,30 +27,35 @@ <argument index="0" name="id" type="int"> </argument> <description> + Emitted when the Edit button of an [Object] has been pressed in the inspector. This is mainly used in the remote scene tree inspector. </description> </signal> <signal name="property_deleted"> <argument index="0" name="property" type="String"> </argument> <description> + Emitted when a property is removed from the inspector. </description> </signal> <signal name="property_edited"> <argument index="0" name="property" type="String"> </argument> <description> + Emitted when a property is edited in the inspector. </description> </signal> <signal name="property_keyed"> <argument index="0" name="property" type="String"> </argument> <description> + Emitted when a property is keyed in the inspector. Properties can be keyed by clicking the "key" icon next to a property when the Animation panel is toggled. </description> </signal> <signal name="property_selected"> <argument index="0" name="property" type="String"> </argument> <description> + Emitted when a property is selected in the inspector. </description> </signal> <signal name="property_toggled"> @@ -57,6 +64,8 @@ <argument index="1" name="checked" type="bool"> </argument> <description> + Emitted when a boolean property is toggled in the inspector. + [b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/code] property enabled. Since this property is always enabled in the editor inspector, this signal is never emitted by the editor itself. </description> </signal> <signal name="resource_selected"> @@ -65,10 +74,12 @@ <argument index="1" name="prop" type="String"> </argument> <description> + Emitted when a resource is selected in the inspector. </description> </signal> <signal name="restart_requested"> <description> + Emitted when a property that requires a restart to be applied is edited in the inspector. This is only used in the Project Settings and Editor Settings. </description> </signal> </signals> diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml index 499c3b8271..b01af71852 100644 --- a/doc/classes/EditorInterface.xml +++ b/doc/classes/EditorInterface.xml @@ -23,13 +23,14 @@ <return type="Control"> </return> <description> - Returns the main container of Godot editor's window. You can use it, for example, to retrieve the size of the container and place your controls accordingly. + Returns the main container of Godot editor's window. For example, you can use it to retrieve the size of the container and place your controls accordingly. </description> </method> <method name="get_current_path" qualifiers="const"> <return type="String"> </return> <description> + Returns the current path being viewed in the [FileSystemDock]. </description> </method> <method name="get_edited_scene_root"> @@ -39,30 +40,33 @@ Returns the edited (current) scene's root [Node]. </description> </method> - <method name="get_editor_settings"> - <return type="EditorSettings"> + <method name="get_editor_main_control"> + <return type="Control"> </return> <description> - Returns the [EditorSettings]. + Returns the main editor control. Use this as a parent for main screens. + [b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically. </description> </method> - <method name="get_editor_viewport"> - <return type="Control"> + <method name="get_editor_settings"> + <return type="EditorSettings"> </return> <description> - Returns the editor [Viewport]. + Returns the editor's [EditorSettings] instance. </description> </method> <method name="get_file_system_dock"> <return type="FileSystemDock"> </return> <description> + Returns the editor's [FileSystemDock] instance. </description> </method> <method name="get_inspector" qualifiers="const"> <return type="EditorInspector"> </return> <description> + Returns the editor's [EditorInspector] instance. </description> </method> <method name="get_open_scenes" qualifiers="const"> @@ -72,38 +76,46 @@ Returns an [Array] with the file paths of the currently opened scenes. </description> </method> + <method name="get_playing_scene" qualifiers="const"> + <return type="String"> + </return> + <description> + Returns the name of the scene that is being played. If no scene is currently being played, returns an empty string. + </description> + </method> <method name="get_resource_filesystem"> <return type="EditorFileSystem"> </return> <description> - Returns the [EditorFileSystem]. + Returns the editor's [EditorFileSystem] instance. </description> </method> <method name="get_resource_previewer"> <return type="EditorResourcePreview"> </return> <description> - Returns the [EditorResourcePreview]. + Returns the editor's [EditorResourcePreview] instance. </description> </method> <method name="get_script_editor"> <return type="ScriptEditor"> </return> <description> - Returns the [ScriptEditor]. + Returns the editor's [ScriptEditor] instance. </description> </method> <method name="get_selected_path" qualifiers="const"> <return type="String"> </return> <description> + Returns the path of the directory currently selected in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead. </description> </method> <method name="get_selection"> <return type="EditorSelection"> </return> <description> - Returns the [EditorSelection]. + Returns the editor's [EditorSelection] instance. </description> </method> <method name="inspect_object"> @@ -113,8 +125,17 @@ </argument> <argument index="1" name="for_property" type="String" default=""""> </argument> + <argument index="2" name="inspector_only" type="bool" default="false"> + </argument> <description> - Shows the given property on the given [code]object[/code] in the Editor's Inspector dock. + Shows the given property on the given [code]object[/code] in the editor's Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins will not attempt to edit [code]object[/code]. + </description> + </method> + <method name="is_playing_scene" qualifiers="const"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if a scene is currently being played, [code]false[/code] otherwise. Paused scenes are considered as being played. </description> </method> <method name="is_plugin_enabled" qualifiers="const"> @@ -123,7 +144,7 @@ <argument index="0" name="plugin" type="String"> </argument> <description> - Returns the enabled status of a plugin. The plugin name is the same as its directory name. + Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. The plugin name is the same as its directory name. </description> </method> <method name="make_mesh_previews"> @@ -146,6 +167,29 @@ Opens the scene at the given path. </description> </method> + <method name="play_current_scene"> + <return type="void"> + </return> + <description> + Plays the currently active scene. + </description> + </method> + <method name="play_custom_scene"> + <return type="void"> + </return> + <argument index="0" name="scene_filepath" type="String"> + </argument> + <description> + Plays the scene specified by its filepath. + </description> + </method> + <method name="play_main_scene"> + <return type="void"> + </return> + <description> + Plays the main scene. + </description> + </method> <method name="reload_scene_from_path"> <return type="void"> </return> @@ -182,20 +226,13 @@ Selects the file, with the path provided by [code]file[/code], in the FileSystem dock. </description> </method> - <method name="set_distraction_free_mode"> - <return type="void"> - </return> - <argument index="0" name="enter" type="bool"> - </argument> - <description> - </description> - </method> <method name="set_main_screen_editor"> <return type="void"> </return> <argument index="0" name="name" type="String"> </argument> <description> + Sets the editor's current main screen to the one specified in [code]name[/code]. [code]name[/code] must match the text of the tab in question exactly ([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/code]). </description> </method> <method name="set_plugin_enabled"> @@ -209,7 +246,19 @@ Sets the enabled status of a plugin. The plugin name is the same as its directory name. </description> </method> + <method name="stop_playing_scene"> + <return type="void"> + </return> + <description> + Stops the scene that is currently playing. + </description> + </method> </methods> + <members> + <member name="distraction_free_mode" type="bool" setter="set_distraction_free_mode" getter="is_distraction_free_mode_enabled"> + If [code]true[/code], enables distraction-free mode which hides side docks to increase the space available for the main view. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/EditorNode3DGizmo.xml b/doc/classes/EditorNode3DGizmo.xml index 6d695ddeea..45541b9263 100644 --- a/doc/classes/EditorNode3DGizmo.xml +++ b/doc/classes/EditorNode3DGizmo.xml @@ -15,6 +15,7 @@ <argument index="0" name="segments" type="PackedVector3Array"> </argument> <description> + Adds the specified [code]segments[/code] to the gizmo's collision shape for picking. Call this function during [method redraw]. </description> </method> <method name="add_collision_triangles"> @@ -69,6 +70,7 @@ <argument index="3" name="material" type="Material" default="null"> </argument> <description> + Adds a mesh to the gizmo with the specified [code]billboard[/code] state, [code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] is [code]true[/code], the mesh will rotate to always face the camera. Call this function during [method redraw]. </description> </method> <method name="add_unscaled_billboard"> @@ -88,6 +90,7 @@ <return type="void"> </return> <description> + Removes everything in the gizmo including meshes, collisions and handles. </description> </method> <method name="commit_handle" qualifiers="virtual"> @@ -143,14 +146,14 @@ <argument index="0" name="index" type="int"> </argument> <description> - Gets whether a handle is highlighted or not. + Returns [code]true[/code] if the handle at index [code]index[/code] is highlighted by being hovered with the mouse. </description> </method> <method name="redraw" qualifiers="virtual"> <return type="void"> </return> <description> - This function is called when the Node3D this gizmo refers to changes (the [method Node3D.update_gizmo] is called). + This function is called when the [Node3D] this gizmo refers to changes (the [method Node3D.update_gizmo] is called). </description> </method> <method name="set_handle" qualifiers="virtual"> @@ -173,6 +176,7 @@ <argument index="0" name="hidden" type="bool"> </argument> <description> + Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be hidden. If [code]false[/code], it will be shown. </description> </method> <method name="set_spatial_node"> @@ -181,6 +185,7 @@ <argument index="0" name="node" type="Node"> </argument> <description> + Sets the reference [Node3D] node for the gizmo. [code]node[/code] must inherit from [Node3D]. </description> </method> </methods> diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml index ca75b47fbf..322cff4e43 100644 --- a/doc/classes/EditorNode3DGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -7,7 +7,7 @@ EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the documentation for more info. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link> + <link title="Spatial gizmo plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link> </tutorials> <methods> <method name="add_material"> @@ -59,8 +59,11 @@ </argument> <argument index="1" name="billboard" type="bool" default="false"> </argument> + <argument index="2" name="texture" type="Texture2D" default="null"> + </argument> <description> Creates a handle material with its variants (selected and/or editable) and adds them to the internal material list. They can then be accessed with [method get_material] and used in [method EditorNode3DGizmo.add_handles]. Should not be overridden. + You can optionally provide a texture to use instead of the default icon. </description> </method> <method name="create_icon_material"> @@ -122,7 +125,7 @@ </return> <argument index="0" name="name" type="String"> </argument> - <argument index="1" name="gizmo" type="EditorNode3DGizmo"> + <argument index="1" name="gizmo" type="EditorNode3DGizmo" default="null"> </argument> <description> Gets material from the internal list of materials. If an [EditorNode3DGizmo] is provided, it will try to get the corresponding variant (selected and/or editable). @@ -136,9 +139,11 @@ </description> </method> <method name="get_priority" qualifiers="virtual"> - <return type="String"> + <return type="int"> </return> <description> + Override this method to set the gizmo's priority. Higher values correspond to higher priority. If a gizmo with higher priority conflicts with another gizmo, only the gizmo with higher priority will be used. + All built-in editor gizmos return a priority of [code]-1[/code]. If not overridden, this method will return [code]0[/code], which means custom gizmos will automatically override built-in gizmos. </description> </method> <method name="has_gizmo" qualifiers="virtual"> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 19583fca28..be21ad65c5 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -7,7 +7,7 @@ Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link> + <link title="Editor plugins tutorial index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link> </tutorials> <methods> <method name="add_autoload_singleton"> @@ -22,7 +22,7 @@ </description> </method> <method name="add_control_to_bottom_panel"> - <return type="ToolButton"> + <return type="Button"> </return> <argument index="0" name="control" type="Control"> </argument> @@ -76,12 +76,22 @@ During run-time, this will be a simple object with a script so this function does not need to be called then. </description> </method> + <method name="add_debugger_plugin"> + <return type="void"> + </return> + <argument index="0" name="script" type="Script"> + </argument> + <description> + Adds a [Script] as debugger plugin to the Debugger. The script must extend [EditorDebuggerPlugin]. + </description> + </method> <method name="add_export_plugin"> <return type="void"> </return> <argument index="0" name="plugin" type="EditorExportPlugin"> </argument> <description> + Registers a new export plugin. Export plugins are used when the project is being exported. See [EditorExportPlugin] for more information. </description> </method> <method name="add_import_plugin"> @@ -121,14 +131,10 @@ </return> <argument index="0" name="name" type="String"> </argument> - <argument index="1" name="handler" type="Object"> - </argument> - <argument index="2" name="callback" type="String"> - </argument> - <argument index="3" name="ud" type="Variant" default="null"> + <argument index="1" name="callable" type="Callable"> </argument> <description> - Adds a custom menu item to [b]Project > Tools[/b] as [code]name[/code] that calls [code]callback[/code] on an instance of [code]handler[/code] with a parameter [code]ud[/code] when user activates it. + Adds a custom menu item to [b]Project > Tools[/b] named [code]name[/code]. When clicked, the provided [code]callable[/code] will be called. </description> </method> <method name="add_tool_submenu_item"> @@ -139,7 +145,16 @@ <argument index="1" name="submenu" type="Object"> </argument> <description> - Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. [code]submenu[/code] should be an object of class [PopupMenu]. This submenu should be cleaned up using [code]remove_tool_menu_item(name)[/code]. + Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. [code]submenu[/code] should be an object of class [PopupMenu]. Use [code]remove_tool_menu_item(name)[/code] on plugin clean up to remove the menu. + </description> + </method> + <method name="add_translation_parser_plugin"> + <return type="void"> + </return> + <argument index="0" name="parser" type="EditorTranslationParserPlugin"> + </argument> + <description> + Registers a custom translation parser plugin for extracting translatable strings from custom files. </description> </method> <method name="apply_changes" qualifiers="virtual"> @@ -192,6 +207,38 @@ <argument index="0" name="overlay" type="Control"> </argument> <description> + Called by the engine when the 2D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays]. + [codeblocks] + [gdscript] + func forward_canvas_draw_over_viewport(overlay): + # Draw a circle at cursor position. + overlay.draw_circle(overlay.get_local_mouse_position(), 64) + + func forward_canvas_gui_input(event): + if event is InputEventMouseMotion: + # Redraw viewport when cursor is moved. + update_overlays() + return true + return false + [/gdscript] + [csharp] + public override void ForwardCanvasDrawOverViewport(Godot.Control overlay) + { + // Draw a circle at cursor position. + overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White); + } + + public override bool ForwardCanvasGuiInput(InputEvent @event) + { + if (@event is InputEventMouseMotion) + { + // Redraw viewport when cursor is moved. + UpdateOverlays(); + return true; + } + return false; + [/csharp] + [/codeblocks] </description> </method> <method name="forward_canvas_force_draw_over_viewport" qualifiers="virtual"> @@ -200,6 +247,8 @@ <argument index="0" name="overlay" type="Control"> </argument> <description> + This method is the same as [method forward_canvas_draw_over_viewport], except it draws on top of everything. Useful when you need an extra layer that shows over anything else. + You need to enable calling of this method by using [method set_force_draw_over_forwarding_enabled]. </description> </method> <method name="forward_canvas_gui_input" qualifiers="virtual"> @@ -209,21 +258,85 @@ </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. Example: - [codeblock] + [codeblocks] + [gdscript] # Prevents the InputEvent to reach other Editor classes func forward_canvas_gui_input(event): - var forward = true - return forward - [/codeblock] + return true + [/gdscript] + [csharp] + // Prevents the InputEvent to reach other Editor classes + public override bool ForwardCanvasGuiInput(InputEvent @event) + { + return true; + } + [/csharp] + [/codeblocks] Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example: - [codeblock] - # Consumes InputEventMouseMotion and forwards other InputEvent types + [codeblocks] + [gdscript] + # Consumes InputEventMouseMotion and forwards other InputEvent types. func forward_canvas_gui_input(event): - var forward = false + return event is InputEventMouseMotion + [/gdscript] + [csharp] + // Consumes InputEventMouseMotion and forwards other InputEvent types. + public override bool ForwardCanvasGuiInput(InputEvent @event) + { + return @event is InputEventMouseMotion; + } + [/csharp] + [/codeblocks] + </description> + </method> + <method name="forward_spatial_draw_over_viewport" qualifiers="virtual"> + <return type="void"> + </return> + <argument index="0" name="overlay" type="Control"> + </argument> + <description> + Called by the engine when the 3D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays]. + [codeblocks] + [gdscript] + func forward_spatial_draw_over_viewport(overlay): + # Draw a circle at cursor position. + overlay.draw_circle(overlay.get_local_mouse_position(), 64) + + func forward_spatial_gui_input(camera, event): if event is InputEventMouseMotion: - forward = true - return forward - [/codeblock] + # Redraw viewport when cursor is moved. + update_overlays() + return true + return false + [/gdscript] + [csharp] + public override void ForwardSpatialDrawOverViewport(Godot.Control overlay) + { + // Draw a circle at cursor position. + overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White); + } + + public override bool ForwardSpatialGuiInput(Godot.Camera3D camera, InputEvent @event) + { + if (@event is InputEventMouseMotion) + { + // Redraw viewport when cursor is moved. + UpdateOverlays(); + return true; + } + return false; + [/csharp] + [/codeblocks] + </description> + </method> + <method name="forward_spatial_force_draw_over_viewport" qualifiers="virtual"> + <return type="void"> + </return> + <argument index="0" name="overlay" type="Control"> + </argument> + <description> + This method is the same as [method forward_spatial_draw_over_viewport], except it draws on top of everything. Useful when you need an extra layer that shows over anything else. + You need to enable calling of this method by using [method set_force_draw_over_forwarding_enabled]. </description> </method> <method name="forward_spatial_gui_input" qualifiers="virtual"> @@ -235,21 +348,35 @@ </argument> <description> 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. Example: - [codeblock] - # Prevents the InputEvent to reach other Editor classes + [codeblocks] + [gdscript] + # Prevents the InputEvent to reach other Editor classes. func forward_spatial_gui_input(camera, event): - var forward = true - return forward - [/codeblock] + return true + [/gdscript] + [csharp] + // Prevents the InputEvent to reach other Editor classes. + public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event) + { + return true; + } + [/csharp] + [/codeblocks] Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example: - [codeblock] - # Consumes InputEventMouseMotion and forwards other InputEvent types + [codeblocks] + [gdscript] + # Consumes InputEventMouseMotion and forwards other InputEvent types. func forward_spatial_gui_input(camera, event): - var forward = false - if event is InputEventMouseMotion: - forward = true - return forward - [/codeblock] + return event is InputEventMouseMotion + [/gdscript] + [csharp] + // Consumes InputEventMouseMotion and forwards other InputEvent types. + public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event) + { + return @event is InputEventMouseMotion; + } + [/csharp] + [/codeblocks] </description> </method> <method name="get_breakpoints" qualifiers="virtual"> @@ -273,13 +400,24 @@ Override this method in your plugin to return a [Texture2D] in order to give it an icon. For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons. Ideally, the plugin icon should be white with a transparent background and 16x16 pixels in size. - [codeblock] + [codeblocks] + [gdscript] func get_plugin_icon(): # You can use a custom icon: return preload("res://addons/my_plugin/my_plugin_icon.svg") # Or use a built-in icon: return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons") - [/codeblock] + [/gdscript] + [csharp] + public override Texture2D GetPluginIcon() + { + // You can use a custom icon: + return ResourceLoader.Load<Texture2D>("res://addons/my_plugin/my_plugin_icon.svg"); + // Or use a built-in icon: + return GetEditorInterface().GetBaseControl().GetIcon("Node", "EditorIcons"); + } + [/csharp] + [/codeblocks] </description> </method> <method name="get_plugin_name" qualifiers="virtual"> @@ -361,7 +499,7 @@ Remember that you have to manage the visibility of all your editor controls manually. </description> </method> - <method name="queue_save_layout" qualifiers="const"> + <method name="queue_save_layout"> <return type="void"> </return> <description> @@ -415,6 +553,15 @@ Removes a custom type added by [method add_custom_type]. </description> </method> + <method name="remove_debugger_plugin"> + <return type="void"> + </return> + <argument index="0" name="script" type="Script"> + </argument> + <description> + Removes the debugger plugin with given script fromm the Debugger. + </description> + </method> <method name="remove_export_plugin"> <return type="void"> </return> @@ -464,6 +611,15 @@ Removes a menu [code]name[/code] from [b]Project > Tools[/b]. </description> </method> + <method name="remove_translation_parser_plugin"> + <return type="void"> + </return> + <argument index="0" name="parser" type="EditorTranslationParserPlugin"> + </argument> + <description> + Removes a registered custom translation parser plugin. + </description> + </method> <method name="save_external_data" qualifiers="virtual"> <return type="void"> </return> @@ -475,6 +631,7 @@ <return type="void"> </return> <description> + Enables calling of [method forward_canvas_force_draw_over_viewport] for the 2D editor and [method forward_spatial_force_draw_over_viewport] for the 3D editor when their viewports are updated. You need to call this method only once and it will work permanently for this plugin. </description> </method> <method name="set_input_event_forwarding_always_enabled"> @@ -506,7 +663,7 @@ <return type="int"> </return> <description> - Updates the overlays of the editor (2D/3D) viewport. + Updates the overlays of the 2D and 3D editor viewport. Causes methods [method forward_canvas_draw_over_viewport], [method forward_canvas_force_draw_over_viewport], [method forward_spatial_draw_over_viewport] and [method forward_spatial_force_draw_over_viewport] to be called. </description> </method> </methods> diff --git a/doc/classes/EditorProperty.xml b/doc/classes/EditorProperty.xml index 4da3b58b94..f568263ff8 100644 --- a/doc/classes/EditorProperty.xml +++ b/doc/classes/EditorProperty.xml @@ -73,24 +73,25 @@ </methods> <members> <member name="checkable" type="bool" setter="set_checkable" getter="is_checkable" default="false"> - Used by the inspector, set when property is checkable. + Used by the inspector, set to [code]true[/code] when the property is checkable. </member> <member name="checked" type="bool" setter="set_checked" getter="is_checked" default="false"> - Used by the inspector, when the property is checked. + Used by the inspector, set to [code]true[/code] when the property is checked. </member> <member name="deletable" type="bool" setter="set_deletable" getter="is_deletable" default="false"> + Used by the inspector, set to [code]true[/code] when the property can be deleted by the user. </member> <member name="draw_red" type="bool" setter="set_draw_red" getter="is_draw_red" default="false"> - Used by the inspector, when the property must draw with error color. + Used by the inspector, set to [code]true[/code] when the property must draw with error color. This is used for editable children's properties. </member> <member name="keying" type="bool" setter="set_keying" getter="is_keying" default="false"> - Used by the inspector, when the property can add keys for animation. + Used by the inspector, set to [code]true[/code] when the property can add keys for animation. </member> <member name="label" type="String" setter="set_label" getter="get_label" default=""""> - Sets this property to change the label (if you want to show one). + Set this property to change the label (if you want to show one). </member> <member name="read_only" type="bool" setter="set_read_only" getter="is_read_only" default="false"> - Used by the inspector, when the property is read-only. + Used by the inspector, set to [code]true[/code] when the property is read-only. </member> </members> <signals> @@ -134,6 +135,7 @@ <argument index="0" name="property" type="StringName"> </argument> <description> + Emitted when a property was deleted. Used internally. </description> </signal> <signal name="property_keyed"> diff --git a/doc/classes/EditorSceneImporterAssimp.xml b/doc/classes/EditorSceneImporterAssimp.xml deleted file mode 100644 index c72d4ee25a..0000000000 --- a/doc/classes/EditorSceneImporterAssimp.xml +++ /dev/null @@ -1,36 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="EditorSceneImporterAssimp" inherits="EditorSceneImporter" version="4.0"> - <brief_description> - FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url]. - </brief_description> - <description> - This is an FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url]. It currently has many known limitations and works best with static meshes. Most animated meshes won't import correctly. - If exporting a FBX scene from Autodesk Maya, use these FBX export settings: - [codeblock] - - Smoothing Groups - - Smooth Mesh - - Triangluate (for meshes with blend shapes) - - Bake Animation - - Resample All - - Deformed Models - - Skins - - Blend Shapes - - Curve Filters - - Constant Key Reducer - - Auto Tangents Only - - *Do not check* Constraints (as it will break the file) - - Can check Embed Media (embeds textures into the exported FBX file) - - Note that when importing embedded media, the texture and mesh will be a single immutable file. - - You will have to re-export then re-import the FBX if the texture has changed. - - Units: Centimeters - - Up Axis: Y - - Binary format in FBX 2017 - [/codeblock] - </description> - <tutorials> - </tutorials> - <methods> - </methods> - <constants> - </constants> -</class> diff --git a/doc/classes/EditorSceneImporterGLTF.xml b/doc/classes/EditorSceneImporterGLTF.xml new file mode 100644 index 0000000000..e717b30f73 --- /dev/null +++ b/doc/classes/EditorSceneImporterGLTF.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="EditorSceneImporterGLTF" inherits="EditorSceneImporter" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/EditorSceneImporterMesh.xml b/doc/classes/EditorSceneImporterMesh.xml new file mode 100644 index 0000000000..1c903bd889 --- /dev/null +++ b/doc/classes/EditorSceneImporterMesh.xml @@ -0,0 +1,160 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="EditorSceneImporterMesh" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_blend_shape"> + <return type="void"> + </return> + <argument index="0" name="name" type="String"> + </argument> + <description> + </description> + </method> + <method name="add_surface"> + <return type="void"> + </return> + <argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType"> + </argument> + <argument index="1" name="arrays" type="Array"> + </argument> + <argument index="2" name="blend_shapes" type="Array" default="[ ]"> + </argument> + <argument index="3" name="lods" type="Dictionary" default="{ +}"> + </argument> + <argument index="4" name="material" type="Material" default="null"> + </argument> + <argument index="5" name="arg5" type="String" default=""""> + </argument> + <description> + </description> + </method> + <method name="clear"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="get_blend_shape_count" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_blend_shape_mode" qualifiers="const"> + <return type="int" enum="Mesh.BlendShapeMode"> + </return> + <description> + </description> + </method> + <method name="get_blend_shape_name" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="blend_shape_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_mesh"> + <return type="ArrayMesh"> + </return> + <description> + </description> + </method> + <method name="get_surface_arrays" qualifiers="const"> + <return type="Array"> + </return> + <argument index="0" name="surface_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_surface_blend_shape_arrays" qualifiers="const"> + <return type="Array"> + </return> + <argument index="0" name="surface_idx" type="int"> + </argument> + <argument index="1" name="blend_shape_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_surface_count" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_surface_lod_count" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="surface_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_surface_lod_indices" qualifiers="const"> + <return type="PackedInt32Array"> + </return> + <argument index="0" name="surface_idx" type="int"> + </argument> + <argument index="1" name="lod_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_surface_lod_size" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="surface_idx" type="int"> + </argument> + <argument index="1" name="lod_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_surface_material" qualifiers="const"> + <return type="Material"> + </return> + <argument index="0" name="surface_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_surface_name" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="surface_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_surface_primitive_type"> + <return type="int" enum="Mesh.PrimitiveType"> + </return> + <argument index="0" name="surface_idx" type="int"> + </argument> + <description> + </description> + </method> + <method name="set_blend_shape_mode"> + <return type="void"> + </return> + <argument index="0" name="mode" type="int" enum="Mesh.BlendShapeMode"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="_data" type="Dictionary" setter="_set_data" getter="_get_data" default="{"surfaces": [ ]}"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/EditorSceneImporterMeshNode3D.xml b/doc/classes/EditorSceneImporterMeshNode3D.xml new file mode 100644 index 0000000000..1e459c1cee --- /dev/null +++ b/doc/classes/EditorSceneImporterMeshNode3D.xml @@ -0,0 +1,21 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="EditorSceneImporterMeshNode3D" inherits="Node3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="mesh" type="EditorSceneImporterMesh" setter="set_mesh" getter="get_mesh"> + </member> + <member name="skeleton_path" type="NodePath" setter="set_skeleton_path" getter="get_skeleton_path" default="NodePath("")"> + </member> + <member name="skin" type="Skin" setter="set_skin" getter="get_skin"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 56fc0e3d1a..5cddecffa8 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -6,27 +6,53 @@ <description> Imported scenes can be automatically modified right after import by setting their [b]Custom Script[/b] Import property to a [code]tool[/code] script that inherits from this class. The [method post_import] callback receives the imported scene's root node and returns the modified version of the scene. Usage example: - [codeblock] - tool # Needed so it runs in editor + [codeblocks] + [gdscript] + tool # Needed so it runs in editor. extends EditorScenePostImport - - # This sample changes all node names - - # Called right after the scene is imported and gets the root node + # This sample changes all node names. + # Called right after the scene is imported and gets the root node. func post_import(scene): # Change all node names to "modified_[oldnodename]" iterate(scene) return scene # Remember to return the imported scene - func iterate(node): if node != null: node.name = "modified_" + node.name for child in node.get_children(): iterate(child) - [/codeblock] + [/gdscript] + [csharp] + using Godot; + + // This sample changes all node names. + // Called right after the scene is imported and gets the root node. + [Tool] + public class NodeRenamer : EditorScenePostImport + { + public override Object PostImport(Object scene) + { + // Change all node names to "modified_[oldnodename]" + Iterate(scene as Node); + return scene; // Remember to return the imported scene + } + public void Iterate(Node node) + { + if (node != null) + { + node.Name = "modified_" + node.Name; + foreach (Node child in node.GetChildren()) + { + Iterate(child); + } + } + } + } + [/csharp] + [/codeblocks] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link> + <link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link> </tutorials> <methods> <method name="get_source_file" qualifiers="const"> diff --git a/doc/classes/EditorScript.xml b/doc/classes/EditorScript.xml index e96044bf48..60ccf451b8 100644 --- a/doc/classes/EditorScript.xml +++ b/doc/classes/EditorScript.xml @@ -7,13 +7,28 @@ Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead. [b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled. [b]Example script:[/b] - [codeblock] + [codeblocks] + [gdscript] tool extends EditorScript func _run(): print("Hello from the Godot Editor!") - [/codeblock] + [/gdscript] + [csharp] + using Godot; + using System; + + [Tool] + public class HelloEditor : EditorScript + { + public override void _Run() + { + GD.Print("Hello from the Godot Editor!"); + } + } + [/csharp] + [/codeblocks] [b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Godot [b]Output[/b] dock. </description> <tutorials> diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index 19921ff5c8..6088ae7a43 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -5,12 +5,26 @@ </brief_description> <description> Object that holds the project-independent editor settings. These settings are generally visible in the [b]Editor > Editor Settings[/b] menu. - Accessing the settings is done by using the regular [Object] API, such as: - [codeblock] - settings.set(prop,value) - settings.get(prop) - list_of_settings = settings.get_property_list() - [/codeblock] + Property names use slash delimiters to distinguish sections. Setting values can be of any [Variant] type. It's recommended to use [code]snake_case[/code] for editor settings to be consistent with the Godot editor itself. + Accessing the settings can be done using the following methods, such as: + [codeblocks] + [gdscript] + var settings = EditorInterface.get_editor_settings() + # `settings.set("some/property", 10)` also works as this class overrides `_set()` internally. + settings.set_setting("some/property", 10) + # `settings.get("some/property")` also works as this class overrides `_get()` internally. + settings.get_setting("some/property") + var list_of_settings = settings.get_property_list() + [/gdscript] + [csharp] + EditorSettings settings = GetEditorInterface().GetEditorSettings(); + // `settings.set("some/property", value)` also works as this class overrides `_set()` internally. + settings.SetSetting("some/property", Value); + // `settings.get("some/property", value)` also works as this class overrides `_get()` internally. + settings.GetSetting("some/property"); + Godot.Collections.Array listOfSettings = settings.GetPropertyList(); + [/csharp] + [/codeblocks] [b]Note:[/b] This class shouldn't be instantiated directly. Instead, access the singleton using [method EditorInterface.get_editor_settings]. </description> <tutorials> @@ -27,8 +41,10 @@ - [code]type[/code]: [int] (see [enum Variant.Type]) - optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and [code]hint_string[/code]: [String] [b]Example:[/b] - [codeblock] - editor_settings.set("category/property_name", 0) + [codeblocks] + [gdscript] + var settings = EditorInterface.get_editor_settings() + settings.set("category/property_name", 0) var property_info = { "name": "category/property_name", @@ -37,8 +53,23 @@ "hint_string": "one,two,three" } - editor_settings.add_property_info(property_info) - [/codeblock] + settings.add_property_info(property_info) + [/gdscript] + [csharp] + var settings = GetEditorInterface().GetEditorSettings(); + settings.Set("category/property_name", 0); + + var propertyInfo = new Godot.Collections.Dictionary + { + {"name", "category/propertyName"}, + {"type", Variant.Type.Int}, + {"hint", PropertyHint.Enum}, + {"hint_string", "one,two,three"} + }; + + settings.AddPropertyInfo(propertyInfo); + [/csharp] + [/codeblocks] </description> </method> <method name="erase"> @@ -47,14 +78,14 @@ <argument index="0" name="property" type="String"> </argument> <description> - Erase a given setting (pass full property path). + Erases the setting whose name is specified by [code]property[/code]. </description> </method> <method name="get_favorites" qualifiers="const"> <return type="PackedStringArray"> </return> <description> - Gets the list of favorite files and directories for this project. + Returns the list of favorite files and directories for this project. </description> </method> <method name="get_project_metadata" qualifiers="const"> @@ -67,20 +98,21 @@ <argument index="2" name="default" type="Variant" default="null"> </argument> <description> + Returns project-specific metadata for the [code]section[/code] and [code]key[/code] specified. If the metadata doesn't exist, [code]default[/code] will be returned instead. See also [method set_project_metadata]. </description> </method> <method name="get_project_settings_dir" qualifiers="const"> <return type="String"> </return> <description> - Gets the specific project settings path. Projects all have a unique sub-directory inside the settings path where project specific settings are saved. + Returns the project-specific settings path. Projects all have a unique subdirectory inside the settings path where project-specific settings are saved. </description> </method> <method name="get_recent_dirs" qualifiers="const"> <return type="PackedStringArray"> </return> <description> - Gets the list of recently visited folders in the file dialog for this project. + Returns the list of recently visited folders in the file dialog for this project. </description> </method> <method name="get_setting" qualifiers="const"> @@ -89,6 +121,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns the value of the setting specified by [code]name[/code]. This is equivalent to using [method Object.get] on the EditorSettings instance. </description> </method> <method name="get_settings_dir" qualifiers="const"> @@ -106,6 +139,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns [code]true[/code] if the setting specified by [code]name[/code] exists, [code]false[/code] otherwise. </description> </method> <method name="property_can_revert"> @@ -114,6 +148,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns [code]true[/code] if the setting specified by [code]name[/code] can have its value reverted to the default value, [code]false[/code] otherwise. When this method returns [code]true[/code], a Revert button will display next to the setting in the Editor Settings. </description> </method> <method name="property_get_revert"> @@ -122,6 +157,7 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns the default value of the setting specified by [code]name[/code]. This is the value that would be applied when clicking the Revert button in the Editor Settings. </description> </method> <method name="set_favorites"> @@ -143,6 +179,7 @@ <argument index="2" name="update_current" type="bool"> </argument> <description> + Sets the initial value of the setting specified by [code]name[/code] to [code]value[/code]. This is used to provide a value for the Revert button in the Editor Settings. If [code]update_current[/code] is true, the current value of the setting will be set to [code]value[/code] as well. </description> </method> <method name="set_project_metadata"> @@ -155,6 +192,7 @@ <argument index="2" name="data" type="Variant"> </argument> <description> + Sets project-specific metadata with the [code]section[/code], [code]key[/code] and [code]data[/code] specified. This metadata is stored outside the project folder and therefore won't be checked into version control. See also [method get_project_metadata]. </description> </method> <method name="set_recent_dirs"> @@ -174,19 +212,20 @@ <argument index="1" name="value" type="Variant"> </argument> <description> + Sets the [code]value[/code] of the setting specified by [code]name[/code]. This is equivalent to using [method Object.set] on the EditorSettings instance. </description> </method> </methods> <signals> <signal name="settings_changed"> <description> - Emitted when editor settings change. + Emitted after any editor setting has changed. </description> </signal> </signals> <constants> <constant name="NOTIFICATION_EDITOR_SETTINGS_CHANGED" value="10000"> - Emitted when editor settings change. It used by various editor plugins to update their visuals on theme changes or logic on configuration changes. + Emitted after any editor setting has changed. It's used by various editor plugins to update their visuals on theme changes or logic on configuration changes. </constant> </constants> </class> diff --git a/doc/classes/EditorSyntaxHighlighter.xml b/doc/classes/EditorSyntaxHighlighter.xml new file mode 100644 index 0000000000..103d95e1d6 --- /dev/null +++ b/doc/classes/EditorSyntaxHighlighter.xml @@ -0,0 +1,31 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="EditorSyntaxHighlighter" inherits="SyntaxHighlighter" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="_get_name" qualifiers="virtual"> + <return type="String"> + </return> + <description> + </description> + </method> + <method name="_get_supported_extentions" qualifiers="virtual"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="_get_supported_languages" qualifiers="virtual"> + <return type="Array"> + </return> + <description> + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/EditorTranslationParserPlugin.xml b/doc/classes/EditorTranslationParserPlugin.xml new file mode 100644 index 0000000000..c97459d9dc --- /dev/null +++ b/doc/classes/EditorTranslationParserPlugin.xml @@ -0,0 +1,128 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="EditorTranslationParserPlugin" inherits="Reference" version="4.0"> + <brief_description> + Plugin for adding custom parsers to extract strings that are to be translated from custom files (.csv, .json etc.). + </brief_description> + <description> + Plugins are registered via [method EditorPlugin.add_translation_parser_plugin] method. To define the parsing and string extraction logic, override the [method parse_file] method in script. + Add the extracted strings to argument [code]msgids[/code] or [code]msgids_context_plural[/code] if context or plural is used. + When adding to [code]msgids_context_plural[/code], you must add the data using the format [code]["A", "B", "C"][/code], where [code]A[/code] represents the extracted string, [code]B[/code] represents the context, and [code]C[/code] represents the plural version of the extracted string. If you want to add only context but not plural, put [code]""[/code] for the plural slot. The idea is the same if you only want to add plural but not context. See the code below for concrete examples. + The extracted strings will be written into a POT file selected by user under "POT Generation" in "Localization" tab in "Project Settings" menu. + Below shows an example of a custom parser that extracts strings from a CSV file to write into a POT. + [codeblocks] + [gdscript] + tool + extends EditorTranslationParserPlugin + + func parse_file(path, msgids, msgids_context_plural): + var file = File.new() + file.open(path, File.READ) + var text = file.get_as_text() + var split_strs = text.split(",", false) + for s in split_strs: + msgids.append(s) + #print("Extracted string: " + s) + + func get_recognized_extensions(): + return ["csv"] + [/gdscript] + [csharp] + using Godot; + using System; + + [Tool] + public class CustomParser : EditorTranslationParserPlugin + { + public override void ParseFile(string path, Godot.Collections.Array msgids, Godot.Collections.Array msgidsContextPlural) + { + var file = new File(); + file.Open(path, File.ModeFlags.Read); + string text = file.GetAsText(); + string[] splitStrs = text.Split(",", false); + foreach (var s in splitStrs) + { + msgids.Add(s); + //GD.Print("Extracted string: " + s) + } + } + + public override Godot.Collections.Array GetRecognizedExtensions() + { + return new Godot.Collections.Array{"csv"}; + } + } + [/csharp] + [/codeblocks] + To add a translatable string associated with context or plural, add it to [code]msgids_context_plural[/code]: + [codeblocks] + [gdscript] + # This will add a message with msgid "Test 1", msgctxt "context", and msgid_plural "test 1 plurals". + msgids_context_plural.append(["Test 1", "context", "test 1 plurals"]) + # This will add a message with msgid "A test without context" and msgid_plural "plurals". + msgids_context_plural.append(["A test without context", "", "plurals"]) + # This will add a message with msgid "Only with context" and msgctxt "a friendly context". + msgids_context_plural.append(["Only with context", "a friendly context", ""]) + [/gdscript] + [csharp] + // This will add a message with msgid "Test 1", msgctxt "context", and msgid_plural "test 1 plurals". + msgidsContextPlural.Add(new Godot.Collections.Array{"Test 1", "context", "test 1 Plurals"}); + // This will add a message with msgid "A test without context" and msgid_plural "plurals". + msgidsContextPlural.Add(new Godot.Collections.Array{"A test without context", "", "plurals"}); + // This will add a message with msgid "Only with context" and msgctxt "a friendly context". + msgidsContextPlural.Add(new Godot.Collections.Array{"Only with context", "a friendly context", ""}); + [/csharp] + [/codeblocks] + [b]Note:[/b] If you override parsing logic for standard script types (GDScript, C#, etc.), it would be better to load the [code]path[/code] argument using [method ResourceLoader.load]. This is because built-in scripts are loaded as [Resource] type, not [File] type. + For example: + [codeblocks] + [gdscript] + func parse_file(path, msgids, msgids_context_plural): + var res = ResourceLoader.load(path, "Script") + var text = res.source_code + # Parsing logic. + + func get_recognized_extensions(): + return ["gd"] + [/gdscript] + [csharp] + public override void ParseFile(string path, Godot.Collections.Array msgids, Godot.Collections.Array msgidsContextPlural) + { + var res = ResourceLoader.Load<Script>(path, "Script"); + string text = res.SourceCode; + // Parsing logic. + } + + public override Godot.Collections.Array GetRecognizedExtensions() + { + return new Godot.Collections.Array{"gd"}; + } + [/csharp] + [/codeblocks] + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_recognized_extensions" qualifiers="virtual"> + <return type="Array"> + </return> + <description> + Gets the list of file extensions to associate with this parser, e.g. [code]["csv"][/code]. + </description> + </method> + <method name="parse_file" qualifiers="virtual"> + <return type="void"> + </return> + <argument index="0" name="path" type="String"> + </argument> + <argument index="1" name="msgids" type="Array"> + </argument> + <argument index="2" name="msgids_context_plural" type="Array"> + </argument> + <description> + Override this method to define a custom parsing logic to extract the translatable strings. + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/EncodedObjectAsID.xml b/doc/classes/EncodedObjectAsID.xml index fc68b47645..1e4fde453b 100644 --- a/doc/classes/EncodedObjectAsID.xml +++ b/doc/classes/EncodedObjectAsID.xml @@ -4,7 +4,7 @@ Holds a reference to an [Object]'s instance ID. </brief_description> <description> - Utility class which holds a reference to the internal identifier of an [Object] instance, as given by [method Object.get_instance_id]. This ID can then be used to retrieve the object instance with [method @GDScript.instance_from_id]. + Utility class which holds a reference to the internal identifier of an [Object] instance, as given by [method Object.get_instance_id]. This ID can then be used to retrieve the object instance with [method @GlobalScope.instance_from_id]. This class is used internally by the editor inspector and script debugger, but can also be used in plugins to pass and display objects as their IDs. </description> <tutorials> @@ -13,7 +13,7 @@ </methods> <members> <member name="object_id" type="int" setter="set_object_id" getter="get_object_id" default="0"> - The [Object] identifier stored in this [EncodedObjectAsID] instance. The object instance can be retrieved with [method @GDScript.instance_from_id]. + The [Object] identifier stored in this [EncodedObjectAsID] instance. The object instance can be retrieved with [method @GlobalScope.instance_from_id]. </member> </members> <constants> diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index 45c153b6dc..02b81ee9b7 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Engine" inherits="Object" version="4.0"> <brief_description> - Access to basic engine properties. + Access to engine properties. </brief_description> <description> - The [Engine] class allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others. + The [Engine] singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others. </description> <tutorials> </tutorials> @@ -34,14 +34,14 @@ </return> <description> Returns a Dictionary of Arrays of donor names. - {[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]} + {[code]platinum_sponsors[/code], [code]gold_sponsors[/code], [code]silver_sponsors[/code], [code]bronze_sponsors[/code], [code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/code], [code]bronze_donors[/code]} </description> </method> <method name="get_frames_drawn"> <return type="int"> </return> <description> - Returns the total number of frames drawn. If the render loop is disabled with [code]--disable-render-loop[/code] via command line, this returns [code]0[/code]. See also [method get_idle_frames]. + Returns the total number of frames drawn. If the render loop is disabled with [code]--disable-render-loop[/code] via command line, this returns [code]0[/code]. See also [method get_process_frames]. </description> </method> <method name="get_frames_per_second" qualifiers="const"> @@ -51,13 +51,6 @@ Returns the frames per second of the running game. </description> </method> - <method name="get_idle_frames" qualifiers="const"> - <return type="int"> - </return> - <description> - Returns the total number of frames passed since engine initialization which is advanced on each [b]idle frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn]. - </description> - </method> <method name="get_license_info" qualifiers="const"> <return type="Dictionary"> </return> @@ -93,6 +86,13 @@ Returns the fraction through the current physics tick we are at the time of rendering the frame. This can be used to implement fixed timestep interpolation. </description> </method> + <method name="get_process_frames" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns the total number of frames passed since engine initialization which is advanced on each [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn]. + </description> + </method> <method name="get_singleton" qualifiers="const"> <return type="Object"> </return> @@ -117,12 +117,24 @@ [code]year[/code] - Holds the year the version was released in as an int [code]string[/code] - [code]major[/code] + [code]minor[/code] + [code]patch[/code] + [code]status[/code] + [code]build[/code] in a single String The [code]hex[/code] value is encoded as follows, from left to right: one byte for the major, one byte for the minor, one byte for the patch version. For example, "3.1.12" would be [code]0x03010C[/code]. [b]Note:[/b] It's still an int internally, and printing it will give you its decimal representation, which is not particularly meaningful. Use hexadecimal literals for easy version comparisons from code: - [codeblock] + [codeblocks] + [gdscript] if Engine.get_version_info().hex >= 0x030200: # Do things specific to version 3.2 or later else: # Do things specific to versions before 3.2 - [/codeblock] + [/gdscript] + [csharp] + if ((int)Engine.GetVersionInfo()["hex"] >= 0x030200) + { + // Do things specific to version 3.2 or later + } + else + { + // Do things specific to versions before 3.2 + } + [/csharp] + [/codeblocks] </description> </method> <method name="has_singleton" qualifiers="const"> diff --git a/doc/classes/EngineDebugger.xml b/doc/classes/EngineDebugger.xml new file mode 100644 index 0000000000..7db36b89d0 --- /dev/null +++ b/doc/classes/EngineDebugger.xml @@ -0,0 +1,132 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="EngineDebugger" inherits="Object" version="4.0"> + <brief_description> + Exposes the internal debugger. + </brief_description> + <description> + [EngineDebugger] handles the communication between the editor and the running game. It is active in the running game. Messages can be sent/received through it. It also manages the profilers. + </description> + <tutorials> + </tutorials> + <methods> + <method name="has_capture"> + <return type="bool"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <description> + Returns [code]true[/code] if a capture with the given name is present otherwise [code]false[/code]. + </description> + </method> + <method name="has_profiler"> + <return type="bool"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <description> + Returns [code]true[/code] if a profiler with the given name is present otherwise [code]false[/code]. + </description> + </method> + <method name="is_active"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the debugger is active otherwise [code]false[/code]. + </description> + </method> + <method name="is_profiling"> + <return type="bool"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <description> + Returns [code]true[/code] if a profiler with the given name is present and active otherwise [code]false[/code]. + </description> + </method> + <method name="profiler_add_frame_data"> + <return type="void"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="data" type="Array"> + </argument> + <description> + Calls the [code]add[/code] callable of the profiler with given [code]name[/code] and [code]data[/code]. + </description> + </method> + <method name="profiler_enable"> + <return type="void"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="enable" type="bool"> + </argument> + <argument index="2" name="arguments" type="Array" default="[ ]"> + </argument> + <description> + Calls the [code]toggle[/code] callable of the profiler with given [code]name[/code] and [code]arguments[/code]. Enables/Disables the same profiler depending on [code]enable[/code] argument. + </description> + </method> + <method name="register_message_capture"> + <return type="void"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="callable" type="Callable"> + </argument> + <description> + Registers a message capture with given [code]name[/code]. If [code]name[/code] is "my_message" then messages starting with "my_message:" will be called with the given callable. + Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return [code]true[/code] otherwise [code]false[/code]. + </description> + </method> + <method name="register_profiler"> + <return type="void"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="toggle" type="Callable"> + </argument> + <argument index="2" name="add" type="Callable"> + </argument> + <argument index="3" name="tick" type="Callable"> + </argument> + <description> + Registers a profiler with the given [code]name[/code]. + [code]toggle[/code] callable is called when the profiler is enabled/disabled. It must take an argument array as an argument. + [code]add[/code] callable is called when data is added to profiler using [method EngineDebugger.profiler_add_frame_data]. It must take a data array as argument. + [code]tick[/code] callable is called at every active profiler iteration. It must take frame time, idle time, physics time, and physics idle time as arguments. + </description> + </method> + <method name="send_message"> + <return type="void"> + </return> + <argument index="0" name="message" type="String"> + </argument> + <argument index="1" name="data" type="Array"> + </argument> + <description> + Sends a message with given [code]message[/code] and [code]data[/code] array. + </description> + </method> + <method name="unregister_message_capture"> + <return type="void"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <description> + Unregisters the message capture with given [code]name[/code]. + </description> + </method> + <method name="unregister_profiler"> + <return type="void"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <description> + Unregisters a profiler with given [code]name[/code]. + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index 3642d92771..9dd4ecc37b 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -11,17 +11,20 @@ - Adjustments </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link> + <link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> + <link title="Light transport in game engines">https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link> + <link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link> + <link title="2D HDR Demo">https://godotengine.org/asset-library/asset/110</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> - <method name="is_glow_level_enabled" qualifiers="const"> - <return type="bool"> + <method name="get_glow_level" qualifiers="const"> + <return type="float"> </return> <argument index="0" name="idx" type="int"> </argument> <description> - Returns [code]true[/code] if the glow level [code]idx[/code] is specified, [code]false[/code] otherwise. + Returns the intensity of the glow level [code]idx[/code]. </description> </method> <method name="set_glow_level"> @@ -29,10 +32,10 @@ </return> <argument index="0" name="idx" type="int"> </argument> - <argument index="1" name="enabled" type="bool"> + <argument index="1" name="intensity" type="float"> </argument> <description> - Enables or disables the glow level at index [code]idx[/code]. Each level relies on the previous level. This means that enabling higher glow levels will slow down the glow effect rendering, even if previous levels aren't enabled. + Sets the intensity of the glow level [code]idx[/code]. A value above [code]0.0[/code] enables the level. Each level relies on the previous level. This means that enabling higher glow levels will slow down the glow effect rendering, even if previous levels aren't enabled. </description> </method> </methods> @@ -40,13 +43,13 @@ <member name="adjustment_brightness" type="float" setter="set_adjustment_brightness" getter="get_adjustment_brightness" default="1.0"> The global brightness value of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code]. </member> - <member name="adjustment_color_correction" type="Texture2D" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction"> - Applies the provided [Texture2D] resource to affect the global color aspect of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code]. + <member name="adjustment_color_correction" type="Texture" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction"> + The [Texture2D] or [Texture3D] lookup table (LUT) to use for the built-in post-process color grading. Can use a [GradientTexture] for a 1-dimensional LUT, or a [Texture3D] for a more complex LUT. Effective only if [code]adjustment_enabled[/code] is [code]true[/code]. </member> <member name="adjustment_contrast" type="float" setter="set_adjustment_contrast" getter="get_adjustment_contrast" default="1.0"> The global contrast value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]. </member> - <member name="adjustment_enabled" type="bool" setter="set_adjustment_enable" getter="is_adjustment_enabled" default="false"> + <member name="adjustment_enabled" type="bool" setter="set_adjustment_enabled" getter="is_adjustment_enabled" default="false"> If [code]true[/code], enables the [code]adjustment_*[/code] properties provided by this resource. If [code]false[/code], modifications to the [code]adjustment_*[/code] properties will have no effect on the rendered scene. </member> <member name="adjustment_saturation" type="float" setter="set_adjustment_saturation" getter="get_adjustment_saturation" default="1.0"> @@ -65,7 +68,7 @@ </member> <member name="ambient_light_source" type="int" setter="set_ambient_source" getter="get_ambient_source" enum="Environment.AmbientSource" default="0"> </member> - <member name="auto_exposure_enabled" type="bool" setter="set_tonemap_auto_exposure" getter="get_tonemap_auto_exposure" default="false"> + <member name="auto_exposure_enabled" type="bool" setter="set_tonemap_auto_exposure_enabled" getter="is_tonemap_auto_exposure_enabled" default="false"> If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light. </member> <member name="auto_exposure_max_luma" type="float" setter="set_tonemap_auto_exposure_max" getter="get_tonemap_auto_exposure_max" default="8.0"> @@ -95,47 +98,24 @@ <member name="background_mode" type="int" setter="set_background" getter="get_background" enum="Environment.BGMode" default="0"> The background mode. See [enum BGMode] for possible values. </member> - <member name="fog_color" type="Color" setter="set_fog_color" getter="get_fog_color" default="Color( 0.5, 0.6, 0.7, 1 )"> - The fog's [Color]. + <member name="fog_aerial_perspective" type="float" setter="set_fog_aerial_perspective" getter="get_fog_aerial_perspective" default="0.0"> + Blend factor between the fog's color and the color of the background [Sky]. Must have [member background_mode] set to [constant BG_SKY]. + This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled. </member> - <member name="fog_depth_begin" type="float" setter="set_fog_depth_begin" getter="get_fog_depth_begin" default="10.0"> - The fog's depth starting distance from the camera. - </member> - <member name="fog_depth_curve" type="float" setter="set_fog_depth_curve" getter="get_fog_depth_curve" default="1.0"> - The fog depth's intensity curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve. - </member> - <member name="fog_depth_enabled" type="bool" setter="set_fog_depth_enabled" getter="is_fog_depth_enabled" default="true"> - If [code]true[/code], the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera). - </member> - <member name="fog_depth_end" type="float" setter="set_fog_depth_end" getter="get_fog_depth_end" default="100.0"> - The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's [member Camera3D.far] value. + <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001"> </member> <member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false"> - If [code]true[/code], fog effects are enabled. [member fog_height_enabled] and/or [member fog_depth_enabled] must be set to [code]true[/code] to actually display fog. - </member> - <member name="fog_height_curve" type="float" setter="set_fog_height_curve" getter="get_fog_height_curve" default="1.0"> - The height fog's intensity. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve. + If [code]true[/code], fog effects are enabled. </member> - <member name="fog_height_enabled" type="bool" setter="set_fog_height_enabled" getter="is_fog_height_enabled" default="false"> - If [code]true[/code], the height fog effect is enabled. When enabled, fog will appear in a defined height range, regardless of the distance from the camera. This can be used to simulate "deep water" effects with a lower performance cost compared to a dedicated shader. + <member name="fog_height" type="float" setter="set_fog_height" getter="get_fog_height" default="0.0"> </member> - <member name="fog_height_max" type="float" setter="set_fog_height_max" getter="get_fog_height_max" default="0.0"> - The Y coordinate where the height fog will be the most intense. If this value is greater than [member fog_height_min], fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom. + <member name="fog_height_density" type="float" setter="set_fog_height_density" getter="get_fog_height_density" default="0.0"> </member> - <member name="fog_height_min" type="float" setter="set_fog_height_min" getter="get_fog_height_min" default="10.0"> - The Y coordinate where the height fog will be the least intense. If this value is greater than [member fog_height_max], fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top. + <member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color( 0.5, 0.6, 0.7, 1 )"> </member> - <member name="fog_sun_amount" type="float" setter="set_fog_sun_amount" getter="get_fog_sun_amount" default="0.0"> - The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight3D node in the scene. + <member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0"> </member> - <member name="fog_sun_color" type="Color" setter="set_fog_sun_color" getter="get_fog_sun_color" default="Color( 1, 0.9, 0.7, 1 )"> - The depth fog's [Color] when looking towards the sun. - </member> - <member name="fog_transmit_curve" type="float" setter="set_fog_transmit_curve" getter="get_fog_transmit_curve" default="1.0"> - The intensity of the fog light transmittance effect. Amount of light that the fog transmits. - </member> - <member name="fog_transmit_enabled" type="bool" setter="set_fog_transmit_enabled" getter="is_fog_transmit_enabled" default="false"> - Enables fog's light transmission effect. If [code]true[/code], light will be more visible in the fog to simulate light scattering as in real life. + <member name="fog_sun_scatter" type="float" setter="set_fog_sun_scatter" getter="get_fog_sun_scatter" default="0.0"> </member> <member name="glow_blend_mode" type="int" setter="set_glow_blend_mode" getter="get_glow_blend_mode" enum="Environment.GlowBlendMode" default="2"> The glow blending mode. @@ -156,36 +136,63 @@ The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case. </member> <member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.8"> - The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering. + The overall brightness multiplier of the glow effect. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering. </member> - <member name="glow_levels/1" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false"> - If [code]true[/code], the 1st level of glow is enabled. This is the most "local" level (least blurry). + <member name="glow_levels/1" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> + The intensity of the 1st level of glow. This is the most "local" level (least blurry). </member> - <member name="glow_levels/2" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false"> - If [code]true[/code], the 2th level of glow is enabled. + <member name="glow_levels/2" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> + The intensity of the 2nd level of glow. </member> - <member name="glow_levels/3" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="true"> - If [code]true[/code], the 3th level of glow is enabled. + <member name="glow_levels/3" type="float" setter="set_glow_level" getter="get_glow_level" default="1.0"> + The intensity of the 3rd level of glow. </member> - <member name="glow_levels/4" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false"> - If [code]true[/code], the 4th level of glow is enabled. + <member name="glow_levels/4" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> + The intensity of the 4th level of glow. </member> - <member name="glow_levels/5" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="true"> - If [code]true[/code], the 5th level of glow is enabled. + <member name="glow_levels/5" type="float" setter="set_glow_level" getter="get_glow_level" default="1.0"> + The intensity of the 5th level of glow. </member> - <member name="glow_levels/6" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false"> - If [code]true[/code], the 6th level of glow is enabled. + <member name="glow_levels/6" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> + The intensity of the 6th level of glow. </member> - <member name="glow_levels/7" type="bool" setter="set_glow_level" getter="is_glow_level_enabled" default="false"> - If [code]true[/code], the 7th level of glow is enabled. This is the most "global" level (blurriest). + <member name="glow_levels/7" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0"> + The intensity of the 7th level of glow. This is the most "global" level (blurriest). </member> <member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05"> </member> + <member name="glow_normalized" type="bool" setter="set_glow_normalized" getter="is_glow_normalized" default="false"> + If [code]true[/code], glow levels will be normalized so that summed together their intensities equal [code]1.0[/code]. + </member> <member name="glow_strength" type="float" setter="set_glow_strength" getter="get_glow_strength" default="1.0"> - The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering. + The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering. </member> <member name="reflected_light_source" type="int" setter="set_reflection_source" getter="get_reflection_source" enum="Environment.ReflectionSource" default="0"> </member> + <member name="sdfgi_cascade0_distance" type="float" setter="set_sdfgi_cascade0_distance" getter="get_sdfgi_cascade0_distance" default="12.8"> + </member> + <member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" enum="Environment.SDFGICascades" default="1"> + </member> + <member name="sdfgi_enabled" type="bool" setter="set_sdfgi_enabled" getter="is_sdfgi_enabled" default="false"> + </member> + <member name="sdfgi_energy" type="float" setter="set_sdfgi_energy" getter="get_sdfgi_energy" default="1.0"> + </member> + <member name="sdfgi_max_distance" type="float" setter="set_sdfgi_max_distance" getter="get_sdfgi_max_distance" default="819.2"> + </member> + <member name="sdfgi_min_cell_size" type="float" setter="set_sdfgi_min_cell_size" getter="get_sdfgi_min_cell_size" default="0.2"> + </member> + <member name="sdfgi_normal_bias" type="float" setter="set_sdfgi_normal_bias" getter="get_sdfgi_normal_bias" default="1.1"> + </member> + <member name="sdfgi_probe_bias" type="float" setter="set_sdfgi_probe_bias" getter="get_sdfgi_probe_bias" default="1.1"> + </member> + <member name="sdfgi_read_sky_light" type="bool" setter="set_sdfgi_read_sky_light" getter="is_sdfgi_reading_sky_light" default="false"> + </member> + <member name="sdfgi_use_multi_bounce" type="bool" setter="set_sdfgi_use_multi_bounce" getter="is_sdfgi_using_multi_bounce" default="false"> + </member> + <member name="sdfgi_use_occlusion" type="bool" setter="set_sdfgi_use_occlusion" getter="is_sdfgi_using_occlusion" default="false"> + </member> + <member name="sdfgi_y_scale" type="int" setter="set_sdfgi_y_scale" getter="get_sdfgi_y_scale" enum="Environment.SDFGIYScale" default="0"> + </member> <member name="sky" type="Sky" setter="set_sky" getter="get_sky"> The [Sky] resource used for this [Environment]. </member> @@ -211,26 +218,29 @@ <member name="ssao_ao_channel_affect" type="float" setter="set_ssao_ao_channel_affect" getter="get_ssao_ao_channel_affect" default="0.0"> The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than [code]0[/code] will make the SSAO effect visible in areas darkened by AO textures. </member> - <member name="ssao_bias" type="float" setter="set_ssao_bias" getter="get_ssao_bias" default="0.01"> - The screen-space ambient occlusion bias. This should be kept high enough to prevent "smooth" curves from being affected by ambient occlusion. - </member> - <member name="ssao_blur" type="int" setter="set_ssao_blur" getter="get_ssao_blur" enum="Environment.SSAOBlur" default="3"> - The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for possible values. - </member> - <member name="ssao_edge_sharpness" type="float" setter="set_ssao_edge_sharpness" getter="get_ssao_edge_sharpness" default="4.0"> - The screen-space ambient occlusion edge sharpness. + <member name="ssao_detail" type="float" setter="set_ssao_detail" getter="get_ssao_detail" default="0.5"> + Sets the strength of the additional level of detail for the screen-space ambient occlusion effect. A high value makes the detail pass more prominent, but it may contribute to aliasing in your final image. </member> <member name="ssao_enabled" type="bool" setter="set_ssao_enabled" getter="is_ssao_enabled" default="false"> - If [code]true[/code], the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. This is a costly effect and should be disabled first when running into performance issues. + If [code]true[/code], the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. Godot uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is itself a form of Horizon Based Ambient Occlusion. </member> - <member name="ssao_intensity" type="float" setter="set_ssao_intensity" getter="get_ssao_intensity" default="1.0"> - The primary screen-space ambient occlusion intensity. See also [member ssao_radius]. + <member name="ssao_horizon" type="float" setter="set_ssao_horizon" getter="get_ssao_horizon" default="0.06"> + The threshold for considering whether a given point on a surface is occluded or not represented as an angle from the horizon mapped into the [code]0.0-1.0[/code] range. A value of [code]1.0[/code] results in no occlusion. + </member> + <member name="ssao_intensity" type="float" setter="set_ssao_intensity" getter="get_ssao_intensity" default="2.0"> + The primary screen-space ambient occlusion intensity. Acts as a multiplier for the screen-space ambient occlusion effect. A higher value results in darker occlusion. </member> <member name="ssao_light_affect" type="float" setter="set_ssao_direct_light_affect" getter="get_ssao_direct_light_affect" default="0.0"> The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can't be seen in direct light. Values higher than [code]0[/code] will make the SSAO effect visible in direct light. </member> + <member name="ssao_power" type="float" setter="set_ssao_power" getter="get_ssao_power" default="1.5"> + The distribution of occlusion. A higher value results in darker occlusion, similar to [member ssao_intensity], but with a sharper falloff. + </member> <member name="ssao_radius" type="float" setter="set_ssao_radius" getter="get_ssao_radius" default="1.0"> - The primary screen-space ambient occlusion radius. + The distance at which objects can occlude each other when calculating screen-space ambient occlusion. Higher values will result in occlusion over a greater distance at the cost of performance and quality. + </member> + <member name="ssao_sharpness" type="float" setter="set_ssao_sharpness" getter="get_ssao_sharpness" default="0.98"> + Sharpness refers to the amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry. </member> <member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0"> The default exposure used for tonemapping. @@ -241,6 +251,22 @@ <member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0"> The white reference value for tonemapping. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. </member> + <member name="volumetric_fog_density" type="float" setter="set_volumetric_fog_density" getter="get_volumetric_fog_density" default="0.01"> + </member> + <member name="volumetric_fog_detail_spread" type="float" setter="set_volumetric_fog_detail_spread" getter="get_volumetric_fog_detail_spread" default="2.0"> + </member> + <member name="volumetric_fog_enabled" type="bool" setter="set_volumetric_fog_enabled" getter="is_volumetric_fog_enabled" default="false"> + </member> + <member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="0.0"> + </member> + <member name="volumetric_fog_length" type="float" setter="set_volumetric_fog_length" getter="get_volumetric_fog_length" default="64.0"> + </member> + <member name="volumetric_fog_light" type="Color" setter="set_volumetric_fog_light" getter="get_volumetric_fog_light" default="Color( 0, 0, 0, 1 )"> + </member> + <member name="volumetric_fog_light_energy" type="float" setter="set_volumetric_fog_light_energy" getter="get_volumetric_fog_light_energy" default="1.0"> + </member> + <member name="volumetric_fog_shadow_filter" type="int" setter="set_volumetric_fog_shadow_filter" getter="get_volumetric_fog_shadow_filter" enum="Environment.VolumetricFogShadowFilter" default="1"> + </member> </members> <constants> <constant name="BG_CLEAR_COLOR" value="0" enum="BGMode"> @@ -285,6 +311,18 @@ <constant name="REFLECTION_SOURCE_SKY" value="2" enum="ReflectionSource"> Use the [Sky] for reflections regardless of what the background is. </constant> + <constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper"> + Linear tonemapper operator. Reads the linear data and passes it on unmodified. + </constant> + <constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper"> + Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. + </constant> + <constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper"> + Filmic tonemapper operator. + </constant> + <constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper"> + Academy Color Encoding System tonemapper operator. + </constant> <constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode"> Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources. </constant> @@ -300,29 +338,25 @@ <constant name="GLOW_BLEND_MODE_MIX" value="4" enum="GlowBlendMode"> Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect. </constant> - <constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper"> - Linear tonemapper operator. Reads the linear data and passes it on unmodified. + <constant name="SDFGI_CASCADES_4" value="0" enum="SDFGICascades"> </constant> - <constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper"> - Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. + <constant name="SDFGI_CASCADES_6" value="1" enum="SDFGICascades"> </constant> - <constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper"> - Filmic tonemapper operator. + <constant name="SDFGI_CASCADES_8" value="2" enum="SDFGICascades"> </constant> - <constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper"> - Academy Color Encoding System tonemapper operator. + <constant name="SDFGI_Y_SCALE_DISABLED" value="0" enum="SDFGIYScale"> + </constant> + <constant name="SDFGI_Y_SCALE_75_PERCENT" value="1" enum="SDFGIYScale"> + </constant> + <constant name="SDFGI_Y_SCALE_50_PERCENT" value="2" enum="SDFGIYScale"> </constant> - <constant name="SSAO_BLUR_DISABLED" value="0" enum="SSAOBlur"> - No blur for the screen-space ambient occlusion effect (fastest). + <constant name="VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED" value="0" enum="VolumetricFogShadowFilter"> </constant> - <constant name="SSAO_BLUR_1x1" value="1" enum="SSAOBlur"> - 1×1 blur for the screen-space ambient occlusion effect. + <constant name="VOLUMETRIC_FOG_SHADOW_FILTER_LOW" value="1" enum="VolumetricFogShadowFilter"> </constant> - <constant name="SSAO_BLUR_2x2" value="2" enum="SSAOBlur"> - 2×2 blur for the screen-space ambient occlusion effect. + <constant name="VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM" value="2" enum="VolumetricFogShadowFilter"> </constant> - <constant name="SSAO_BLUR_3x3" value="3" enum="SSAOBlur"> - 3×3 blur for the screen-space ambient occlusion effect. Increases the radius of the blur for a smoother look, but can result in checkerboard-like artifacts. + <constant name="VOLUMETRIC_FOG_SHADOW_FILTER_HIGH" value="3" enum="VolumetricFogShadowFilter"> </constant> </constants> </class> diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml index fcd1aa43c0..d777c6fd9d 100644 --- a/doc/classes/Expression.xml +++ b/doc/classes/Expression.xml @@ -5,23 +5,48 @@ </brief_description> <description> An expression can be made of any arithmetic operation, built-in math function call, method call of a passed instance, or built-in type construction call. - An example expression text using the built-in math functions could be [code]sqrt(pow(3,2) + pow(4,2))[/code]. + An example expression text using the built-in math functions could be [code]sqrt(pow(3, 2) + pow(4, 2))[/code]. In the following example we use a [LineEdit] node to write our expression and show the result. - [codeblock] - onready var expression = Expression.new() + [codeblocks] + [gdscript] + var expression = Expression.new() func _ready(): $LineEdit.connect("text_entered", self, "_on_text_entered") func _on_text_entered(command): - var error = expression.parse(command, []) + var error = expression.parse(command) if error != OK: print(expression.get_error_text()) return - var result = expression.execute([], null, true) + var result = expression.execute() if not expression.has_execute_failed(): $LineEdit.text = str(result) - [/codeblock] + [/gdscript] + [csharp] + public Expression expression = new Expression(); + + public override void _Ready() + { + GetNode("LineEdit").Connect("text_entered", this, nameof(OnTextEntered)); + } + + private void OnTextEntered(string command) + { + Error error = expression.Parse(command); + if (error != Error.Ok) + { + GD.Print(expression.GetErrorText()); + return; + } + object result = expression.Execute(); + if (!expression.HasExecuteFailed()) + { + GetNode<LineEdit>("LineEdit").Text = result.ToString(); + } + } + [/csharp] + [/codeblocks] </description> <tutorials> </tutorials> diff --git a/doc/classes/File.xml b/doc/classes/File.xml index 17c65731ff..2f7ac551cf 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -6,7 +6,8 @@ <description> File type. This is used to permanently store data into the user device's file system and to read from it. This can be used to store game save data or player configuration files, for example. Here's a sample on how to write and read from a file: - [codeblock] + [codeblocks] + [gdscript] func save(content): var file = File.new() file.open("user://save_game.dat", File.WRITE) @@ -19,10 +20,32 @@ var content = file.get_as_text() file.close() return content - [/codeblock] + [/gdscript] + [csharp] + public void Save(string content) + { + var file = new File(); + file.Open("user://save_game.dat", File.ModeFlags.Write); + file.StoreString(content); + file.Close(); + } + + public string Load() + { + var file = new File(); + file.Open("user://save_game.dat", File.ModeFlags.Read); + string content = file.GetAsText(); + file.Close(); + return content; + } + [/csharp] + [/codeblocks] + In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] documentation. + [b]Note:[/b] To access project resources once exported, it is recommended to use [ResourceLoader] instead of the [File] API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> + <link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> <method name="close"> @@ -47,35 +70,35 @@ </argument> <description> Returns [code]true[/code] if the file exists in the given path. - [b]Note:[/b] Many resources types are imported (e.g. textures or sound files), and that their source asset will not be included in the exported game, as only the imported version is used (in the [code]res://.import[/code] folder). To check for the existence of such resources while taking into account the remapping to their imported location, use [method ResourceLoader.exists]. Typically, using [code]File.file_exists[/code] on an imported resource would work while you are developing in the editor (the source asset is present in [code]res://[/code], but fail when exported). + [b]Note:[/b] Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. See [method ResourceLoader.exists] for an alternative approach that takes resource remapping into account. </description> </method> <method name="get_16" qualifiers="const"> <return type="int"> </return> <description> - Returns the next 16 bits from the file as an integer. + Returns the next 16 bits from the file as an integer. See [method store_16] for details on what values can be stored and retrieved this way. </description> </method> <method name="get_32" qualifiers="const"> <return type="int"> </return> <description> - Returns the next 32 bits from the file as an integer. + Returns the next 32 bits from the file as an integer. See [method store_32] for details on what values can be stored and retrieved this way. </description> </method> <method name="get_64" qualifiers="const"> <return type="int"> </return> <description> - Returns the next 64 bits from the file as an integer. + Returns the next 64 bits from the file as an integer. See [method store_64] for details on what values can be stored and retrieved this way. </description> </method> <method name="get_8" qualifiers="const"> <return type="int"> </return> <description> - Returns the next 8 bits from the file as an integer. + Returns the next 8 bits from the file as an integer. See [method store_8] for details on what values can be stored and retrieved this way. </description> </method> <method name="get_as_text" qualifiers="const"> @@ -256,6 +279,7 @@ </argument> <description> Opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it. + [b]Note:[/b] The provided key must be 32 bytes long. </description> </method> <method name="open_encrypted_with_pass"> @@ -297,7 +321,42 @@ </argument> <description> Stores an integer as 16 bits in the file. - [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^16 - 1][/code]. + [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^16 - 1][/code]. Any other value will overflow and wrap around. + To store a signed integer, use [method store_64] or store a signed integer from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for the signedness) and compute its sign manually when reading. For example: + [codeblocks] + [gdscript] + const MAX_15B = 1 << 15 + const MAX_16B = 1 << 16 + + func unsigned16_to_signed(unsigned): + return (unsigned + MAX_15B) % MAX_16B - MAX_15B + + func _ready(): + var f = File.new() + f.open("user://file.dat", File.WRITE_READ) + f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42). + f.store_16(121) # In bounds, will store 121. + f.seek(0) # Go back to start to read the stored value. + var read1 = f.get_16() # 65494 + var read2 = f.get_16() # 121 + var converted1 = unsigned16_to_signed(read1) # -42 + var converted2 = unsigned16_to_signed(read2) # 121 + [/gdscript] + [csharp] + public override void _Ready() + { + var f = new File(); + f.Open("user://file.dat", File.ModeFlags.WriteRead); + f.Store16(unchecked((ushort)-42)); // This wraps around and stores 65494 (2^16 - 42). + f.Store16(121); // In bounds, will store 121. + f.Seek(0); // Go back to start to read the stored value. + ushort read1 = f.Get16(); // 65494 + ushort read2 = f.Get16(); // 121 + short converted1 = BitConverter.ToInt16(BitConverter.GetBytes(read1), 0); // -42 + short converted2 = BitConverter.ToInt16(BitConverter.GetBytes(read2), 0); // 121 + } + [/csharp] + [/codeblocks] </description> </method> <method name="store_32"> @@ -307,7 +366,8 @@ </argument> <description> Stores an integer as 32 bits in the file. - [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^32 - 1][/code]. + [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 2^32 - 1][/code]. Any other value will overflow and wrap around. + To store a signed integer, use [method store_64], or convert it manually (see [method store_16] for an example). </description> </method> <method name="store_64"> @@ -327,7 +387,8 @@ </argument> <description> Stores an integer as 8 bits in the file. - [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255][/code]. + [b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255][/code]. Any other value will overflow and wrap around. + To store a signed integer, use [method store_64], or convert it manually (see [method store_16] for an example). </description> </method> <method name="store_buffer"> @@ -375,8 +436,7 @@ <argument index="0" name="line" type="String"> </argument> <description> - Stores the given [String] as a line in the file. - Text will be encoded as UTF-8. + Appends [code]line[/code] to the file followed by a line return character ([code]\n[/code]), encoding the text as UTF-8. </description> </method> <method name="store_pascal_string"> @@ -404,8 +464,7 @@ <argument index="0" name="string" type="String"> </argument> <description> - Stores the given [String] in the file. - Text will be encoded as UTF-8. + Appends [code]string[/code] to the file without a line return, encoding the text as UTF-8. </description> </method> <method name="store_var"> @@ -428,16 +487,16 @@ </members> <constants> <constant name="READ" value="1" enum="ModeFlags"> - Opens the file for read operations. + Opens the file for read operations. The cursor is positioned at the beginning of the file. </constant> <constant name="WRITE" value="2" enum="ModeFlags"> - Opens the file for write operations. Create it if the file does not exist and truncate if it exists. + Opens the file for write operations. The file is created if it does not exist, and truncated if it does. </constant> <constant name="READ_WRITE" value="3" enum="ModeFlags"> - Opens the file for read and write operations. Does not truncate the file. + Opens the file for read and write operations. Does not truncate the file. The cursor is positioned at the beginning of the file. </constant> <constant name="WRITE_READ" value="7" enum="ModeFlags"> - Opens the file for read and write operations. Create it if the file does not exist and truncate if it exists. + Opens the file for read and write operations. The file is created if it does not exist, and truncated if it does. The cursor is positioned at the beginning of the file. </constant> <constant name="COMPRESSION_FASTLZ" value="0" enum="CompressionMode"> Uses the [url=http://fastlz.org/]FastLZ[/url] compression method. diff --git a/doc/classes/FileDialog.xml b/doc/classes/FileDialog.xml index 99563ee367..ed437aefd5 100644 --- a/doc/classes/FileDialog.xml +++ b/doc/classes/FileDialog.xml @@ -4,7 +4,7 @@ Dialog for selecting files or directories in the filesystem. </brief_description> <description> - FileDialog is a preset dialog used to choose files and directories in the filesystem. It supports filter masks. + FileDialog is a preset dialog used to choose files and directories in the filesystem. It supports filter masks. The FileDialog automatically sets its window title according to the [member file_mode]. If you want to use a custom title, disable this by setting [member mode_overrides_title] to [code]false[/code]. </description> <tutorials> </tutorials> @@ -25,11 +25,11 @@ Clear all the added filters in the dialog. </description> </method> - <method name="deselect_items"> + <method name="deselect_all"> <return type="void"> </return> <description> - Clear currently selected items in the dialog. + Clear all currently selected items in the dialog. </description> </method> <method name="get_line_edit"> @@ -57,6 +57,7 @@ <members> <member name="access" type="int" setter="set_access" getter="get_access" enum="FileDialog.Access" default="0"> The file system access scope. See enum [code]Access[/code] constants. + [b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or sandboxed macOS apps, FileDialog cannot access the host file system. See [url=https://github.com/godotengine/godot-proposals/issues/1123]godot-proposals#1123[/url]. </member> <member name="current_dir" type="String" setter="set_current_dir" getter="get_current_dir" default=""res://""> The current working directory of the file dialog. @@ -132,6 +133,12 @@ </constant> </constants> <theme_items> + <theme_item name="file" type="Texture2D"> + Custom icon for files. + </theme_item> + <theme_item name="file_icon_modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + The color modulation applied to the file icon. + </theme_item> <theme_item name="files_disabled" type="Color" default="Color( 0, 0, 0, 0.7 )"> The color tint for disabled files (when the [FileDialog] is used in open folder mode). </theme_item> diff --git a/doc/classes/FileSystemDock.xml b/doc/classes/FileSystemDock.xml index fdf29f89b2..c553f90e37 100644 --- a/doc/classes/FileSystemDock.xml +++ b/doc/classes/FileSystemDock.xml @@ -10,11 +10,11 @@ <method name="can_drop_data_fw" qualifiers="const"> <return type="bool"> </return> - <argument index="0" name="arg0" type="Vector2"> + <argument index="0" name="position" type="Vector2"> </argument> - <argument index="1" name="arg1" type="Variant"> + <argument index="1" name="data" type="Variant"> </argument> - <argument index="2" name="arg2" type="Control"> + <argument index="2" name="from" type="Control"> </argument> <description> </description> @@ -22,11 +22,11 @@ <method name="drop_data_fw"> <return type="void"> </return> - <argument index="0" name="arg0" type="Vector2"> + <argument index="0" name="position" type="Vector2"> </argument> - <argument index="1" name="arg1" type="Variant"> + <argument index="1" name="data" type="Variant"> </argument> - <argument index="2" name="arg2" type="Control"> + <argument index="2" name="from" type="Control"> </argument> <description> </description> @@ -34,9 +34,9 @@ <method name="get_drag_data_fw"> <return type="Variant"> </return> - <argument index="0" name="arg0" type="Vector2"> + <argument index="0" name="position" type="Vector2"> </argument> - <argument index="1" name="arg1" type="Control"> + <argument index="1" name="from" type="Control"> </argument> <description> </description> @@ -44,7 +44,7 @@ <method name="navigate_to_path"> <return type="void"> </return> - <argument index="0" name="arg0" type="String"> + <argument index="0" name="path" type="String"> </argument> <description> </description> diff --git a/doc/classes/Font.xml b/doc/classes/Font.xml index 882f819e37..edd2bd137f 100644 --- a/doc/classes/Font.xml +++ b/doc/classes/Font.xml @@ -1,114 +1,346 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Font" inherits="Resource" version="4.0"> <brief_description> - Internationalized font and text drawing support. + Font class is set of font data sources used to draw text. </brief_description> <description> - Font contains a Unicode-compatible character set, as well as the ability to draw it with variable width, ascent, descent and kerning. For creating fonts from TTF files (or other font formats), see the editor support for fonts. + Font contains a set of glyphs to represent Unicode characters, as well as the ability to draw it with variable width, ascent, descent and kerning. + [b]Note:[/b] A character is a symbol that represents an item (letter, digit etc.) in an abstract way. + [b]Note:[/b] A glyph is a bitmap or shape used to draw a one or more characters in a context-dependent manner. Glyph indices are bound to the specific font data source. + [b]Note:[/b] If a non of the font data sources contain glyphs for a character used in a string, the character in question will be replaced with a box displaying its hexadecimal code. + [codeblocks] + [gdscript] + var font = Font.new() + font.add_data(load("res://BarlowCondensed-Bold.ttf")) + $"Label".set("custom_fonts/font", font) + $"Label".set("custom_fonts/font_size", 64) + [/gdscript] + [csharp] + var font = new Font(); + font.AddData(ResourceLoader.Load<FontData>("res://BarlowCondensed-Bold.ttf")); + GetNode("Label").Set("custom_fonts/font", font); + GetNode("Label").Set("custom_font_sizes/font_size", 64); + [/csharp] + [/codeblocks] + To control font substitution priority use [FontData] language and script support. + Use language overrides to use same [Font] stack for multiple languages: + [codeblocks] + [gdscript] + # Use Naskh font for Persian and Nastaʼlīq font for Urdu text. + var font_data_fa = load("res://NotoNaskhArabicUI_Regular.ttf"); + font_data_fa.set_language_support_override("fa", true); + font_data_fa.set_language_support_override("ur", false); + + var font_data_ur = load("res://NotoNastaliqUrdu_Regular.ttf"); + font_data_ur.set_language_support_override("fa", false); + font_data_ur.set_language_support_override("ur", true); + [/gdscript] + [csharp] + // Use Naskh font for Persian and Nastaʼlīq font for Urdu text. + var fontDataFA = ResourceLoader.Load<FontData>("res://NotoNaskhArabicUI_Regular.ttf"); + fontDataFA.SetLanguageSupportOverride("fa", true); + fontDataFA.SetLanguageSupportOverride("ur", false); + + var fontDataUR = ResourceLoader.Load<FontData>("res://NotoNastaliqUrdu_Regular.ttf"); + fontDataUR.SetLanguageSupportOverride("fa", false); + fontDataUR.SetLanguageSupportOverride("ur", true); + [/csharp] + [/codeblocks] + Use script overrides to specify supported scripts for bitmap font or for less common scripts not directly supported by TrueType format: + [codeblocks] + [gdscript] + # Use specified font for Egyptian hieroglyphs. + var font_data = load("res://unifont.ttf"); + font_data.set_script_support_override("Egyp", true); + [/gdscript] + [csharp] + // Use specified font for Egyptian hieroglyphs. + var fontData = ResourceLoader.Load<FontData>("res://unifont.ttf"); + fontData.SetScriptSupportOverride("Egyp", true); + [/csharp] + [/codeblocks] </description> <tutorials> </tutorials> <methods> - <method name="draw" qualifiers="const"> + <method name="add_data"> <return type="void"> </return> + <argument index="0" name="data" type="FontData"> + </argument> + <description> + Add font data source to the set. + </description> + </method> + <method name="draw_char" qualifiers="const"> + <return type="float"> + </return> <argument index="0" name="canvas_item" type="RID"> </argument> - <argument index="1" name="position" type="Vector2"> + <argument index="1" name="pos" type="Vector2"> </argument> - <argument index="2" name="string" type="String"> + <argument index="2" name="char" type="int"> + </argument> + <argument index="3" name="next" type="int" default="0"> + </argument> + <argument index="4" name="size" type="int" default="-1"> </argument> - <argument index="3" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + <argument index="5" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> </argument> - <argument index="4" name="clip_w" type="int" default="-1"> + <argument index="6" name="outline_size" type="int" default="0"> </argument> - <argument index="5" name="outline_modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + <argument index="7" name="outline_modulate" type="Color" default="Color( 1, 1, 1, 0 )"> </argument> <description> - Draw [code]string[/code] into a canvas item using the font at a given position, with [code]modulate[/code] color, and optionally clipping the width. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis. + Draw a single Unicode character [code]char[/code] into a canvas item using the font, at a given position, with [code]modulate[/code] color, and optionally kerning if [code]next[/code] is passed. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis. + [b]Note:[/b] Do not use this function to draw strings character by character, use [method draw_string] or [TextLine] instead. </description> </method> - <method name="draw_char" qualifiers="const"> - <return type="float"> + <method name="draw_multiline_string" qualifiers="const"> + <return type="void"> </return> <argument index="0" name="canvas_item" type="RID"> </argument> - <argument index="1" name="position" type="Vector2"> + <argument index="1" name="pos" type="Vector2"> </argument> - <argument index="2" name="char" type="int"> + <argument index="2" name="text" type="String"> + </argument> + <argument index="3" name="align" type="int" enum="HAlign" default="0"> + </argument> + <argument index="4" name="width" type="float" default="-1"> + </argument> + <argument index="5" name="max_lines" type="int" default="-1"> + </argument> + <argument index="6" name="size" type="int" default="-1"> + </argument> + <argument index="7" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <argument index="8" name="outline_size" type="int" default="0"> + </argument> + <argument index="9" name="outline_modulate" type="Color" default="Color( 1, 1, 1, 0 )"> + </argument> + <argument index="10" name="flags" type="int" default="51"> + </argument> + <description> + Breaks [code]text[/code] to the lines using rules specified by [code]flags[/code] and draws it into a canvas item using the font, at a given position, with [code]modulate[/code] color, optionally clipping the width and aligning horizontally. [code]position[/code] specifies the baseline of the first line, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis. + See also [method CanvasItem.draw_multiline_string]. + </description> + </method> + <method name="draw_string" qualifiers="const"> + <return type="void"> + </return> + <argument index="0" name="canvas_item" type="RID"> + </argument> + <argument index="1" name="pos" type="Vector2"> + </argument> + <argument index="2" name="text" type="String"> + </argument> + <argument index="3" name="align" type="int" enum="HAlign" default="0"> </argument> - <argument index="3" name="next" type="int" default="-1"> + <argument index="4" name="width" type="float" default="-1"> </argument> - <argument index="4" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + <argument index="5" name="size" type="int" default="-1"> </argument> - <argument index="5" name="outline" type="bool" default="false"> + <argument index="6" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <argument index="7" name="outline_size" type="int" default="0"> + </argument> + <argument index="8" name="outline_modulate" type="Color" default="Color( 1, 1, 1, 0 )"> + </argument> + <argument index="9" name="flags" type="int" default="3"> </argument> <description> - Draw character [code]char[/code] into a canvas item using the font at a given position, with [code]modulate[/code] color, and optionally kerning if [code]next[/code] is passed. clipping the width. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character. + Draw [code]text[/code] into a canvas item using the font, at a given position, with [code]modulate[/code] color, optionally clipping the width and aligning horizontally. [code]position[/code] specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must be added to the Y axis. + See also [method CanvasItem.draw_string]. </description> </method> <method name="get_ascent" qualifiers="const"> <return type="float"> </return> + <argument index="0" name="size" type="int" default="-1"> + </argument> <description> - Returns the font ascent (number of pixels above the baseline). + Returns the average font ascent (number of pixels above the baseline). + [b]Note:[/b] Real ascent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the ascent of empty line). + </description> + </method> + <method name="get_char_size" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="char" type="int"> + </argument> + <argument index="1" name="next" type="int" default="0"> + </argument> + <argument index="2" name="size" type="int" default="-1"> + </argument> + <description> + Returns the size of a character, optionally taking kerning into account if the next character is provided. + [b]Note:[/b] Do not use this function to calculate width of the string character by character, use [method get_string_size] or [TextLine] instead. + </description> + </method> + <method name="get_data" qualifiers="const"> + <return type="FontData"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + Returns the font data source at index [code]idx[/code]. If the index does not exist, returns [code]null[/code]. + </description> + </method> + <method name="get_data_count" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns the number of font data sources. </description> </method> <method name="get_descent" qualifiers="const"> <return type="float"> </return> + <argument index="0" name="size" type="int" default="-1"> + </argument> <description> - Returns the font descent (number of pixels below the baseline). + Returns the average font descent (number of pixels below the baseline). + [b]Note:[/b] Real descent of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the descent of empty line). </description> </method> <method name="get_height" qualifiers="const"> <return type="float"> </return> + <argument index="0" name="size" type="int" default="-1"> + </argument> <description> - Returns the total font height (ascent plus descent) in pixels. + Returns the total average font height (ascent plus descent) in pixels. + [b]Note:[/b] Real height of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate (e.g. as the height of empty line). </description> </method> - <method name="get_string_size" qualifiers="const"> + <method name="get_multiline_string_size" qualifiers="const"> <return type="Vector2"> </return> - <argument index="0" name="string" type="String"> + <argument index="0" name="text" type="String"> + </argument> + <argument index="1" name="width" type="float" default="-1"> + </argument> + <argument index="2" name="size" type="int" default="-1"> + </argument> + <argument index="3" name="flags" type="int" default="48"> </argument> <description> - Returns the size of a string, taking kerning and advance into account. + Returns the size of a bounding box of a string broken into the lines, taking kerning and advance into account. + See also [method draw_multiline_string]. </description> </method> - <method name="get_wordwrap_string_size" qualifiers="const"> + <method name="get_spacing" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="type" type="int"> + </argument> + <description> + Returns the spacing for the given [code]type[/code] (see [enum SpacingType]). + </description> + </method> + <method name="get_string_size" qualifiers="const"> <return type="Vector2"> </return> - <argument index="0" name="string" type="String"> + <argument index="0" name="text" type="String"> </argument> - <argument index="1" name="width" type="float"> + <argument index="1" name="size" type="int" default="-1"> </argument> <description> - Returns the size that the string would have with word wrapping enabled with a fixed [code]width[/code]. + Returns the size size of a bounding box of a string, taking kerning and advance into account. + See also [method draw_string]. </description> </method> - <method name="has_outline" qualifiers="const"> - <return type="bool"> + <method name="get_supported_chars" qualifiers="const"> + <return type="String"> + </return> + <description> + Returns a string containing all the characters available in the font. + If a given character is included in more than one font data source, it appears only once in the returned string. + </description> + </method> + <method name="get_underline_position" qualifiers="const"> + <return type="float"> </return> + <argument index="0" name="size" type="int" default="-1"> + </argument> <description> - Returns [code]true[/code] if the font has an outline. + Return average pixel offset of the underline below the baseline. + [b]Note:[/b] Real underline position of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate. </description> </method> - <method name="is_distance_field_hint" qualifiers="const"> + <method name="get_underline_thickness" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="size" type="int" default="-1"> + </argument> + <description> + Return average thickness of the underline. + [b]Note:[/b] Real underline thickness of the string is context-dependent and can be significantly different from the value returned by this function. Use it only as rough estimate. + </description> + </method> + <method name="has_char" qualifiers="const"> <return type="bool"> </return> + <argument index="0" name="char" type="int"> + </argument> + <description> + Return [code]true[/code] if a Unicode [code]char[/code] is available in the font. + </description> + </method> + <method name="remove_data"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + Removes the font data source at index [code]idx[/code]. If the index does not exist, nothing happens. + </description> + </method> + <method name="set_data"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="data" type="FontData"> + </argument> + <description> + Sets the font data source at index [code]idx[/code]. If the index does not exist, nothing happens. + </description> + </method> + <method name="set_spacing"> + <return type="void"> + </return> + <argument index="0" name="type" type="int"> + </argument> + <argument index="1" name="value" type="int"> + </argument> <description> + Sets the spacing for [code]type[/code] (see [enum SpacingType]) to [code]value[/code] in pixels (not relative to the font size). </description> </method> <method name="update_changes"> <return type="void"> </return> <description> - After editing a font (changing size, ascent, char rects, etc.). Call this function to propagate changes to controls that might use it. + After editing a font (changing data sources, etc.). Call this function to propagate changes to controls that might use it. </description> </method> </methods> + <members> + <member name="extra_spacing_bottom" type="int" setter="set_spacing" getter="get_spacing" default="0"> + Extra spacing at the bottom in pixels. + </member> + <member name="extra_spacing_top" type="int" setter="set_spacing" getter="get_spacing" default="0"> + Extra character spacing in pixels. + </member> + </members> <constants> + <constant name="SPACING_TOP" value="0" enum="SpacingType"> + Spacing at the top of the line. + </constant> + <constant name="SPACING_BOTTOM" value="1" enum="SpacingType"> + Spacing at the bottom of the line. + </constant> </constants> </class> diff --git a/doc/classes/FontData.xml b/doc/classes/FontData.xml new file mode 100644 index 0000000000..e2c35f9ce7 --- /dev/null +++ b/doc/classes/FontData.xml @@ -0,0 +1,330 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="FontData" inherits="Resource" version="4.0"> + <brief_description> + Font data source, file or memory buffer. + </brief_description> + <description> + Built-in text servers support font data sources of the following formats: + - Bitmap fonts in the [url=https://www.angelcode.com/products/bmfont/]BMFont[/url] format. Handles [code].fnt, *.font[/code] fonts containing texture atlases. Non-scalable. Supports distance fields. Complex text shaping support is limited. + - Dynamic fonts using the [url=https://www.freetype.org/]FreeType[/url] and [url=https://github.com/silnrsi/graphite/]Graphite[/url] library for rasterization. Handles [code]*.ttf, *.otf[/code] fonts. Scalable. Doesn't support distance fields. Supports complex text shaping and OpenType features. + </description> + <tutorials> + </tutorials> + <methods> + <method name="draw_glyph" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="canvas" type="RID"> + </argument> + <argument index="1" name="size" type="int"> + </argument> + <argument index="2" name="pos" type="Vector2"> + </argument> + <argument index="3" name="index" type="int"> + </argument> + <argument index="4" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draws single glyph into a canvas item at the position, using [code]font[/code] at the size [code]size[/code]. + Returns advance of the glyph for horizontal and vertical layouts. + Note: Glyph index is bound to the font data, use only glyphs indices returned by [method TextServer.shaped_text_get_glyphs] or [method get_glyph_index] for this font data. + </description> + </method> + <method name="draw_glyph_outline" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="canvas" type="RID"> + </argument> + <argument index="1" name="size" type="int"> + </argument> + <argument index="2" name="outline_size" type="int"> + </argument> + <argument index="3" name="pos" type="Vector2"> + </argument> + <argument index="4" name="index" type="int"> + </argument> + <argument index="5" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draws single glyph outline of size [code]outline_size[/code] into a canvas item at the position, using [code]font[/code] at the size [code]size[/code]. If outline drawing is not supported, nothing is drawn. + Returns advance of the glyph for horizontal and vertical layouts (regardless of outline drawing support). + Note: Glyph index is bound to the font data, use only glyphs indices returned by [method TextServer.shaped_text_get_glyphs] or [method get_glyph_index] for this font data. + </description> + </method> + <method name="get_ascent" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="size" type="int"> + </argument> + <description> + Returns the font ascent (number of pixels above the baseline). + </description> + </method> + <method name="get_base_size" qualifiers="const"> + <return type="float"> + </return> + <description> + Returns the base size of the font (the only size supported for non-scalable fonts, meaningless for scalable fonts). + </description> + </method> + <method name="get_descent" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="size" type="int"> + </argument> + <description> + Returns the font descent (number of pixels below the baseline). + </description> + </method> + <method name="get_glyph_advance" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <argument index="1" name="size" type="int"> + </argument> + <description> + Returns advance of the glyph for horizontal and vertical layouts. + Note: Glyph index is bound to the font data, use only glyphs indices returned by [method TextServer.shaped_text_get_glyphs] or [method get_glyph_index] for this font data. + </description> + </method> + <method name="get_glyph_index" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="char" type="int"> + </argument> + <argument index="1" name="variation_selector" type="int" default="0"> + </argument> + <description> + Return the glyph index of a [code]char[/code], optionally modified by the [code]variation_selector[/code]. + </description> + </method> + <method name="get_glyph_kerning" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="index_a" type="int"> + </argument> + <argument index="1" name="index_b" type="int"> + </argument> + <argument index="2" name="size" type="int"> + </argument> + <description> + Returns a kerning of the pair of glyphs for horizontal and vertical layouts. + Note: Glyph index is bound to the font data, use only glyphs indices returned by [method TextServer.shaped_text_get_glyphs] or [method get_glyph_index] for this font data. + </description> + </method> + <method name="get_height" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="size" type="int"> + </argument> + <description> + Returns the total font height (ascent plus descent) in pixels. + </description> + </method> + <method name="get_language_support_override" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="language" type="String"> + </argument> + <description> + Returns [code]true[/code] if support override is enabled for the [code]language[/code]. + </description> + </method> + <method name="get_language_support_overrides" qualifiers="const"> + <return type="PackedStringArray"> + </return> + <description> + Returns list of language support overrides. + </description> + </method> + <method name="get_script_support_override" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="script" type="String"> + </argument> + <description> + Returns [code]true[/code] if support override is enabled for the [code]script[/code]. + </description> + </method> + <method name="get_script_support_overrides" qualifiers="const"> + <return type="PackedStringArray"> + </return> + <description> + Returns list of script support overrides. + </description> + </method> + <method name="get_supported_chars" qualifiers="const"> + <return type="String"> + </return> + <description> + Returns a string containing all the characters available in the font. + </description> + </method> + <method name="get_underline_position" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="size" type="int"> + </argument> + <description> + Returns underline offset (number of pixels below the baseline). + </description> + </method> + <method name="get_underline_thickness" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="size" type="int"> + </argument> + <description> + Returns underline thickness in pixels. + </description> + </method> + <method name="get_variation" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <description> + Returns variation coordinate [code]tag[/code]. + </description> + </method> + <method name="get_variation_list" qualifiers="const"> + <return type="Dictionary"> + </return> + <description> + Returns list of supported [url=https://docs.microsoft.com/en-us/typography/opentype/spec/dvaraxisreg]variation coordinates[/url], each coordinate is returned as [code]tag: Vector3i(min_value,max_value,default_value)[/code]. + Font variations allow for continuous change of glyph characteristics along some given design axis, such as weight, width or slant. + </description> + </method> + <method name="has_char" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="char" type="int"> + </argument> + <description> + Return [code]true[/code] if a Unicode [code]char[/code] is available in the font. + </description> + </method> + <method name="has_outline" qualifiers="const"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code], if font supports drawing glyph outlines. + </description> + </method> + <method name="is_language_supported" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="language" type="String"> + </argument> + <description> + Returns [code]true[/code], if font supports given language ([url=https://en.wikipedia.org/wiki/ISO_639-1]ISO 639[/url] code). + </description> + </method> + <method name="is_script_supported" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="script" type="String"> + </argument> + <description> + Returns [code]true[/code], if font supports given script ([url=https://en.wikipedia.org/wiki/ISO_15924]ISO 15924[/url] code). + </description> + </method> + <method name="load_memory"> + <return type="void"> + </return> + <argument index="0" name="data" type="PackedByteArray"> + </argument> + <argument index="1" name="type" type="String"> + </argument> + <argument index="2" name="base_size" type="int" default="16"> + </argument> + <description> + Creates new font from the data in memory. + Note: For non-scalable fonts [code]base_size[/code] is ignored, use [method get_base_size] to check actual font size. + </description> + </method> + <method name="load_resource"> + <return type="void"> + </return> + <argument index="0" name="filename" type="String"> + </argument> + <argument index="1" name="base_size" type="int" default="16"> + </argument> + <description> + Creates new font from the file. + Note: For non-scalable fonts [code]base_size[/code] is ignored, use [method get_base_size] to check actual font size. + </description> + </method> + <method name="remove_language_support_override"> + <return type="void"> + </return> + <argument index="0" name="language" type="String"> + </argument> + <description> + Remove language support override. + </description> + </method> + <method name="remove_script_support_override"> + <return type="void"> + </return> + <argument index="0" name="script" type="String"> + </argument> + <description> + Removes script support override. + </description> + </method> + <method name="set_language_support_override"> + <return type="void"> + </return> + <argument index="0" name="language" type="String"> + </argument> + <argument index="1" name="supported" type="bool"> + </argument> + <description> + Adds override for [method is_language_supported]. + </description> + </method> + <method name="set_script_support_override"> + <return type="void"> + </return> + <argument index="0" name="script" type="String"> + </argument> + <argument index="1" name="supported" type="bool"> + </argument> + <description> + Adds override for [method is_script_supported]. + </description> + </method> + <method name="set_variation"> + <return type="void"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <argument index="1" name="value" type="float"> + </argument> + <description> + Sets variation coordinate [code]tag[/code]. + </description> + </method> + </methods> + <members> + <member name="antialiased" type="bool" setter="set_antialiased" getter="get_antialiased" default="false"> + If [code]true[/code], the font is rendered with anti-aliasing. + </member> + <member name="data_path" type="String" setter="set_data_path" getter="get_data_path" default=""""> + The path to the font data file. If font data was loaded from memory location is set to [code]"(Memory)"[/code]. + </member> + <member name="distance_field_hint" type="bool" setter="set_distance_field_hint" getter="get_distance_field_hint" default="false"> + If [code]true[/code], distance field hint is enabled. + </member> + <member name="force_autohinter" type="bool" setter="set_force_autohinter" getter="get_force_autohinter" default="false"> + If [code]true[/code], default autohinter is used for font hinting. + </member> + <member name="hinting" type="int" setter="set_hinting" getter="get_hinting" enum="TextServer.Hinting" default="0"> + The font hinting mode used by FreeType. See [enum TextServer.Hinting] for options. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/FuncRef.xml b/doc/classes/FuncRef.xml deleted file mode 100644 index bf0c0b0d34..0000000000 --- a/doc/classes/FuncRef.xml +++ /dev/null @@ -1,57 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="FuncRef" inherits="Reference" version="4.0"> - <brief_description> - Reference to a function in an object. - </brief_description> - <description> - In GDScript, functions are not [i]first-class objects[/i]. This means it is impossible to store them directly as variables, return them from another function, or pass them as arguments. - However, by creating a [FuncRef] using the [method @GDScript.funcref] function, a reference to a function in a given object can be created, passed around and called. - </description> - <tutorials> - </tutorials> - <methods> - <method name="call_func" qualifiers="vararg"> - <return type="Variant"> - </return> - <description> - Calls the referenced function previously set by [method set_function] or [method @GDScript.funcref]. - </description> - </method> - <method name="call_funcv"> - <return type="Variant"> - </return> - <argument index="0" name="arg_array" type="Array"> - </argument> - <description> - Calls the referenced function previously set by [method set_function] or [method @GDScript.funcref]. Contrarily to [method call_func], this method does not support a variable number of arguments but expects all parameters to be passed via a single [Array]. - </description> - </method> - <method name="is_valid" qualifiers="const"> - <return type="bool"> - </return> - <description> - Returns whether the object still exists and has the function assigned. - </description> - </method> - <method name="set_function"> - <return type="void"> - </return> - <argument index="0" name="name" type="StringName"> - </argument> - <description> - The name of the referenced function to call on the object, without parentheses or any parameters. - </description> - </method> - <method name="set_instance"> - <return type="void"> - </return> - <argument index="0" name="instance" type="Object"> - </argument> - <description> - The object containing the referenced function. This object must be of a type actually inheriting from [Object], not a built-in type such as [int], [Vector2] or [Dictionary]. - </description> - </method> - </methods> - <constants> - </constants> -</class> diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index df50244c77..52d3698201 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -8,7 +8,8 @@ Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/gi_probes/quality]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link> + <link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="bake"> @@ -19,7 +20,7 @@ <argument index="1" name="create_visual_debug" type="bool" default="false"> </argument> <description> - Bakes the effect from all [GeometryInstance3D]s marked with [member GeometryInstance3D.use_in_baked_light] and [Light3D]s marked with either [constant Light3D.BAKE_INDIRECT] or [constant Light3D.BAKE_ALL]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring. + Bakes the effect from all [GeometryInstance3D]s marked with [constant GeometryInstance3D.GI_MODE_BAKED] and [Light3D]s marked with either [constant Light3D.BAKE_DYNAMIC] or [constant Light3D.BAKE_STATIC]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring. </description> </method> <method name="debug_bake"> diff --git a/doc/classes/GIProbeData.xml b/doc/classes/GIProbeData.xml index 228e1afb4c..693df8f819 100644 --- a/doc/classes/GIProbeData.xml +++ b/doc/classes/GIProbeData.xml @@ -5,6 +5,7 @@ <description> </description> <tutorials> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="allocate"> diff --git a/doc/classes/GLTFAccessor.xml b/doc/classes/GLTFAccessor.xml new file mode 100644 index 0000000000..a1f596f7dd --- /dev/null +++ b/doc/classes/GLTFAccessor.xml @@ -0,0 +1,43 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFAccessor" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="buffer_view" type="int" setter="set_buffer_view" getter="get_buffer_view" default="0"> + </member> + <member name="byte_offset" type="int" setter="set_byte_offset" getter="get_byte_offset" default="0"> + </member> + <member name="component_type" type="int" setter="set_component_type" getter="get_component_type" default="0"> + </member> + <member name="count" type="int" setter="set_count" getter="get_count" default="0"> + </member> + <member name="max" type="PackedFloat64Array" setter="set_max" getter="get_max" default="PackedFloat64Array( )"> + </member> + <member name="min" type="PackedFloat64Array" setter="set_min" getter="get_min" default="PackedFloat64Array( )"> + </member> + <member name="normalized" type="bool" setter="set_normalized" getter="get_normalized" default="false"> + </member> + <member name="sparse_count" type="int" setter="set_sparse_count" getter="get_sparse_count" default="0"> + </member> + <member name="sparse_indices_buffer_view" type="int" setter="set_sparse_indices_buffer_view" getter="get_sparse_indices_buffer_view" default="0"> + </member> + <member name="sparse_indices_byte_offset" type="int" setter="set_sparse_indices_byte_offset" getter="get_sparse_indices_byte_offset" default="0"> + </member> + <member name="sparse_indices_component_type" type="int" setter="set_sparse_indices_component_type" getter="get_sparse_indices_component_type" default="0"> + </member> + <member name="sparse_values_buffer_view" type="int" setter="set_sparse_values_buffer_view" getter="get_sparse_values_buffer_view" default="0"> + </member> + <member name="sparse_values_byte_offset" type="int" setter="set_sparse_values_byte_offset" getter="get_sparse_values_byte_offset" default="0"> + </member> + <member name="type" type="int" setter="set_type" getter="get_type" default="0"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GLTFAnimation.xml b/doc/classes/GLTFAnimation.xml new file mode 100644 index 0000000000..5c1fa02f11 --- /dev/null +++ b/doc/classes/GLTFAnimation.xml @@ -0,0 +1,17 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFAnimation" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="loop" type="bool" setter="set_loop" getter="get_loop" default="false"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GLTFBufferView.xml b/doc/classes/GLTFBufferView.xml new file mode 100644 index 0000000000..edaad85e0a --- /dev/null +++ b/doc/classes/GLTFBufferView.xml @@ -0,0 +1,25 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFBufferView" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="buffer" type="int" setter="set_buffer" getter="get_buffer" default="-1"> + </member> + <member name="byte_length" type="int" setter="set_byte_length" getter="get_byte_length" default="0"> + </member> + <member name="byte_offset" type="int" setter="set_byte_offset" getter="get_byte_offset" default="0"> + </member> + <member name="byte_stride" type="int" setter="set_byte_stride" getter="get_byte_stride" default="-1"> + </member> + <member name="indices" type="bool" setter="set_indices" getter="get_indices" default="false"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GLTFCamera.xml b/doc/classes/GLTFCamera.xml new file mode 100644 index 0000000000..0b95f2c802 --- /dev/null +++ b/doc/classes/GLTFCamera.xml @@ -0,0 +1,23 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFCamera" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="fov_size" type="float" setter="set_fov_size" getter="get_fov_size" default="75.0"> + </member> + <member name="perspective" type="bool" setter="set_perspective" getter="get_perspective" default="true"> + </member> + <member name="zfar" type="float" setter="set_zfar" getter="get_zfar" default="4000.0"> + </member> + <member name="znear" type="float" setter="set_znear" getter="get_znear" default="0.05"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GLTFDocument.xml b/doc/classes/GLTFDocument.xml new file mode 100644 index 0000000000..04c40dd752 --- /dev/null +++ b/doc/classes/GLTFDocument.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFDocument" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/GLTFLight.xml b/doc/classes/GLTFLight.xml new file mode 100644 index 0000000000..bfeaf9a86e --- /dev/null +++ b/doc/classes/GLTFLight.xml @@ -0,0 +1,27 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFLight" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 0, 0, 0, 1 )"> + </member> + <member name="inner_cone_angle" type="float" setter="set_inner_cone_angle" getter="get_inner_cone_angle" default="0.0"> + </member> + <member name="intensity" type="float" setter="set_intensity" getter="get_intensity" default="0.0"> + </member> + <member name="outer_cone_angle" type="float" setter="set_outer_cone_angle" getter="get_outer_cone_angle" default="0.0"> + </member> + <member name="range" type="float" setter="set_range" getter="get_range" default="0.0"> + </member> + <member name="type" type="String" setter="set_type" getter="get_type" default=""""> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GLTFMesh.xml b/doc/classes/GLTFMesh.xml new file mode 100644 index 0000000000..55f79d2c55 --- /dev/null +++ b/doc/classes/GLTFMesh.xml @@ -0,0 +1,19 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFMesh" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="blend_weights" type="PackedFloat32Array" setter="set_blend_weights" getter="get_blend_weights" default="PackedFloat32Array( )"> + </member> + <member name="mesh" type="EditorSceneImporterMesh" setter="set_mesh" getter="get_mesh"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GLTFNode.xml b/doc/classes/GLTFNode.xml new file mode 100644 index 0000000000..5b7d4fadec --- /dev/null +++ b/doc/classes/GLTFNode.xml @@ -0,0 +1,43 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFNode" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="camera" type="int" setter="set_camera" getter="get_camera" default="-1"> + </member> + <member name="children" type="PackedInt32Array" setter="set_children" getter="get_children" default="PackedInt32Array( )"> + </member> + <member name="fake_joint_parent" type="int" setter="set_fake_joint_parent" getter="get_fake_joint_parent" default="-1"> + </member> + <member name="height" type="int" setter="set_height" getter="get_height" default="-1"> + </member> + <member name="joint" type="bool" setter="set_joint" getter="get_joint" default="false"> + </member> + <member name="light" type="int" setter="set_light" getter="get_light" default="-1"> + </member> + <member name="mesh" type="int" setter="set_mesh" getter="get_mesh" default="-1"> + </member> + <member name="parent" type="int" setter="set_parent" getter="get_parent" default="-1"> + </member> + <member name="rotation" type="Quat" setter="set_rotation" getter="get_rotation" default="Quat( 0, 0, 0, 1 )"> + </member> + <member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3( 1, 1, 1 )"> + </member> + <member name="skeleton" type="int" setter="set_skeleton" getter="get_skeleton" default="-1"> + </member> + <member name="skin" type="int" setter="set_skin" getter="get_skin" default="-1"> + </member> + <member name="translation" type="Vector3" setter="set_translation" getter="get_translation" default="Vector3( 0, 0, 0 )"> + </member> + <member name="xform" type="Transform" setter="set_xform" getter="get_xform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GLTFSkeleton.xml b/doc/classes/GLTFSkeleton.xml new file mode 100644 index 0000000000..e27c838648 --- /dev/null +++ b/doc/classes/GLTFSkeleton.xml @@ -0,0 +1,67 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFSkeleton" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_bone_attachment"> + <return type="BoneAttachment3D"> + </return> + <argument index="0" name="arg0" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_bone_attachment_count"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_godot_bone_node"> + <return type="Dictionary"> + </return> + <description> + </description> + </method> + <method name="get_godot_skeleton"> + <return type="Skeleton3D"> + </return> + <description> + </description> + </method> + <method name="get_unique_names"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="set_godot_bone_node"> + <return type="void"> + </return> + <argument index="0" name="godot_bone_node" type="Dictionary"> + </argument> + <description> + </description> + </method> + <method name="set_unique_names"> + <return type="void"> + </return> + <argument index="0" name="unique_names" type="Array"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="joints" type="PackedInt32Array" setter="set_joints" getter="get_joints" default="PackedInt32Array( )"> + </member> + <member name="roots" type="PackedInt32Array" setter="set_roots" getter="get_roots" default="PackedInt32Array( )"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GLTFSkin.xml b/doc/classes/GLTFSkin.xml new file mode 100644 index 0000000000..5a80c7097a --- /dev/null +++ b/doc/classes/GLTFSkin.xml @@ -0,0 +1,71 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFSkin" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_inverse_binds"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_joint_i_to_bone_i"> + <return type="Dictionary"> + </return> + <description> + </description> + </method> + <method name="get_joint_i_to_name"> + <return type="Dictionary"> + </return> + <description> + </description> + </method> + <method name="set_inverse_binds"> + <return type="void"> + </return> + <argument index="0" name="inverse_binds" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_joint_i_to_bone_i"> + <return type="void"> + </return> + <argument index="0" name="joint_i_to_bone_i" type="Dictionary"> + </argument> + <description> + </description> + </method> + <method name="set_joint_i_to_name"> + <return type="void"> + </return> + <argument index="0" name="joint_i_to_name" type="Dictionary"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="godot_skin" type="Skin" setter="set_godot_skin" getter="get_godot_skin"> + </member> + <member name="joints" type="PackedInt32Array" setter="set_joints" getter="get_joints" default="PackedInt32Array( )"> + </member> + <member name="joints_original" type="PackedInt32Array" setter="set_joints_original" getter="get_joints_original" default="PackedInt32Array( )"> + </member> + <member name="non_joints" type="PackedInt32Array" setter="set_non_joints" getter="get_non_joints" default="PackedInt32Array( )"> + </member> + <member name="roots" type="PackedInt32Array" setter="set_roots" getter="get_roots" default="PackedInt32Array( )"> + </member> + <member name="skeleton" type="int" setter="set_skeleton" getter="get_skeleton" default="-1"> + </member> + <member name="skin_root" type="int" setter="set_skin_root" getter="get_skin_root" default="-1"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GLTFSpecGloss.xml b/doc/classes/GLTFSpecGloss.xml new file mode 100644 index 0000000000..68cc7c845d --- /dev/null +++ b/doc/classes/GLTFSpecGloss.xml @@ -0,0 +1,25 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFSpecGloss" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="diffuse_factor" type="Color" setter="set_diffuse_factor" getter="get_diffuse_factor" default="Color( 1, 1, 1, 1 )"> + </member> + <member name="diffuse_img" type="Image" setter="set_diffuse_img" getter="get_diffuse_img"> + </member> + <member name="gloss_factor" type="float" setter="set_gloss_factor" getter="get_gloss_factor" default="1.0"> + </member> + <member name="spec_gloss_img" type="Image" setter="set_spec_gloss_img" getter="get_spec_gloss_img"> + </member> + <member name="specular_factor" type="Color" setter="set_specular_factor" getter="get_specular_factor" default="Color( 1, 1, 1, 1 )"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GLTFState.xml b/doc/classes/GLTFState.xml new file mode 100644 index 0000000000..f7763efdb1 --- /dev/null +++ b/doc/classes/GLTFState.xml @@ -0,0 +1,251 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFState" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_accessors"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_animation_player"> + <return type="AnimationPlayer"> + </return> + <argument index="0" name="arg0" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_animation_players_count"> + <return type="int"> + </return> + <argument index="0" name="arg0" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_animations"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_buffer_views"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_cameras"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_images"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_lights"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_materials"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_meshes"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_nodes"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_scene_node"> + <return type="Node"> + </return> + <argument index="0" name="arg0" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_skeleton_to_node"> + <return type="Dictionary"> + </return> + <description> + </description> + </method> + <method name="get_skeletons"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_skins"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_textures"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="get_unique_names"> + <return type="Array"> + </return> + <description> + </description> + </method> + <method name="set_accessors"> + <return type="void"> + </return> + <argument index="0" name="accessors" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_animations"> + <return type="void"> + </return> + <argument index="0" name="animations" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_buffer_views"> + <return type="void"> + </return> + <argument index="0" name="buffer_views" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_cameras"> + <return type="void"> + </return> + <argument index="0" name="cameras" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_images"> + <return type="void"> + </return> + <argument index="0" name="images" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_lights"> + <return type="void"> + </return> + <argument index="0" name="lights" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_materials"> + <return type="void"> + </return> + <argument index="0" name="materials" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_meshes"> + <return type="void"> + </return> + <argument index="0" name="meshes" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_nodes"> + <return type="void"> + </return> + <argument index="0" name="nodes" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_skeleton_to_node"> + <return type="void"> + </return> + <argument index="0" name="skeleton_to_node" type="Dictionary"> + </argument> + <description> + </description> + </method> + <method name="set_skeletons"> + <return type="void"> + </return> + <argument index="0" name="skeletons" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_skins"> + <return type="void"> + </return> + <argument index="0" name="skins" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_textures"> + <return type="void"> + </return> + <argument index="0" name="textures" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_unique_names"> + <return type="void"> + </return> + <argument index="0" name="unique_names" type="Array"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="buffers" type="Array" setter="set_buffers" getter="get_buffers" default="[ ]"> + </member> + <member name="glb_data" type="PackedByteArray" setter="set_glb_data" getter="get_glb_data" default="PackedByteArray( )"> + </member> + <member name="json" type="Dictionary" setter="set_json" getter="get_json" default="{}"> + </member> + <member name="major_version" type="int" setter="set_major_version" getter="get_major_version" default="0"> + </member> + <member name="minor_version" type="int" setter="set_minor_version" getter="get_minor_version" default="0"> + </member> + <member name="root_nodes" type="Array" setter="set_root_nodes" getter="get_root_nodes" default="[ ]"> + </member> + <member name="scene_name" type="String" setter="set_scene_name" getter="get_scene_name" default=""""> + </member> + <member name="use_named_skin_binds" type="bool" setter="set_use_named_skin_binds" getter="get_use_named_skin_binds" default="false"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GLTFTexture.xml b/doc/classes/GLTFTexture.xml new file mode 100644 index 0000000000..c7f94ab0da --- /dev/null +++ b/doc/classes/GLTFTexture.xml @@ -0,0 +1,17 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GLTFTexture" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="src_image" type="int" setter="set_src_image" getter="get_src_image" default="4"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index ee67b5052c..c09151405a 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -8,7 +8,8 @@ Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> + <link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> </tutorials> <methods> <method name="capture_rect" qualifiers="const"> @@ -33,7 +34,7 @@ <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles2D.DrawOrder" default="0"> Particle draw order. Uses [enum DrawOrder] values. </member> - <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="false"> + <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true"> If [code]true[/code], particles are being emitted. </member> <member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0"> @@ -51,10 +52,6 @@ <member name="local_coords" type="bool" setter="set_use_local_coordinates" getter="get_use_local_coordinates" default="true"> If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. </member> - <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> - Normal map to be used for the [member texture] property. - [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. - </member> <member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot" default="false"> If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end. </member> diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index add8f28bf8..d1296c3418 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -8,7 +8,8 @@ Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link> + <link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="capture_aabb" qualifiers="const"> @@ -18,6 +19,22 @@ Returns the axis-aligned bounding box that contains all the particles that are active in the current frame. </description> </method> + <method name="emit_particle"> + <return type="void"> + </return> + <argument index="0" name="xform" type="Transform"> + </argument> + <argument index="1" name="velocity" type="Vector3"> + </argument> + <argument index="2" name="color" type="Color"> + </argument> + <argument index="3" name="custom" type="Color"> + </argument> + <argument index="4" name="flags" type="int"> + </argument> + <description> + </description> + </method> <method name="get_draw_pass_mesh" qualifiers="const"> <return type="Mesh"> </return> @@ -50,6 +67,8 @@ <member name="amount" type="int" setter="set_amount" getter="get_amount" default="8"> Number of particles to emit. </member> + <member name="collision_base_size" type="float" setter="set_collision_base_size" getter="get_collision_base_size" default="0.01"> + </member> <member name="draw_order" type="int" setter="set_draw_order" getter="get_draw_order" enum="GPUParticles3D.DrawOrder" default="0"> Particle draw order. Uses [enum DrawOrder] values. </member> @@ -68,7 +87,7 @@ <member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes" default="1"> The number of draw passes when rendering particles. </member> - <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="false"> + <member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true"> If [code]true[/code], particles are being emitted. </member> <member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0"> @@ -101,6 +120,8 @@ <member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0"> Speed scaling ratio. A value of [code]0[/code] can be used to pause the particles. </member> + <member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath("")"> + </member> <member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="AABB( -4, -4, -4, 8, 8, 8 )"> The [AABB] that determines the area of the world part of which needs to be visible on screen for the particle system to be active. </member> @@ -115,6 +136,16 @@ <constant name="DRAW_ORDER_VIEW_DEPTH" value="2" enum="DrawOrder"> Particles are drawn in order of depth. </constant> + <constant name="EMIT_FLAG_POSITION" value="1" enum="EmitFlags"> + </constant> + <constant name="EMIT_FLAG_ROTATION_SCALE" value="2" enum="EmitFlags"> + </constant> + <constant name="EMIT_FLAG_VELOCITY" value="4" enum="EmitFlags"> + </constant> + <constant name="EMIT_FLAG_COLOR" value="8" enum="EmitFlags"> + </constant> + <constant name="EMIT_FLAG_CUSTOM" value="16" enum="EmitFlags"> + </constant> <constant name="MAX_DRAW_PASSES" value="4"> Maximum number of draw passes supported. </constant> diff --git a/doc/classes/GPUParticlesAttractor3D.xml b/doc/classes/GPUParticlesAttractor3D.xml new file mode 100644 index 0000000000..111827d294 --- /dev/null +++ b/doc/classes/GPUParticlesAttractor3D.xml @@ -0,0 +1,23 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GPUParticlesAttractor3D" inherits="VisualInstance3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="attenuation" type="float" setter="set_attenuation" getter="get_attenuation" default="1.0"> + </member> + <member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295"> + </member> + <member name="directionality" type="float" setter="set_directionality" getter="get_directionality" default="0.0"> + </member> + <member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GPUParticlesAttractorBox.xml b/doc/classes/GPUParticlesAttractorBox.xml new file mode 100644 index 0000000000..68616f9bbd --- /dev/null +++ b/doc/classes/GPUParticlesAttractorBox.xml @@ -0,0 +1,17 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GPUParticlesAttractorBox" inherits="GPUParticlesAttractor3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 1, 1, 1 )"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GPUParticlesAttractorSphere.xml b/doc/classes/GPUParticlesAttractorSphere.xml new file mode 100644 index 0000000000..6984427a96 --- /dev/null +++ b/doc/classes/GPUParticlesAttractorSphere.xml @@ -0,0 +1,17 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GPUParticlesAttractorSphere" inherits="GPUParticlesAttractor3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GPUParticlesAttractorVectorField.xml b/doc/classes/GPUParticlesAttractorVectorField.xml new file mode 100644 index 0000000000..cf5e375ea3 --- /dev/null +++ b/doc/classes/GPUParticlesAttractorVectorField.xml @@ -0,0 +1,19 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GPUParticlesAttractorVectorField" inherits="GPUParticlesAttractor3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 1, 1, 1 )"> + </member> + <member name="texture" type="Texture3D" setter="set_texture" getter="get_texture"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GPUParticlesCollision3D.xml b/doc/classes/GPUParticlesCollision3D.xml new file mode 100644 index 0000000000..dce9a32fc4 --- /dev/null +++ b/doc/classes/GPUParticlesCollision3D.xml @@ -0,0 +1,17 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GPUParticlesCollision3D" inherits="VisualInstance3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GPUParticlesCollisionBox.xml b/doc/classes/GPUParticlesCollisionBox.xml new file mode 100644 index 0000000000..17fc124c41 --- /dev/null +++ b/doc/classes/GPUParticlesCollisionBox.xml @@ -0,0 +1,17 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GPUParticlesCollisionBox" inherits="GPUParticlesCollision3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 1, 1, 1 )"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/GPUParticlesCollisionHeightField.xml b/doc/classes/GPUParticlesCollisionHeightField.xml new file mode 100644 index 0000000000..c6987515a9 --- /dev/null +++ b/doc/classes/GPUParticlesCollisionHeightField.xml @@ -0,0 +1,43 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GPUParticlesCollisionHeightField" inherits="GPUParticlesCollision3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 1, 1, 1 )"> + </member> + <member name="follow_camera_enabled" type="bool" setter="set_follow_camera_mode" getter="is_follow_camera_mode_enabled" default="false"> + </member> + <member name="follow_camera_push_ratio" type="float" setter="set_follow_camera_push_ratio" getter="get_follow_camera_push_ratio" default="0.1"> + </member> + <member name="resolution" type="int" setter="set_resolution" getter="get_resolution" enum="GPUParticlesCollisionHeightField.Resolution" default="2"> + </member> + <member name="update_mode" type="int" setter="set_update_mode" getter="get_update_mode" enum="GPUParticlesCollisionHeightField.UpdateMode" default="0"> + </member> + </members> + <constants> + <constant name="RESOLUTION_256" value="0" enum="Resolution"> + </constant> + <constant name="RESOLUTION_512" value="1" enum="Resolution"> + </constant> + <constant name="RESOLUTION_1024" value="2" enum="Resolution"> + </constant> + <constant name="RESOLUTION_2048" value="3" enum="Resolution"> + </constant> + <constant name="RESOLUTION_4096" value="4" enum="Resolution"> + </constant> + <constant name="RESOLUTION_8192" value="5" enum="Resolution"> + </constant> + <constant name="RESOLUTION_MAX" value="6" enum="Resolution"> + </constant> + <constant name="UPDATE_MODE_WHEN_MOVED" value="0" enum="UpdateMode"> + </constant> + <constant name="UPDATE_MODE_ALWAYS" value="1" enum="UpdateMode"> + </constant> + </constants> +</class> diff --git a/doc/classes/GPUParticlesCollisionSDF.xml b/doc/classes/GPUParticlesCollisionSDF.xml new file mode 100644 index 0000000000..c3cbe4b1c6 --- /dev/null +++ b/doc/classes/GPUParticlesCollisionSDF.xml @@ -0,0 +1,37 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GPUParticlesCollisionSDF" inherits="GPUParticlesCollision3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 1, 1, 1 )"> + </member> + <member name="resolution" type="int" setter="set_resolution" getter="get_resolution" enum="GPUParticlesCollisionSDF.Resolution" default="2"> + </member> + <member name="texture" type="Texture3D" setter="set_texture" getter="get_texture"> + </member> + <member name="thickness" type="float" setter="set_thickness" getter="get_thickness" default="1.0"> + </member> + </members> + <constants> + <constant name="RESOLUTION_16" value="0" enum="Resolution"> + </constant> + <constant name="RESOLUTION_32" value="1" enum="Resolution"> + </constant> + <constant name="RESOLUTION_64" value="2" enum="Resolution"> + </constant> + <constant name="RESOLUTION_128" value="3" enum="Resolution"> + </constant> + <constant name="RESOLUTION_256" value="4" enum="Resolution"> + </constant> + <constant name="RESOLUTION_512" value="5" enum="Resolution"> + </constant> + <constant name="RESOLUTION_MAX" value="6" enum="Resolution"> + </constant> + </constants> +</class> diff --git a/doc/classes/GPUParticlesCollisionSphere.xml b/doc/classes/GPUParticlesCollisionSphere.xml new file mode 100644 index 0000000000..41150960d2 --- /dev/null +++ b/doc/classes/GPUParticlesCollisionSphere.xml @@ -0,0 +1,17 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="GPUParticlesCollisionSphere" inherits="GPUParticlesCollision3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/Generic6DOFJoint3D.xml b/doc/classes/Generic6DOFJoint3D.xml index ae86ab7365..79b861dfb8 100644 --- a/doc/classes/Generic6DOFJoint3D.xml +++ b/doc/classes/Generic6DOFJoint3D.xml @@ -348,8 +348,6 @@ </member> <member name="linear_spring_z/stiffness" type="float" setter="set_param_z" getter="get_param_z" default="0.01"> </member> - <member name="precision" type="int" setter="set_precision" getter="get_precision" default="1"> - </member> </members> <constants> <constant name="PARAM_LINEAR_LOWER_LIMIT" value="0" enum="Param"> diff --git a/doc/classes/Geometry.xml b/doc/classes/Geometry2D.xml index 4d6f7b60a3..2c0d9b54d1 100644 --- a/doc/classes/Geometry.xml +++ b/doc/classes/Geometry2D.xml @@ -1,67 +1,15 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Geometry" inherits="Object" version="4.0"> +<class name="Geometry2D" inherits="Object" version="4.0"> <brief_description> - Helper node to calculate generic geometry operations. + Helper node to calculate generic geometry operations in 2D space. </brief_description> <description> - Geometry provides users with a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations. + Geometry2D provides users with a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations. </description> <tutorials> </tutorials> <methods> - <method name="build_box_planes"> - <return type="Array"> - </return> - <argument index="0" name="extents" type="Vector3"> - </argument> - <description> - Returns an array with 6 [Plane]s that describe the sides of a box centered at the origin. The box size is defined by [code]extents[/code], which represents one (positive) corner of the box (i.e. half its actual size). - </description> - </method> - <method name="build_capsule_planes"> - <return type="Array"> - </return> - <argument index="0" name="radius" type="float"> - </argument> - <argument index="1" name="height" type="float"> - </argument> - <argument index="2" name="sides" type="int"> - </argument> - <argument index="3" name="lats" type="int"> - </argument> - <argument index="4" name="axis" type="int" enum="Vector3.Axis" default="2"> - </argument> - <description> - Returns an array of [Plane]s closely bounding a faceted capsule centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the side part of the capsule, whereas [code]lats[/code] gives the number of latitudinal steps at the bottom and top of the capsule. The parameter [code]axis[/code] describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z). - </description> - </method> - <method name="build_cylinder_planes"> - <return type="Array"> - </return> - <argument index="0" name="radius" type="float"> - </argument> - <argument index="1" name="height" type="float"> - </argument> - <argument index="2" name="sides" type="int"> - </argument> - <argument index="3" name="axis" type="int" enum="Vector3.Axis" default="2"> - </argument> - <description> - Returns an array of [Plane]s closely bounding a faceted cylinder centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the round part of the cylinder. The parameter [code]axis[/code] describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z). - </description> - </method> - <method name="clip_polygon"> - <return type="PackedVector3Array"> - </return> - <argument index="0" name="points" type="PackedVector3Array"> - </argument> - <argument index="1" name="plane" type="Plane"> - </argument> - <description> - Clips the polygon defined by the points in [code]points[/code] against the [code]plane[/code] and returns the points of the clipped polygon. - </description> - </method> - <method name="clip_polygons_2d"> + <method name="clip_polygons"> <return type="Array"> </return> <argument index="0" name="polygon_a" type="PackedVector2Array"> @@ -73,7 +21,7 @@ If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an outer polygon (boundary) and inner polygon (hole) which could be distinguished by calling [method is_polygon_clockwise]. </description> </method> - <method name="clip_polyline_with_polygon_2d"> + <method name="clip_polyline_with_polygon"> <return type="Array"> </return> <argument index="0" name="polyline" type="PackedVector2Array"> @@ -84,7 +32,7 @@ Clips [code]polyline[/code] against [code]polygon[/code] and returns an array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] between the polyline and the polygon. This operation can be thought of as cutting a line with a closed shape. </description> </method> - <method name="convex_hull_2d"> + <method name="convex_hull"> <return type="PackedVector2Array"> </return> <argument index="0" name="points" type="PackedVector2Array"> @@ -93,7 +41,7 @@ Given an array of [Vector2]s, returns the convex hull as a list of points in counterclockwise order. The last point is the same as the first one. </description> </method> - <method name="exclude_polygons_2d"> + <method name="exclude_polygons"> <return type="Array"> </return> <argument index="0" name="polygon_a" type="PackedVector2Array"> @@ -101,24 +49,11 @@ <argument index="1" name="polygon_b" type="PackedVector2Array"> </argument> <description> - Mutually excludes common area defined by intersection of [code]polygon_a[/code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and returns an array of excluded polygons. This performs [constant OPERATION_XOR] between polygons. In other words, returns all but common area between polygons. + Mutually excludes common area defined by intersection of [code]polygon_a[/code] and [code]polygon_b[/code] (see [method intersect_polygons]) and returns an array of excluded polygons. This performs [constant OPERATION_XOR] between polygons. In other words, returns all but common area between polygons. The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise]. </description> </method> <method name="get_closest_point_to_segment"> - <return type="Vector3"> - </return> - <argument index="0" name="point" type="Vector3"> - </argument> - <argument index="1" name="s1" type="Vector3"> - </argument> - <argument index="2" name="s2" type="Vector3"> - </argument> - <description> - Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point will always be inside the specified segment. - </description> - </method> - <method name="get_closest_point_to_segment_2d"> <return type="Vector2"> </return> <argument index="0" name="point" type="Vector2"> @@ -132,19 +67,6 @@ </description> </method> <method name="get_closest_point_to_segment_uncapped"> - <return type="Vector3"> - </return> - <argument index="0" name="point" type="Vector3"> - </argument> - <argument index="1" name="s1" type="Vector3"> - </argument> - <argument index="2" name="s2" type="Vector3"> - </argument> - <description> - Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point can be inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. somewhere on the line extending from the segment. - </description> - </method> - <method name="get_closest_point_to_segment_uncapped_2d"> <return type="Vector2"> </return> <argument index="0" name="point" type="Vector2"> @@ -158,21 +80,6 @@ </description> </method> <method name="get_closest_points_between_segments"> - <return type="PackedVector3Array"> - </return> - <argument index="0" name="p1" type="Vector3"> - </argument> - <argument index="1" name="p2" type="Vector3"> - </argument> - <argument index="2" name="q1" type="Vector3"> - </argument> - <argument index="3" name="q2" type="Vector3"> - </argument> - <description> - Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector3Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]). - </description> - </method> - <method name="get_closest_points_between_segments_2d"> <return type="PackedVector2Array"> </return> <argument index="0" name="p1" type="Vector2"> @@ -184,19 +91,10 @@ <argument index="3" name="q2" type="Vector2"> </argument> <description> - Given the two 2D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector2Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]). + Given the two 2D segments ([code]p1[/code], [code]q1[/code]) and ([code]p2[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector2Array] that contains this point on ([code]p1[/code], [code]q1[/code]) as well the accompanying point on ([code]p2[/code], [code]q2[/code]). </description> </method> - <method name="get_uv84_normal_bit"> - <return type="int"> - </return> - <argument index="0" name="normal" type="Vector3"> - </argument> - <description> - Used internally by the engine. - </description> - </method> - <method name="intersect_polygons_2d"> + <method name="intersect_polygons"> <return type="Array"> </return> <argument index="0" name="polygon_a" type="PackedVector2Array"> @@ -208,7 +106,7 @@ The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise]. </description> </method> - <method name="intersect_polyline_with_polygon_2d"> + <method name="intersect_polyline_with_polygon"> <return type="Array"> </return> <argument index="0" name="polyline" type="PackedVector2Array"> @@ -252,7 +150,7 @@ Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in clockwise order, otherwise returns [code]false[/code]. </description> </method> - <method name="line_intersects_line_2d"> + <method name="line_intersects_line"> <return type="Variant"> </return> <argument index="0" name="from_a" type="Vector2"> @@ -277,7 +175,7 @@ Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is a vector of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2]. </description> </method> - <method name="merge_polygons_2d"> + <method name="merge_polygons"> <return type="Array"> </return> <argument index="0" name="polygon_a" type="PackedVector2Array"> @@ -289,31 +187,47 @@ The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise]. </description> </method> - <method name="offset_polygon_2d"> + <method name="offset_polygon"> <return type="Array"> </return> <argument index="0" name="polygon" type="PackedVector2Array"> </argument> <argument index="1" name="delta" type="float"> </argument> - <argument index="2" name="join_type" type="int" enum="Geometry.PolyJoinType" default="0"> + <argument index="2" name="join_type" type="int" enum="Geometry2D.PolyJoinType" default="0"> </argument> <description> Inflates or deflates [code]polygon[/code] by [code]delta[/code] units (pixels). If [code]delta[/code] is positive, makes the polygon grow outward. If [code]delta[/code] is negative, shrinks the polygon inward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. Returns an empty array if [code]delta[/code] is negative and the absolute value of it approximately exceeds the minimum bounding rectangle dimensions of the polygon. Each polygon's vertices will be rounded as determined by [code]join_type[/code], see [enum PolyJoinType]. The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling [method is_polygon_clockwise]. - </description> - </method> - <method name="offset_polyline_2d"> + [b]Note:[/b] To translate the polygon's vertices specifically, multiply them to a [Transform2D]: + [codeblocks] + [gdscript] + var polygon = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, 100), Vector2(0, 100)]) + var offset = Vector2(50, 50) + polygon = Transform2D(0, offset) * polygon + print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, 150), Vector2(50, 150)] + [/gdscript] + [csharp] + var polygon = new Vector2[] { new Vector2(0, 0), new Vector2(100, 0), new Vector2(100, 100), new Vector2(0, 100) }; + var offset = new Vector2(50, 50); + // TODO: This code is not valid right now. Ping @aaronfranke about it before Godot 4.0 is out. + //polygon = (Vector2[]) new Transform2D(0, offset).Xform(polygon); + //GD.Print(polygon); // prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, 150), Vector2(50, 150)] + [/csharp] + [/codeblocks] + </description> + </method> + <method name="offset_polyline"> <return type="Array"> </return> <argument index="0" name="polyline" type="PackedVector2Array"> </argument> <argument index="1" name="delta" type="float"> </argument> - <argument index="2" name="join_type" type="int" enum="Geometry.PolyJoinType" default="0"> + <argument index="2" name="join_type" type="int" enum="Geometry2D.PolyJoinType" default="0"> </argument> - <argument index="3" name="end_type" type="int" enum="Geometry.PolyEndType" default="3"> + <argument index="3" name="end_type" type="int" enum="Geometry2D.PolyEndType" default="3"> </argument> <description> Inflates or deflates [code]polyline[/code] by [code]delta[/code] units (pixels), producing polygons. If [code]delta[/code] is positive, makes the polyline grow outward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. If [code]delta[/code] is negative, returns an empty array. @@ -337,67 +251,7 @@ Returns if [code]point[/code] is inside the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. </description> </method> - <method name="ray_intersects_triangle"> - <return type="Variant"> - </return> - <argument index="0" name="from" type="Vector3"> - </argument> - <argument index="1" name="dir" type="Vector3"> - </argument> - <argument index="2" name="a" type="Vector3"> - </argument> - <argument index="3" name="b" type="Vector3"> - </argument> - <argument index="4" name="c" type="Vector3"> - </argument> - <description> - Tests if the 3D ray starting at [code]from[/code] with the direction of [code]dir[/code] intersects the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. - </description> - </method> - <method name="segment_intersects_circle"> - <return type="float"> - </return> - <argument index="0" name="segment_from" type="Vector2"> - </argument> - <argument index="1" name="segment_to" type="Vector2"> - </argument> - <argument index="2" name="circle_position" type="Vector2"> - </argument> - <argument index="3" name="circle_radius" type="float"> - </argument> - <description> - Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), returns the position on the segment (as a number between 0 and 1) at which the segment hits the circle that is located at position [code]circle_position[/code] and has radius [code]circle_radius[/code]. If the segment does not intersect the circle, -1 is returned (this is also the case if the line extending the segment would intersect the circle, but the segment does not). - </description> - </method> - <method name="segment_intersects_convex"> - <return type="PackedVector3Array"> - </return> - <argument index="0" name="from" type="Vector3"> - </argument> - <argument index="1" name="to" type="Vector3"> - </argument> - <argument index="2" name="planes" type="Array"> - </argument> - <description> - Given a convex hull defined though the [Plane]s in the array [code]planes[/code], tests if the segment ([code]from[/code], [code]to[/code]) intersects with that hull. If an intersection is found, returns a [PackedVector3Array] containing the point the intersection and the hull's normal. If no intersecion is found, an the returned array is empty. - </description> - </method> - <method name="segment_intersects_cylinder"> - <return type="PackedVector3Array"> - </return> - <argument index="0" name="from" type="Vector3"> - </argument> - <argument index="1" name="to" type="Vector3"> - </argument> - <argument index="2" name="height" type="float"> - </argument> - <argument index="3" name="radius" type="float"> - </argument> - <description> - Checks if the segment ([code]from[/code], [code]to[/code]) intersects the cylinder with height [code]height[/code] that is centered at the origin and has radius [code]radius[/code]. If no, returns an empty [PackedVector3Array]. If an intersection takes place, the returned array contains the point of intersection and the cylinder's normal at the point of intersection. - </description> - </method> - <method name="segment_intersects_segment_2d"> + <method name="segment_intersects_segment"> <return type="Variant"> </return> <argument index="0" name="from_a" type="Vector2"> @@ -412,39 +266,7 @@ Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and ([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant]. </description> </method> - <method name="segment_intersects_sphere"> - <return type="PackedVector3Array"> - </return> - <argument index="0" name="from" type="Vector3"> - </argument> - <argument index="1" name="to" type="Vector3"> - </argument> - <argument index="2" name="sphere_position" type="Vector3"> - </argument> - <argument index="3" name="sphere_radius" type="float"> - </argument> - <description> - Checks if the segment ([code]from[/code], [code]to[/code]) intersects the sphere that is located at [code]sphere_position[/code] and has radius [code]sphere_radius[/code]. If no, returns an empty [PackedVector3Array]. If yes, returns a [PackedVector3Array] containing the point of intersection and the sphere's normal at the point of intersection. - </description> - </method> - <method name="segment_intersects_triangle"> - <return type="Variant"> - </return> - <argument index="0" name="from" type="Vector3"> - </argument> - <argument index="1" name="to" type="Vector3"> - </argument> - <argument index="2" name="a" type="Vector3"> - </argument> - <argument index="3" name="b" type="Vector3"> - </argument> - <argument index="4" name="c" type="Vector3"> - </argument> - <description> - Tests if the segment ([code]from[/code], [code]to[/code]) intersects the triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. - </description> - </method> - <method name="triangulate_delaunay_2d"> + <method name="triangulate_delaunay"> <return type="PackedInt32Array"> </return> <argument index="0" name="points" type="PackedVector2Array"> diff --git a/doc/classes/Geometry3D.xml b/doc/classes/Geometry3D.xml new file mode 100644 index 0000000000..d0b930defb --- /dev/null +++ b/doc/classes/Geometry3D.xml @@ -0,0 +1,185 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="Geometry3D" inherits="Object" version="4.0"> + <brief_description> + Helper node to calculate generic geometry operations in 3D space. + </brief_description> + <description> + Geometry3D provides users with a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations. + </description> + <tutorials> + </tutorials> + <methods> + <method name="build_box_planes"> + <return type="Array"> + </return> + <argument index="0" name="extents" type="Vector3"> + </argument> + <description> + Returns an array with 6 [Plane]s that describe the sides of a box centered at the origin. The box size is defined by [code]extents[/code], which represents one (positive) corner of the box (i.e. half its actual size). + </description> + </method> + <method name="build_capsule_planes"> + <return type="Array"> + </return> + <argument index="0" name="radius" type="float"> + </argument> + <argument index="1" name="height" type="float"> + </argument> + <argument index="2" name="sides" type="int"> + </argument> + <argument index="3" name="lats" type="int"> + </argument> + <argument index="4" name="axis" type="int" enum="Vector3.Axis" default="2"> + </argument> + <description> + Returns an array of [Plane]s closely bounding a faceted capsule centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the side part of the capsule, whereas [code]lats[/code] gives the number of latitudinal steps at the bottom and top of the capsule. The parameter [code]axis[/code] describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z). + </description> + </method> + <method name="build_cylinder_planes"> + <return type="Array"> + </return> + <argument index="0" name="radius" type="float"> + </argument> + <argument index="1" name="height" type="float"> + </argument> + <argument index="2" name="sides" type="int"> + </argument> + <argument index="3" name="axis" type="int" enum="Vector3.Axis" default="2"> + </argument> + <description> + Returns an array of [Plane]s closely bounding a faceted cylinder centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the round part of the cylinder. The parameter [code]axis[/code] describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z). + </description> + </method> + <method name="clip_polygon"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="points" type="PackedVector3Array"> + </argument> + <argument index="1" name="plane" type="Plane"> + </argument> + <description> + Clips the polygon defined by the points in [code]points[/code] against the [code]plane[/code] and returns the points of the clipped polygon. + </description> + </method> + <method name="get_closest_point_to_segment"> + <return type="Vector3"> + </return> + <argument index="0" name="point" type="Vector3"> + </argument> + <argument index="1" name="s1" type="Vector3"> + </argument> + <argument index="2" name="s2" type="Vector3"> + </argument> + <description> + Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point will always be inside the specified segment. + </description> + </method> + <method name="get_closest_point_to_segment_uncapped"> + <return type="Vector3"> + </return> + <argument index="0" name="point" type="Vector3"> + </argument> + <argument index="1" name="s1" type="Vector3"> + </argument> + <argument index="2" name="s2" type="Vector3"> + </argument> + <description> + Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point can be inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. somewhere on the line extending from the segment. + </description> + </method> + <method name="get_closest_points_between_segments"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="p1" type="Vector3"> + </argument> + <argument index="1" name="p2" type="Vector3"> + </argument> + <argument index="2" name="q1" type="Vector3"> + </argument> + <argument index="3" name="q2" type="Vector3"> + </argument> + <description> + Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector3Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]). + </description> + </method> + <method name="ray_intersects_triangle"> + <return type="Variant"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <argument index="1" name="dir" type="Vector3"> + </argument> + <argument index="2" name="a" type="Vector3"> + </argument> + <argument index="3" name="b" type="Vector3"> + </argument> + <argument index="4" name="c" type="Vector3"> + </argument> + <description> + Tests if the 3D ray starting at [code]from[/code] with the direction of [code]dir[/code] intersects the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. + </description> + </method> + <method name="segment_intersects_convex"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <argument index="1" name="to" type="Vector3"> + </argument> + <argument index="2" name="planes" type="Array"> + </argument> + <description> + Given a convex hull defined though the [Plane]s in the array [code]planes[/code], tests if the segment ([code]from[/code], [code]to[/code]) intersects with that hull. If an intersection is found, returns a [PackedVector3Array] containing the point the intersection and the hull's normal. If no intersecion is found, an the returned array is empty. + </description> + </method> + <method name="segment_intersects_cylinder"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <argument index="1" name="to" type="Vector3"> + </argument> + <argument index="2" name="height" type="float"> + </argument> + <argument index="3" name="radius" type="float"> + </argument> + <description> + Checks if the segment ([code]from[/code], [code]to[/code]) intersects the cylinder with height [code]height[/code] that is centered at the origin and has radius [code]radius[/code]. If no, returns an empty [PackedVector3Array]. If an intersection takes place, the returned array contains the point of intersection and the cylinder's normal at the point of intersection. + </description> + </method> + <method name="segment_intersects_sphere"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <argument index="1" name="to" type="Vector3"> + </argument> + <argument index="2" name="sphere_position" type="Vector3"> + </argument> + <argument index="3" name="sphere_radius" type="float"> + </argument> + <description> + Checks if the segment ([code]from[/code], [code]to[/code]) intersects the sphere that is located at [code]sphere_position[/code] and has radius [code]sphere_radius[/code]. If no, returns an empty [PackedVector3Array]. If yes, returns a [PackedVector3Array] containing the point of intersection and the sphere's normal at the point of intersection. + </description> + </method> + <method name="segment_intersects_triangle"> + <return type="Variant"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <argument index="1" name="to" type="Vector3"> + </argument> + <argument index="2" name="a" type="Vector3"> + </argument> + <argument index="3" name="b" type="Vector3"> + </argument> + <argument index="4" name="c" type="Vector3"> + </argument> + <description> + Tests if the segment ([code]from[/code], [code]to[/code]) intersects the triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned. + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index 518a172973..631a30abab 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -9,15 +9,6 @@ <tutorials> </tutorials> <methods> - <method name="get_flag" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="flag" type="int" enum="GeometryInstance3D.Flags"> - </argument> - <description> - Returns the [enum GeometryInstance3D.Flags] that have been set for this object. - </description> - </method> <method name="get_shader_instance_uniform" qualifiers="const"> <return type="Variant"> </return> @@ -35,17 +26,6 @@ Overrides the bounding box of this node with a custom one. To remove it, set an [AABB] with all fields set to zero. </description> </method> - <method name="set_flag"> - <return type="void"> - </return> - <argument index="0" name="flag" type="int" enum="GeometryInstance3D.Flags"> - </argument> - <argument index="1" name="value" type="bool"> - </argument> - <description> - Sets the [enum GeometryInstance3D.Flags] specified. See [enum GeometryInstance3D.Flags] for options. - </description> - </method> <method name="set_shader_instance_uniform"> <return type="void"> </return> @@ -64,6 +44,12 @@ <member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin" default="0.0"> The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box. </member> + <member name="gi_lightmap_scale" type="int" setter="set_lightmap_scale" getter="get_lightmap_scale" enum="GeometryInstance3D.LightmapScale" default="0"> + </member> + <member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="0"> + </member> + <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0"> + </member> <member name="lod_max_distance" type="float" setter="set_lod_max_distance" getter="get_lod_max_distance" default="0.0"> The GeometryInstance3D's max LOD distance. [b]Note:[/b] This property currently has no effect. @@ -84,11 +70,6 @@ The material override for the whole geometry. If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh. </member> - <member name="use_dynamic_gi" type="bool" setter="set_flag" getter="get_flag" default="false"> - </member> - <member name="use_in_baked_light" type="bool" setter="set_flag" getter="get_flag" default="false"> - If [code]true[/code], this GeometryInstance3D will be used when baking lights using a [GIProbe]. - </member> </members> <constants> <constant name="SHADOW_CASTING_SETTING_OFF" value="0" enum="ShadowCastingSetting"> @@ -106,16 +87,21 @@ Will only show the shadows casted from this object. In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be. </constant> - <constant name="FLAG_USE_BAKED_LIGHT" value="0" enum="Flags"> - Will allow the GeometryInstance3D to be used when baking lights using a [GIProbe]. + <constant name="GI_MODE_DISABLED" value="0" enum="GIMode"> + </constant> + <constant name="GI_MODE_BAKED" value="1" enum="GIMode"> + </constant> + <constant name="GI_MODE_DYNAMIC" value="2" enum="GIMode"> + </constant> + <constant name="LIGHTMAP_SCALE_1X" value="0" enum="LightmapScale"> + </constant> + <constant name="LIGHTMAP_SCALE_2X" value="1" enum="LightmapScale"> </constant> - <constant name="FLAG_USE_DYNAMIC_GI" value="1" enum="Flags"> + <constant name="LIGHTMAP_SCALE_4X" value="2" enum="LightmapScale"> </constant> - <constant name="FLAG_DRAW_NEXT_FRAME_IF_VISIBLE" value="2" enum="Flags"> - Unused in this class, exposed for consistency with [enum RenderingServer.InstanceFlags]. + <constant name="LIGHTMAP_SCALE_8X" value="3" enum="LightmapScale"> </constant> - <constant name="FLAG_MAX" value="3" enum="Flags"> - Represents the size of the [enum Flags] enum. + <constant name="LIGHTMAP_SCALE_MAX" value="4" enum="LightmapScale"> </constant> </constants> </class> diff --git a/doc/classes/Gradient.xml b/doc/classes/Gradient.xml index 05aebef9de..28c647a1c3 100644 --- a/doc/classes/Gradient.xml +++ b/doc/classes/Gradient.xml @@ -4,7 +4,7 @@ A color interpolator resource which can be used to generate colors between user-defined color points. </brief_description> <description> - Given a set of colors, this resource will interpolate them in order. This means that if you have color 1, color 2 and color 3, the ramp will interpolate from color 1 to color 2 and from color 2 to color 3. The ramp will initially have 2 colors (black and white), one (black) at ramp lower offset 0 and the other (white) at the ramp higher offset 1. + Given a set of colors, this resource will interpolate them in order. This means that if you have color 1, color 2 and color 3, the gradient will interpolate from color 1 to color 2 and from color 2 to color 3. The gradient will initially have 2 colors (black and white), one (black) at gradient lower offset 0 and the other (white) at the gradient higher offset 1. </description> <tutorials> </tutorials> @@ -17,32 +17,32 @@ <argument index="1" name="color" type="Color"> </argument> <description> - Adds the specified color to the end of the ramp, with the specified offset. + Adds the specified color to the end of the gradient, with the specified offset. </description> </method> - <method name="get_color" qualifiers="const"> + <method name="get_color"> <return type="Color"> </return> <argument index="0" name="point" type="int"> </argument> <description> - Returns the color of the ramp color at index [code]point[/code]. + Returns the color of the gradient color at index [code]point[/code]. </description> </method> - <method name="get_offset" qualifiers="const"> + <method name="get_offset"> <return type="float"> </return> <argument index="0" name="point" type="int"> </argument> <description> - Returns the offset of the ramp color at index [code]point[/code]. + Returns the offset of the gradient color at index [code]point[/code]. </description> </method> <method name="get_point_count" qualifiers="const"> <return type="int"> </return> <description> - Returns the number of colors in the ramp. + Returns the number of colors in the gradient. </description> </method> <method name="interpolate"> @@ -57,10 +57,10 @@ <method name="remove_point"> <return type="void"> </return> - <argument index="0" name="offset" type="int"> + <argument index="0" name="point" type="int"> </argument> <description> - Removes the color at the index [code]offset[/code]. + Removes the color at the index [code]point[/code]. </description> </method> <method name="set_color"> @@ -71,7 +71,7 @@ <argument index="1" name="color" type="Color"> </argument> <description> - Sets the color of the ramp color at index [code]point[/code]. + Sets the color of the gradient color at index [code]point[/code]. </description> </method> <method name="set_offset"> @@ -82,7 +82,7 @@ <argument index="1" name="offset" type="float"> </argument> <description> - Sets the offset for the ramp color at index [code]point[/code]. + Sets the offset for the gradient color at index [code]point[/code]. </description> </method> </methods> diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml index 9d00ffe233..10afa4c339 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -174,7 +174,22 @@ </method> </methods> <members> + <member name="connection_lines_antialiased" type="bool" setter="set_connection_lines_antialiased" getter="is_connection_lines_antialiased" default="true"> + If [code]true[/code], the lines between nodes will use antialiasing. + </member> + <member name="connection_lines_thickness" type="float" setter="set_connection_lines_thickness" getter="get_connection_lines_thickness" default="2.0"> + The thickness of the lines between the nodes. + </member> <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="2" /> + <member name="minimap_enabled" type="bool" setter="set_minimap_enabled" getter="is_minimap_enabled" default="true"> + If [code]true[/code], the minimap is visible. + </member> + <member name="minimap_opacity" type="float" setter="set_minimap_opacity" getter="get_minimap_opacity" default="0.65"> + The opacity of the minimap rectangle. + </member> + <member name="minimap_size" type="Vector2" setter="set_minimap_size" getter="get_minimap_size" default="Vector2( 240, 160 )"> + The size of the minimap rectangle. The map itself is based on the size of the grid area and is scaled to fit this rectangle. + </member> <member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" override="true" default="true" /> <member name="right_disconnects" type="bool" setter="set_right_disconnects" getter="is_right_disconnects_enabled" default="false"> If [code]true[/code], enables disconnection of existing connections in the GraphEdit by dragging the right end. @@ -193,16 +208,11 @@ </member> </members> <signals> - <signal name="_begin_node_move"> + <signal name="begin_node_move"> <description> Emitted at the beginning of a GraphNode movement. </description> </signal> - <signal name="_end_node_move"> - <description> - Emitted at the end of a GraphNode movement. - </description> - </signal> <signal name="connection_from_empty"> <argument index="0" name="to" type="StringName"> </argument> @@ -266,17 +276,22 @@ Emitted when a GraphNode is attempted to be duplicated in the GraphEdit. </description> </signal> - <signal name="node_selected"> + <signal name="end_node_move"> + <description> + Emitted at the end of a GraphNode movement. + </description> + </signal> + <signal name="node_deselected"> <argument index="0" name="node" type="Node"> </argument> <description> - Emitted when a GraphNode is selected. </description> </signal> - <signal name="node_unselected"> + <signal name="node_selected"> <argument index="0" name="node" type="Node"> </argument> <description> + Emitted when a GraphNode is selected. </description> </signal> <signal name="paste_nodes_request"> @@ -317,6 +332,8 @@ <theme_item name="grid_minor" type="Color" default="Color( 1, 1, 1, 0.05 )"> Color of minor grid lines. </theme_item> + <theme_item name="minimap" type="Texture2D"> + </theme_item> <theme_item name="minus" type="Texture2D"> The icon for the zoom out button. </theme_item> diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml index 33074536da..4b0ea4dcb1 100644 --- a/doc/classes/GraphNode.xml +++ b/doc/classes/GraphNode.xml @@ -18,6 +18,13 @@ Disables all input and output slots of the GraphNode. </description> </method> + <method name="clear_opentype_features"> + <return type="void"> + </return> + <description> + Removes all OpenType features. + </description> + </method> <method name="clear_slot"> <return type="void"> </return> @@ -95,6 +102,15 @@ Returns the type of the output connection [code]idx[/code]. </description> </method> + <method name="get_opentype_feature" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <description> + Returns OpenType feature [code]tag[/code]. + </description> + </method> <method name="get_slot_color_left" qualifiers="const"> <return type="Color"> </return> @@ -149,6 +165,17 @@ Returns [code]true[/code] if right (output) slot [code]idx[/code] is enabled, [code]false[/code] otherwise. </description> </method> + <method name="set_opentype_feature"> + <return type="void"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <argument index="1" name="value" type="int"> + </argument> + <description> + Sets OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]. + </description> + </method> <method name="set_slot"> <return type="void"> </return> @@ -184,14 +211,17 @@ <member name="comment" type="bool" setter="set_comment" getter="is_comment" default="false"> If [code]true[/code], the GraphNode is a comment node. </member> - <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" override="true" enum="Control.MouseFilter" default="0" /> - <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )"> - The offset of the GraphNode, relative to the scroll offset of the [GraphEdit]. - [b]Note:[/b] You cannot use position directly, as [GraphEdit] is a [Container]. + <member name="language" type="String" setter="set_language" getter="get_language" default=""""> + Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. </member> + <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" override="true" enum="Control.MouseFilter" default="0" /> <member name="overlay" type="int" setter="set_overlay" getter="get_overlay" enum="GraphNode.Overlay" default="0"> Sets the overlay shown above the GraphNode. See [enum Overlay]. </member> + <member name="position_offset" type="Vector2" setter="set_position_offset" getter="get_position_offset" default="Vector2( 0, 0 )"> + The offset of the GraphNode, relative to the scroll offset of the [GraphEdit]. + [b]Note:[/b] You cannot use position offset directly, as [GraphEdit] is a [Container]. + </member> <member name="resizable" type="bool" setter="set_resizable" getter="is_resizable" default="false"> If [code]true[/code], the user can resize the GraphNode. [b]Note:[/b] Dragging the handle will only emit the [signal resize_request] signal, the GraphNode needs to be resized manually. @@ -203,6 +233,9 @@ If [code]true[/code], the close button will be visible. [b]Note:[/b] Pressing it will only emit the [signal close_request] signal, the GraphNode needs to be removed manually. </member> + <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0"> + Base text writing direction. + </member> <member name="title" type="String" setter="set_title" getter="get_title" default=""""> The text displayed in the GraphNode's title bar. </member> @@ -222,7 +255,7 @@ Emitted when the GraphNode is dragged. </description> </signal> - <signal name="offset_changed"> + <signal name="position_offset_changed"> <description> Emitted when the GraphNode is moved. </description> diff --git a/doc/classes/GridContainer.xml b/doc/classes/GridContainer.xml index e13dc43104..ca6b4e69c3 100644 --- a/doc/classes/GridContainer.xml +++ b/doc/classes/GridContainer.xml @@ -1,19 +1,21 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GridContainer" inherits="Container" version="4.0"> <brief_description> - Grid container used to arrange elements in a grid like layout. + Grid container used to arrange Control-derived children in a grid like layout. </brief_description> <description> - Grid container will arrange its children in a grid like structure, the grid columns are specified using the [member columns] property and the number of rows will be equal to the number of children in the container divided by the number of columns. For example, if the container has 5 children, and 2 columns, there will be 3 rows in the container. + GridContainer will arrange its Control-derived children in a grid like structure, the grid columns are specified using the [member columns] property and the number of rows will be equal to the number of children in the container divided by the number of columns. For example, if the container has 5 children, and 2 columns, there will be 3 rows in the container. Notice that grid layout will preserve the columns and rows for every size of the container, and that empty columns will be expanded automatically. + [b]Note:[/b] GridContainer only works with child nodes inheriting from Control. It won't rearrange child nodes inheriting from Node2D. </description> <tutorials> + <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> </tutorials> <methods> </methods> <members> <member name="columns" type="int" setter="set_columns" getter="get_columns" default="1"> - The number of columns in the [GridContainer]. If modified, [GridContainer] reorders its children to accommodate the new layout. + The number of columns in the [GridContainer]. If modified, [GridContainer] reorders its Control-derived children to accommodate the new layout. </member> </members> <constants> diff --git a/doc/classes/HMACContext.xml b/doc/classes/HMACContext.xml new file mode 100644 index 0000000000..00d528ef8f --- /dev/null +++ b/doc/classes/HMACContext.xml @@ -0,0 +1,88 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="HMACContext" inherits="Reference" version="4.0"> + <brief_description> + Used to create an HMAC for a message using a key. + </brief_description> + <description> + The HMACContext class is useful for advanced HMAC use cases, such as streaming the message as it supports creating the message over time rather than providing it all at once. + [codeblocks] + [gdscript] + extends Node + var ctx = HMACContext.new() + + func _ready(): + var key = "supersecret".to_utf8() + var err = ctx.start(HashingContext.HASH_SHA256, key) + assert(err == OK) + var msg1 = "this is ".to_utf8() + var msg2 = "vewy vewy secret".to_utf8() + err = ctx.update(msg1) + assert(err == OK) + err = ctx.update(msg2) + assert(err == OK) + var hmac = ctx.finish() + print(hmac.hex_encode()) + + [/gdscript] + [csharp] + using Godot; + using System; + using System.Diagnostics; + + public class CryptoNode : Node + { + private HMACContext ctx = new HMACContext(); + public override void _Ready() + { + PackedByteArray key = String("supersecret").to_utf8(); + Error err = ctx.Start(HashingContext.HASH_SHA256, key); + GD.Assert(err == OK); + PackedByteArray msg1 = String("this is ").to_utf8(); + PackedByteArray msg2 = String("vewy vew secret").to_utf8(); + err = ctx.Update(msg1); + GD.Assert(err == OK); + err = ctx.Update(msg2); + GD.Assert(err == OK); + PackedByteArray hmac = ctx.Finish(); + GD.Print(hmac.HexEncode()); + } + } + + [/csharp] + [/codeblocks] + [b]Note:[/b] Not available in HTML5 exports. + </description> + <tutorials> + </tutorials> + <methods> + <method name="finish"> + <return type="PackedByteArray"> + </return> + <description> + Returns the resulting HMAC. If the HMAC failed, an empty [PackedByteArray] is returned. + </description> + </method> + <method name="start"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="hash_type" type="int" enum="HashingContext.HashType"> + </argument> + <argument index="1" name="key" type="PackedByteArray"> + </argument> + <description> + Initializes the HMACContext. This method cannot be called again on the same HMACContext until [method finish] has been called. + </description> + </method> + <method name="update"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="data" type="PackedByteArray"> + </argument> + <description> + Updates the message to be HMACed. This can be called multiple times before [method finish] is called to append [code]data[/code] to the message, but cannot be called until [method start] has been called. + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/HSlider.xml b/doc/classes/HSlider.xml index afe9d10d2e..0cbb4fd455 100644 --- a/doc/classes/HSlider.xml +++ b/doc/classes/HSlider.xml @@ -5,6 +5,7 @@ </brief_description> <description> Horizontal slider. See [Slider]. This one goes from left (min) to right (max). + [b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] signals are part of the [Range] class which this class inherits from. </description> <tutorials> </tutorials> diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 76153ae041..b6594aac39 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -1,17 +1,19 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="HTTPClient" inherits="Reference" version="4.0"> <brief_description> - Hyper-text transfer protocol client. + Low-level hyper-text transfer protocol client. </brief_description> <description> - Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases. See [HTTPRequest] for an higher-level alternative. + Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases. [b]See the [HTTPRequest] node for an higher-level alternative.[/b] [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. + [b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> + <link title="HTTP client class">https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link> + <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="close"> @@ -110,17 +112,31 @@ </argument> <description> Generates a GET/POST application/x-www-form-urlencoded style query string from a provided dictionary, e.g.: - [codeblock] + [codeblocks] + [gdscript] var fields = {"username": "user", "password": "pass"} var query_string = http_client.query_string_from_dict(fields) # Returns "username=user&password=pass" - [/codeblock] + [/gdscript] + [csharp] + var fields = new Godot.Collections.Dictionary { { "username", "user" }, { "password", "pass" } }; + string queryString = new HTTPClient().QueryStringFromDict(fields); + // Returns "username=user&password=pass" + [/csharp] + [/codeblocks] Furthermore, if a key has a [code]null[/code] value, only the key itself is added, without equal sign and value. If the value is an array, for each value in it a pair with the same key is added. - [codeblock] + [codeblocks] + [gdscript] var fields = {"single": 123, "not_valued": null, "multiple": [22, 33, 44]} var query_string = http_client.query_string_from_dict(fields) # Returns "single=123&not_valued&multiple=22&multiple=33&multiple=44" - [/codeblock] + [/gdscript] + [csharp] + var fields = new Godot.Collections.Dictionary{{"single", 123}, {"notValued", null}, {"multiple", new Godot.Collections.Array{22, 33, 44}}}; + string queryString = new HTTPClient().QueryStringFromDict(fields); + // Returns "single=123&not_valued&multiple=22&multiple=33&multiple=44" + [/csharp] + [/codeblocks] </description> </method> <method name="read_response_body_chunk"> @@ -145,12 +161,21 @@ Sends a request to the connected host. The URL parameter is just the part after the host, so for [code]http://somehost.com/index.php[/code], it is [code]index.php[/code]. Headers are HTTP request headers. For available HTTP methods, see [enum Method]. To create a POST request with query strings to push to the server, do: - [codeblock] + [codeblocks] + [gdscript] var fields = {"username" : "user", "password" : "pass"} var query_string = http_client.query_string_from_dict(fields) var headers = ["Content-Type: application/x-www-form-urlencoded", "Content-Length: " + str(query_string.length())] var result = http_client.request(http_client.METHOD_POST, "index.php", headers, query_string) - [/codeblock] + [/gdscript] + [csharp] + var fields = new Godot.Collections.Dictionary { { "username", "user" }, { "password", "pass" } }; + string queryString = new HTTPClient().QueryStringFromDict(fields); + string[] headers = {"Content-Type: application/x-www-form-urlencoded", "Content-Length: " + queryString.Length}; + var result = new HTTPClient().Request(HTTPClient.Method.Post, "index.php", headers, queryString); + [/csharp] + [/codeblocks] + [b]Note:[/b] The [code]request_data[/code] parameter is ignored if [code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET methods can't contain request data. As a workaround, you can pass request data as a query string in the URL. See [method String.http_escape] for an example. </description> </method> <method name="request_raw"> @@ -178,7 +203,7 @@ <member name="connection" type="StreamPeer" setter="set_connection" getter="get_connection"> The connection to use for this client. </member> - <member name="read_chunk_size" type="int" setter="set_read_chunk_size" getter="get_read_chunk_size" default="4096"> + <member name="read_chunk_size" type="int" setter="set_read_chunk_size" getter="get_read_chunk_size" default="65536"> The size of the buffer used and maximum bytes to read per iteration. See [method read_response_body_chunk]. </member> </members> diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 53ca1fc6a9..f2ab93033a 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -7,18 +7,27 @@ A node with the ability to send HTTP requests. Uses [HTTPClient] internally. Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP. [b]Example of contacting a REST API and printing one of its returned fields:[/b] - [codeblock] + [codeblocks] + [gdscript] func _ready(): # Create an HTTP request node and connect its completion signal. var http_request = HTTPRequest.new() add_child(http_request) http_request.connect("request_completed", self, "_http_request_completed") - # Perform the HTTP request. The URL below returns some JSON as of writing. + # Perform a GET request. The URL below returns JSON as of writing. var error = http_request.request("https://httpbin.org/get") if error != OK: push_error("An error occurred in the HTTP request.") + # Perform a POST request. The URL below returns JSON as of writing. + # Note: Don't make simultaneous requests using a single HTTPRequest node. + # The snippet below is provided for reference only. + var body = {"name": "Godette"} + error = http_request.request("https://httpbin.org/post", [], true, HTTPClient.METHOD_POST, body) + if error != OK: + push_error("An error occurred in the HTTP request.") + # Called when the HTTP request is completed. func _http_request_completed(result, response_code, headers, body): @@ -26,9 +35,48 @@ # Will print the user agent string used by the HTTPRequest node (as recognized by httpbin.org). print(response.headers["User-Agent"]) - [/codeblock] + [/gdscript] + [csharp] + public override void _Ready() + { + // Create an HTTP request node and connect its completion signal. + var httpRequest = new HTTPRequest(); + AddChild(httpRequest); + httpRequest.Connect("request_completed", this, nameof(HttpRequestCompleted)); + + // Perform a GET request. The URL below returns JSON as of writing. + Error error = httpRequest.Request("https://httpbin.org/get"); + if (error != Error.Ok) + { + GD.PushError("An error occurred in the HTTP request."); + } + + // Perform a POST request. The URL below returns JSON as of writing. + // Note: Don't make simultaneous requests using a single HTTPRequest node. + // The snippet below is provided for reference only. + string[] body = { "name", "Godette" }; + // GDScript to_json is non existent, so we use JSON.Print() here. + error = httpRequest.Request("https://httpbin.org/post", null, true, HTTPClient.Method.Post, JSON.Print(body)); + if (error != Error.Ok) + { + GD.PushError("An error occurred in the HTTP request."); + } + } + + + // Called when the HTTP request is completed. + private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body) + { + // GDScript parse_json is non existent so we have to use JSON.parse, which has a slightly different syntax. + var response = JSON.Parse(body.GetStringFromUTF8()).Result as Godot.Collections.Dictionary; + // Will print the user agent string used by the HTTPRequest node (as recognized by httpbin.org). + GD.Print((response["headers"] as Godot.Collections.Dictionary)["User-Agent"]); + } + [/csharp] + [/codeblocks] [b]Example of loading and displaying an image using HTTPRequest:[/b] - [codeblock] + [codeblocks] + [gdscript] func _ready(): # Create an HTTP request node and connect its completion signal. var http_request = HTTPRequest.new() @@ -43,6 +91,9 @@ # Called when the HTTP request is completed. func _http_request_completed(result, response_code, headers, body): + if result != HTTPRequest.RESULT_SUCCESS: + push_error("Image couldn't be downloaded. Try a different image.") + var image = Image.new() var error = image.load_png_from_buffer(body) if error != OK: @@ -55,11 +106,56 @@ var texture_rect = TextureRect.new() add_child(texture_rect) texture_rect.texture = texture - [/codeblock] + [/gdscript] + [csharp] + public override void _Ready() + { + // Create an HTTP request node and connect its completion signal. + var httpRequest = new HTTPRequest(); + AddChild(httpRequest); + httpRequest.Connect("request_completed", this, nameof(HttpRequestCompleted)); + + // Perform the HTTP request. The URL below returns a PNG image as of writing. + Error error = httpRequest.Request("https://via.placeholder.com/512"); + if (error != Error.Ok) + { + GD.PushError("An error occurred in the HTTP request."); + } + } + + + // Called when the HTTP request is completed. + private void HttpRequestCompleted(int result, int response_code, string[] headers, byte[] body) + { + if (result != (int)HTTPRequest.Result.Success) + { + GD.PushError("Image couldn't be downloaded. Try a different image."); + } + var image = new Image(); + Error error = image.LoadPngFromBuffer(body); + if (error != Error.Ok) + { + GD.PushError("Couldn't load the image."); + } + + var texture = new ImageTexture(); + texture.CreateFromImage(image); + + // Display the image in a TextureRect node. + var textureRect = new TextureRect(); + AddChild(textureRect); + textureRect.Texture = texture; + } + [/csharp] + [/codeblocks] + + [b]Gzipped response bodies[/b]: HTTPRequest will automatically handle decompression of response bodies. A [code]Accept-Encoding[/code] header will be automatically added to each of your requests, unless one is already specified. Any response with a [code]Content-Encoding: gzip[/code] header will automatically be decompressed and delivered to you as uncompressed bytes. + [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. + [b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> + <link title="Making HTTP requests">https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link> + <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="cancel_request"> @@ -107,16 +203,41 @@ <description> Creates request on the underlying [HTTPClient]. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request]. Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host. + [b]Note:[/b] The [code]request_data[/code] parameter is ignored if [code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET methods can't contain request data. As a workaround, you can pass request data as a query string in the URL. See [method String.http_escape] for an example. + </description> + </method> + <method name="request_raw"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="url" type="String"> + </argument> + <argument index="1" name="custom_headers" type="PackedStringArray" default="PackedStringArray( )"> + </argument> + <argument index="2" name="ssl_validate_domain" type="bool" default="true"> + </argument> + <argument index="3" name="method" type="int" enum="HTTPClient.Method" default="0"> + </argument> + <argument index="4" name="request_data_raw" type="PackedByteArray" default="PackedByteArray( )"> + </argument> + <description> + Creates request on the underlying [HTTPClient] using a raw array of bytes for the request body. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request]. + Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host. </description> </method> </methods> <members> + <member name="accept_gzip" type="bool" setter="set_accept_gzip" getter="is_accepting_gzip" default="true"> + If [code]true[/code], this header will be added to each request: [code]Accept-Encoding: gzip, deflate[/code] telling servers that it's okay to compress response bodies. + Any Response body declaring a [code]Content-Encoding[/code] of either [code]gzip[/code] or [code]deflate[/code] will then be automatically decompressed, and the uncompressed bytes will be delivered via [code]request_completed[/code]. + If the user has specified their own [code]Accept-Encoding[/code] header, then no header will be added regaurdless of [code]accept_gzip[/code]. + If [code]false[/code] no header will be added, and no decompression will be performed on response bodies. The raw bytes of the response body will be returned via [code]request_completed[/code]. + </member> <member name="body_size_limit" type="int" setter="set_body_size_limit" getter="get_body_size_limit" default="-1"> - Maximum allowed size for response bodies. + Maximum allowed size for response bodies. If the response body is compressed, this will be used as the maximum allowed size for the decompressed body. </member> - <member name="download_chunk_size" type="int" setter="set_download_chunk_size" getter="get_download_chunk_size" default="4096"> + <member name="download_chunk_size" type="int" setter="set_download_chunk_size" getter="get_download_chunk_size" default="65536"> The size of the buffer used and maximum bytes to read per iteration. See [member HTTPClient.read_chunk_size]. - Set this to a higher value (e.g. 65536 for 64 KiB) when downloading large files to achieve better speeds at the cost of memory. + Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files to decrease memory usage at the cost of download speeds. </member> <member name="download_file" type="String" setter="set_download_file" getter="get_download_file" default=""""> The file to download into. Will output any received file into it. @@ -169,19 +290,21 @@ <constant name="RESULT_BODY_SIZE_LIMIT_EXCEEDED" value="7" enum="Result"> Request exceeded its maximum size limit, see [member body_size_limit]. </constant> - <constant name="RESULT_REQUEST_FAILED" value="8" enum="Result"> + <constant name="RESULT_BODY_DECOMPRESS_FAILED" value="8" enum="Result"> + </constant> + <constant name="RESULT_REQUEST_FAILED" value="9" enum="Result"> Request failed (currently unused). </constant> - <constant name="RESULT_DOWNLOAD_FILE_CANT_OPEN" value="9" enum="Result"> + <constant name="RESULT_DOWNLOAD_FILE_CANT_OPEN" value="10" enum="Result"> HTTPRequest couldn't open the download file. </constant> - <constant name="RESULT_DOWNLOAD_FILE_WRITE_ERROR" value="10" enum="Result"> + <constant name="RESULT_DOWNLOAD_FILE_WRITE_ERROR" value="11" enum="Result"> HTTPRequest couldn't write to the download file. </constant> - <constant name="RESULT_REDIRECT_LIMIT_REACHED" value="11" enum="Result"> + <constant name="RESULT_REDIRECT_LIMIT_REACHED" value="12" enum="Result"> Request reached its maximum redirect limit, see [member max_redirects]. </constant> - <constant name="RESULT_TIMEOUT" value="12" enum="Result"> + <constant name="RESULT_TIMEOUT" value="13" enum="Result"> </constant> </constants> </class> diff --git a/doc/classes/HashingContext.xml b/doc/classes/HashingContext.xml index f8152c813e..e020293d76 100644 --- a/doc/classes/HashingContext.xml +++ b/doc/classes/HashingContext.xml @@ -6,8 +6,9 @@ <description> The HashingContext class provides an interface for computing cryptographic hashes over multiple iterations. This is useful for example when computing hashes of big files (so you don't have to load them all in memory), network streams, and data streams in general (so you don't have to hold buffers). The [enum HashType] enum shows the supported hashing algorithms. - [codeblock] - const CHUNK_SIZE = 1024 + [codeblocks] + [gdscript] + const CHUNK_SIZE = 102 func hash_file(path): var ctx = HashingContext.new() @@ -26,7 +27,36 @@ var res = ctx.finish() # Print the result as hex string and array. printt(res.hex_encode(), Array(res)) - [/codeblock] + [/gdscript] + [csharp] + public const int ChunkSize = 1024; + + public void HashFile(string path) + { + var ctx = new HashingContext(); + var file = new File(); + // Start a SHA-256 context. + ctx.Start(HashingContext.HashType.Sha256); + // Check that file exists. + if (!file.FileExists(path)) + { + return; + } + // Open the file to hash. + file.Open(path, File.ModeFlags.Read); + // Update the context after reading each chunk. + while (!file.EofReached()) + { + ctx.Update(file.GetBuffer(ChunkSize)); + } + // Get the computed hash. + byte[] res = ctx.Finish(); + // Print the result as hex string and array. + + GD.PrintT(res.HexEncode(), res); + } + [/csharp] + [/codeblocks] [b]Note:[/b] Not available in HTML5 exports. </description> <tutorials> diff --git a/doc/classes/HingeJoint3D.xml b/doc/classes/HingeJoint3D.xml index 2d4480cb20..f2c652d51a 100644 --- a/doc/classes/HingeJoint3D.xml +++ b/doc/classes/HingeJoint3D.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="HingeJoint3D" inherits="Joint3D" version="4.0"> <brief_description> - A hinge between two 3D bodies. + A hinge between two 3D PhysicsBodies. </brief_description> <description> - A HingeJoint3D normally uses the Z axis of body A as the hinge axis, another axis can be specified when adding it manually though. + A HingeJoint3D normally uses the Z axis of body A as the hinge axis, another axis can be specified when adding it manually though. See also [Generic6DOFJoint3D]. </description> <tutorials> </tutorials> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index 99253e8840..3dba5d13aa 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -4,10 +4,12 @@ Image datatype. </brief_description> <description> - Native image datatype. Contains image data, which can be converted to a [Texture2D], and several functions to interact with it. The maximum width and height for an [Image] are [constant MAX_WIDTH] and [constant MAX_HEIGHT]. - [b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images will fail to import. + Native image datatype. Contains image data which can be converted to an [ImageTexture] and provides commonly used [i]image processing[/i] methods. The maximum width and height for an [Image] are [constant MAX_WIDTH] and [constant MAX_HEIGHT]. + An [Image] cannot be assigned to a [code]texture[/code] property of an object directly (such as [Sprite2D]), and has to be converted manually to an [ImageTexture] first. + [b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import. </description> <tutorials> + <link title="Importing images">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html</link> </tutorials> <methods> <method name="blend_rect"> @@ -66,13 +68,13 @@ Blits [code]src_rect[/code] area from [code]src[/code] image to this image at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's alpha value is not 0. [code]src[/code] image and [code]mask[/code] image [b]must[/b] have the same size (width and height) but they can have different formats. </description> </method> - <method name="bumpmap_to_normalmap"> + <method name="bump_map_to_normal_map"> <return type="void"> </return> <argument index="0" name="bump_scale" type="float" default="1.0"> </argument> <description> - Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-pixel, while a normalmap provides a normal direction per pixel. + Converts a bump map to a normal map. A bump map provides a height offset per-pixel, while a normal map provides a normal direction per pixel. </description> </method> <method name="clear_mipmaps"> @@ -154,7 +156,7 @@ <argument index="4" name="data" type="PackedByteArray"> </argument> <description> - Creates a new image of given size and format. See [enum Format] constants. Fills the image with the given raw data. If [code]use_mipmaps[/code] is [code]true[/code] then generate mipmaps for this image. See the [method generate_mipmaps]. + Creates a new image of given size and format. See [enum Format] constants. Fills the image with the given raw data. If [code]use_mipmaps[/code] is [code]true[/code] then loads mipmaps for this image from [code]data[/code]. See [method generate_mipmaps]. </description> </method> <method name="crop"> @@ -190,13 +192,6 @@ <description> </description> </method> - <method name="expand_x2_hq2x"> - <return type="void"> - </return> - <description> - Stretches the image and enlarges it by a factor of 2. No interpolation is done. - </description> - </method> <method name="fill"> <return type="void"> </return> @@ -240,7 +235,7 @@ <return type="PackedByteArray"> </return> <description> - Returns the image's raw data. + Returns a copy of the image's raw data. </description> </method> <method name="get_format" qualifiers="const"> @@ -274,16 +269,18 @@ <argument index="1" name="y" type="int"> </argument> <description> - Returns the color of the pixel at [code](x, y)[/code]. This is the same as [method get_pixelv], but with two integer arguments instead of a [Vector2] argument. + Returns the color of the pixel at [code](x, y)[/code]. + This is the same as [method get_pixelv], but with two integer arguments instead of a [Vector2i] argument. </description> </method> <method name="get_pixelv" qualifiers="const"> <return type="Color"> </return> - <argument index="0" name="src" type="Vector2"> + <argument index="0" name="point" type="Vector2i"> </argument> <description> - Returns the color of the pixel at [code]src[/code]. This is the same as [method get_pixel], but with a [Vector2] argument instead of two integer arguments. + Returns the color of the pixel at [code]point[/code]. + This is the same as [method get_pixel], but with a [Vector2i] argument instead of two integer arguments. </description> </method> <method name="get_rect" qualifiers="const"> @@ -351,6 +348,18 @@ </argument> <description> Loads an image from file [code]path[/code]. See [url=https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_images.html#supported-image-formats]Supported image formats[/url] for a list of supported image formats and limitations. + [b]Warning:[/b] This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the [code]user://[/code] directory, and may not work in exported projects. + See also [ImageTexture] description for usage examples. + </description> + </method> + <method name="load_bmp_from_buffer"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="buffer" type="PackedByteArray"> + </argument> + <description> + Loads an image from the binary contents of a BMP file. + [b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported. </description> </method> <method name="load_jpg_from_buffer"> @@ -371,6 +380,15 @@ Loads an image from the binary contents of a PNG file. </description> </method> + <method name="load_tga_from_buffer"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="buffer" type="PackedByteArray"> + </argument> + <description> + Loads an image from the binary contents of a TGA file. + </description> + </method> <method name="load_webp_from_buffer"> <return type="int" enum="Error"> </return> @@ -380,11 +398,11 @@ Loads an image from the binary contents of a WebP file. </description> </method> - <method name="normalmap_to_xy"> + <method name="normal_map_to_xy"> <return type="void"> </return> <description> - Converts the image's data to represent coordinates on a 3D plane. This is used when the image represents a normalmap. A normalmap can add lots of detail to a 3D surface without increasing the polygon count. + Converts the image's data to represent coordinates on a 3D plane. This is used when the image represents a normal map. A normal map can add lots of detail to a 3D surface without increasing the polygon count. </description> </method> <method name="premultiply_alpha"> @@ -404,7 +422,7 @@ <argument index="2" name="interpolation" type="int" enum="Image.Interpolation" default="1"> </argument> <description> - Resizes the image to the given [code]width[/code] and [code]height[/code]. New pixels are calculated using [code]interpolation[/code]. See [code]interpolation[/code] constants. + Resizes the image to the given [code]width[/code] and [code]height[/code]. New pixels are calculated using the [code]interpolation[/code] mode defined via [enum Interpolation] constants. </description> </method> <method name="resize_to_po2"> @@ -412,8 +430,10 @@ </return> <argument index="0" name="square" type="bool" default="false"> </argument> + <argument index="1" name="interpolation" type="int" enum="Image.Interpolation" default="1"> + </argument> <description> - Resizes the image to the nearest power of 2 for the width and height. If [code]square[/code] is [code]true[/code] then set width and height to be the same. + Resizes the image to the nearest power of 2 for the width and height. If [code]square[/code] is [code]true[/code] then set width and height to be the same. New pixels are calculated using the [code]interpolation[/code] mode defined via [enum Interpolation] constants. </description> </method> <method name="rgbe_to_srgb"> @@ -443,6 +463,12 @@ Saves the image as a PNG file to [code]path[/code]. </description> </method> + <method name="save_png_to_buffer" qualifiers="const"> + <return type="PackedByteArray"> + </return> + <description> + </description> + </method> <method name="set_pixel"> <return type="void"> </return> @@ -453,28 +479,56 @@ <argument index="2" name="color" type="Color"> </argument> <description> - Sets the [Color] of the pixel at [code](x, y)[/code]. Example: - [codeblock] + Sets the [Color] of the pixel at [code](x, y)[/code] to [code]color[/code]. Example: + [codeblocks] + [gdscript] + var img_width = 10 + var img_height = 5 var img = Image.new() img.create(img_width, img_height, false, Image.FORMAT_RGBA8) - img.set_pixel(x, y, color) - [/codeblock] + + img.set_pixel(1, 2, Color.red) # Sets the color at (1, 2) to red. + [/gdscript] + [csharp] + int imgWidth = 10; + int imgHeight = 5; + var img = new Image(); + img.Create(imgWidth, imgHeight, false, Image.Format.Rgba8); + + img.SetPixel(1, 2, Colors.Red); // Sets the color at (1, 2) to red. + [/csharp] + [/codeblocks] + This is the same as [method set_pixelv], but with a two integer arguments instead of a [Vector2i] argument. </description> </method> <method name="set_pixelv"> <return type="void"> </return> - <argument index="0" name="dst" type="Vector2"> + <argument index="0" name="point" type="Vector2i"> </argument> <argument index="1" name="color" type="Color"> </argument> <description> - Sets the [Color] of the pixel at [code](dst.x, dst.y)[/code]. Note that the [code]dst[/code] values must be integers. Example: - [codeblock] + Sets the [Color] of the pixel at [code]point[/code] to [code]color[/code]. Example: + [codeblocks] + [gdscript] + var img_width = 10 + var img_height = 5 var img = Image.new() img.create(img_width, img_height, false, Image.FORMAT_RGBA8) - img.set_pixelv(Vector2(x, y), color) - [/codeblock] + + img.set_pixelv(Vector2i(1, 2), Color.red) # Sets the color at (1, 2) to red. + [/gdscript] + [csharp] + int imgWidth = 10; + int imgHeight = 5; + var img = new Image(); + img.Create(imgWidth, imgHeight, false, Image.Format.Rgba8); + + img.SetPixelv(new Vector2i(1, 2), Colors.Red); // Sets the color at (1, 2) to red. + [/csharp] + [/codeblocks] + This is the same as [method set_pixel], but with a [Vector2i] argument instead of two integer arguments. </description> </method> <method name="shrink_x2"> @@ -584,18 +638,19 @@ <constant name="FORMAT_BPTC_RGBFU" value="24" enum="Format"> Texture format that uses [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point RGB components. </constant> - <constant name="FORMAT_PVRTC2" value="25" enum="Format"> + <constant name="FORMAT_PVRTC1_2" value="25" enum="Format"> Texture format used on PowerVR-supported mobile platforms, uses 2-bit color depth with no alpha. More information can be found [url=https://en.wikipedia.org/wiki/PVRTC]here[/url]. [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed. </constant> - <constant name="FORMAT_PVRTC2A" value="26" enum="Format"> - Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an alpha component. + <constant name="FORMAT_PVRTC1_2A" value="26" enum="Format"> + Same as [constant FORMAT_PVRTC1_2], but with an alpha component. </constant> - <constant name="FORMAT_PVRTC4" value="27" enum="Format"> - Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-bit color depth and no alpha. + <constant name="FORMAT_PVRTC1_4" value="27" enum="Format"> + Texture format used on PowerVR-supported mobile platforms, uses 4-bit color depth with no alpha. More information can be found [url=https://en.wikipedia.org/wiki/PVRTC]here[/url]. + [b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space conversion is performed. </constant> - <constant name="FORMAT_PVRTC4A" value="28" enum="Format"> - Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an alpha component. + <constant name="FORMAT_PVRTC1_4A" value="28" enum="Format"> + Same as [constant FORMAT_PVRTC1_4], but with an alpha component. </constant> <constant name="FORMAT_ETC" value="29" enum="Format"> [url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/url], also referred to as "ETC1", and is part of the OpenGL ES graphics standard. This format cannot store an alpha channel. @@ -662,18 +717,18 @@ <constant name="COMPRESS_S3TC" value="0" enum="CompressMode"> Use S3TC compression. </constant> - <constant name="COMPRESS_PVRTC2" value="1" enum="CompressMode"> - Use PVRTC2 compression. - </constant> - <constant name="COMPRESS_PVRTC4" value="2" enum="CompressMode"> - Use PVRTC4 compression. + <constant name="COMPRESS_PVRTC1_4" value="1" enum="CompressMode"> + Use PVRTC1 4-bpp compression. </constant> - <constant name="COMPRESS_ETC" value="3" enum="CompressMode"> + <constant name="COMPRESS_ETC" value="2" enum="CompressMode"> Use ETC compression. </constant> - <constant name="COMPRESS_ETC2" value="4" enum="CompressMode"> + <constant name="COMPRESS_ETC2" value="3" enum="CompressMode"> Use ETC2 compression. </constant> + <constant name="COMPRESS_BPTC" value="4" enum="CompressMode"> + Use BPTC compression. + </constant> <constant name="USED_CHANNELS_L" value="0" enum="UsedChannels"> </constant> <constant name="USED_CHANNELS_LA" value="1" enum="UsedChannels"> diff --git a/doc/classes/ImageTexture.xml b/doc/classes/ImageTexture.xml index d122d74e85..2bea482bc1 100644 --- a/doc/classes/ImageTexture.xml +++ b/doc/classes/ImageTexture.xml @@ -4,10 +4,31 @@ A [Texture2D] based on an [Image]. </brief_description> <description> - A [Texture2D] based on an [Image]. Can be created from an [Image] with [method create_from_image]. - [b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images will fail to import. + A [Texture2D] based on an [Image]. For an image to be displayed, an [ImageTexture] has to be created from it using the [method create_from_image] method: + [codeblock] + var texture = ImageTexture.new() + var image = Image.new() + image.load("res://icon.png") + texture.create_from_image(image) + $Sprite2D.texture = texture + [/codeblock] + This way, textures can be created at run-time by loading images both from within the editor and externally. + [b]Warning:[/b] Prefer to load imported textures with [method @GDScript.load] over loading them from within the filesystem dynamically with [method Image.load], as it may not work in exported projects: + [codeblock] + var texture = load("res://icon.png") + $Sprite2D.texture = texture + [/codeblock] + This is because images have to be imported as [StreamTexture2D] first to be loaded with [method @GDScript.load]. If you'd still like to load an image file just like any other [Resource], import it as an [Image] resource instead, and then load it normally using the [method @GDScript.load] method. + But do note that the image data can still be retrieved from an imported texture as well using the [method Texture2D.get_data] method, which returns a copy of the data: + [codeblock] + var texture = load("res://icon.png") + var image : Image = texture.get_data() + [/codeblock] + An [ImageTexture] is not meant to be operated from within the editor interface directly, and is mostly useful for rendering images on screen dynamically via code. If you need to generate images procedurally from within the editor, consider saving and importing images as custom texture resources implementing a new [EditorImportPlugin]. + [b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations. </description> <tutorials> + <link title="Importing images">https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_images.html</link> </tutorials> <methods> <method name="create_from_image"> @@ -16,14 +37,14 @@ <argument index="0" name="image" type="Image"> </argument> <description> - Create a new [ImageTexture] from an [Image]. + Initializes the texture by allocating and setting the data from an [Image]. </description> </method> <method name="get_format" qualifiers="const"> <return type="int" enum="Image.Format"> </return> <description> - Returns the format of the [ImageTexture], one of [enum Image.Format]. + Returns the format of the texture, one of [enum Image.Format]. </description> </method> <method name="set_size_override"> @@ -32,7 +53,7 @@ <argument index="0" name="size" type="Vector2"> </argument> <description> - Resizes the [ImageTexture] to the specified dimensions. + Resizes the texture to the specified dimensions. </description> </method> <method name="update"> @@ -43,7 +64,9 @@ <argument index="1" name="immediate" type="bool" default="false"> </argument> <description> - Replaces the texture's data with a new [code]image[/code]. If [code]immediate[/code] is [code]true[/code], it will take effect immediately after the call. + Replaces the texture's data with a new [Image]. If [code]immediate[/code] is [code]true[/code], it will take effect immediately after the call. + [b]Note:[/b] The texture has to be initialized first with the [method create_from_image] method before it can be updated. The new image dimensions, format, and mipmaps configuration should match the existing texture's image configuration, otherwise it has to be re-created with the [method create_from_image] method. + Use this method over [method create_from_image] if you need to update the texture frequently, which is faster than allocating additional memory for a new texture each time. </description> </method> </methods> diff --git a/doc/classes/ImageTexture3D.xml b/doc/classes/ImageTexture3D.xml new file mode 100644 index 0000000000..d05082487d --- /dev/null +++ b/doc/classes/ImageTexture3D.xml @@ -0,0 +1,39 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="ImageTexture3D" inherits="Texture3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="create"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="format" type="int" enum="Image.Format"> + </argument> + <argument index="1" name="width" type="int"> + </argument> + <argument index="2" name="height" type="int"> + </argument> + <argument index="3" name="depth" type="int"> + </argument> + <argument index="4" name="use_mipmaps" type="bool"> + </argument> + <argument index="5" name="data" type="Image[]"> + </argument> + <description> + </description> + </method> + <method name="update"> + <return type="void"> + </return> + <argument index="0" name="data" type="Image[]"> + </argument> + <description> + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/ImageTextureLayered.xml b/doc/classes/ImageTextureLayered.xml new file mode 100644 index 0000000000..d06b44afa9 --- /dev/null +++ b/doc/classes/ImageTextureLayered.xml @@ -0,0 +1,31 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="ImageTextureLayered" inherits="TextureLayered" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="create_from_images"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="images" type="Array"> + </argument> + <description> + </description> + </method> + <method name="update_layer"> + <return type="void"> + </return> + <argument index="0" name="image" type="Image"> + </argument> + <argument index="1" name="layer" type="int"> + </argument> + <description> + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 0f212e7498..cfb3e8d981 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -7,7 +7,9 @@ A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or with the [InputMap] class. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link> + <link title="Inputs tutorial index">https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> <method name="action_press"> @@ -47,8 +49,18 @@ <return type="Vector3"> </return> <description> - If the device has an accelerometer, this will return the acceleration. Otherwise, it returns an empty [Vector3]. + Returns the acceleration of the device's accelerometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO]. Note this method returns an empty [Vector3] when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer. + [b]Note:[/b] This method only works on iOS, Android, and UWP. On other platforms, it always returns [constant Vector3.ZERO]. + </description> + </method> + <method name="get_action_raw_strength" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="action" type="StringName"> + </argument> + <description> + Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use [method get_action_strength] instead. </description> </method> <method name="get_action_strength" qualifiers="const"> @@ -60,6 +72,18 @@ Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1. </description> </method> + <method name="get_axis" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="negative_action" type="StringName"> + </argument> + <argument index="1" name="positive_action" type="StringName"> + </argument> + <description> + Get axis input by specifying two actions, one negative and one positive. + This is a horthand for writing [code]Input.get_action_strength("positive_action") - Input.get_action_strength("negative_action")[/code]. + </description> + </method> <method name="get_connected_joypads"> <return type="Array"> </return> @@ -78,14 +102,16 @@ <return type="Vector3"> </return> <description> - If the device has an accelerometer, this will return the gravity. Otherwise, it returns an empty [Vector3]. + Returns the gravity of the device's accelerometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO]. + [b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO]. </description> </method> <method name="get_gyroscope" qualifiers="const"> <return type="Vector3"> </return> <description> - If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's X, Y, and Z axes. Otherwise, it returns an empty [Vector3]. + Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the gyroscope sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO]. + [b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO]. </description> </method> <method name="get_joy_axis" qualifiers="const"> @@ -96,43 +122,7 @@ <argument index="1" name="axis" type="int"> </argument> <description> - Returns the current value of the joypad axis at given index (see [enum JoystickList]). - </description> - </method> - <method name="get_joy_axis_index_from_string"> - <return type="int"> - </return> - <argument index="0" name="axis" type="String"> - </argument> - <description> - Returns the index of the provided axis name. - </description> - </method> - <method name="get_joy_axis_string"> - <return type="String"> - </return> - <argument index="0" name="axis_index" type="int"> - </argument> - <description> - Receives a [enum JoystickList] axis and returns its equivalent name as a string. - </description> - </method> - <method name="get_joy_button_index_from_string"> - <return type="int"> - </return> - <argument index="0" name="button" type="String"> - </argument> - <description> - Returns the index of the provided button name. - </description> - </method> - <method name="get_joy_button_string"> - <return type="String"> - </return> - <argument index="0" name="button_index" type="int"> - </argument> - <description> - Receives a gamepad button from [enum JoystickList] and returns its equivalent name as a string. + Returns the current value of the joypad axis at given index (see [enum JoyAxisList]). </description> </method> <method name="get_joy_guid" qualifiers="const"> @@ -182,7 +172,8 @@ <return type="Vector3"> </return> <description> - If the device has a magnetometer, this will return the magnetic field strength in micro-Tesla for all axes. + Returns the the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO]. + [b]Note:[/b] This method only works on Android, iOS and UWP. On other platforms, it always returns [constant Vector3.ZERO]. </description> </method> <method name="get_mouse_button_mask" qualifiers="const"> @@ -199,6 +190,25 @@ Returns the mouse mode. See the constants for more information. </description> </method> + <method name="get_vector" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="negative_x" type="StringName"> + </argument> + <argument index="1" name="positive_x" type="StringName"> + </argument> + <argument index="2" name="negative_y" type="StringName"> + </argument> + <argument index="3" name="positive_y" type="StringName"> + </argument> + <argument index="4" name="deadzone" type="float" default="-1.0"> + </argument> + <description> + Get vector input by specifying four actions, two for the X axis and two for the Y axis, negative and positive. + This method is useful when getting vector input, such as from a joystick, directional pad, arrows, or WASD. The vector has its length limited to 1 and has a circular deadzone, which is useful for using vector input as movement. + By default, the deadzone is automatically calculated from the average of the action deadzones. However, you can override the deadzone to be whatever you want (on the range of 0 to 1). + </description> + </method> <method name="is_action_just_pressed" qualifiers="const"> <return type="bool"> </return> @@ -235,7 +245,7 @@ <argument index="1" name="button" type="int"> </argument> <description> - Returns [code]true[/code] if you are pressing the joypad button (see [enum JoystickList]). + Returns [code]true[/code] if you are pressing the joypad button (see [enum JoyButtonList]). </description> </method> <method name="is_joy_known"> @@ -244,7 +254,7 @@ <argument index="0" name="device" type="int"> </argument> <description> - Returns [code]true[/code] if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in [enum JoystickList]. Unknown joypads are not expected to match these constants, but you can still retrieve events from them. + Returns [code]true[/code] if the system knows the specified device. This means that it sets all button and axis indices. Unknown joypads are not expected to match these constants, but you can still retrieve events from them. </description> </method> <method name="is_key_pressed" qualifiers="const"> @@ -289,12 +299,20 @@ <description> Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls. Example: - [codeblock] - var a = InputEventAction.new() - a.action = "ui_cancel" - a.pressed = true - Input.parse_input_event(a) - [/codeblock] + [codeblocks] + [gdscript] + var cancel_event = InputEventAction.new() + cancel_event.action = "ui_cancel" + cancel_event.pressed = true + Input.parse_input_event(cancel_event) + [/gdscript] + [csharp] + var cancelEvent = new InputEventAction(); + cancelEvent.Action = "ui_cancel"; + cancelEvent.Pressed = true; + Input.ParseInputEvent(cancelEvent); + [/csharp] + [/codeblocks] </description> </method> <method name="remove_joy_mapping"> @@ -385,7 +403,7 @@ </argument> <description> Vibrate Android and iOS devices. - [b]Note:[/b] It needs VIBRATE permission for Android at export settings. iOS does not support duration. + [b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export settings. iOS does not support duration. </description> </method> <method name="warp_mouse_position"> @@ -417,7 +435,8 @@ Makes the mouse cursor hidden if it is visible. </constant> <constant name="MOUSE_MODE_CAPTURED" value="2" enum="MouseMode"> - Captures the mouse. The mouse will be hidden and unable to leave the game window, but it will still register movement and mouse button presses. On Windows and Linux, the mouse will use raw input mode, which means the reported movement will be unaffected by the OS' mouse acceleration settings. + Captures the mouse. The mouse will be hidden and its position locked at the center of the screen. + [b]Note:[/b] If you want to process the mouse's movement in this mode, you need to use [member InputEventMouseMotion.relative]. </constant> <constant name="MOUSE_MODE_CONFINED" value="3" enum="MouseMode"> Makes the mouse cursor visible but confines it to the game window. diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml index 413e217b45..8c6063bd67 100644 --- a/doc/classes/InputEvent.xml +++ b/doc/classes/InputEvent.xml @@ -7,8 +7,10 @@ Base class of all sort of input event. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> <method name="accumulate"> diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml index 1c38ff8e8f..1fe85a5ae8 100644 --- a/doc/classes/InputEventAction.xml +++ b/doc/classes/InputEventAction.xml @@ -7,7 +7,9 @@ Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b] menu. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link> + <link title="InputEvent: Actions">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml index 19aa97e1ec..6ab4942f85 100644 --- a/doc/classes/InputEventJoypadButton.xml +++ b/doc/classes/InputEventJoypadButton.xml @@ -7,13 +7,13 @@ Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> <members> <member name="button_index" type="int" setter="set_button_index" getter="get_button_index" default="0"> - Button identifier. One of the [enum JoystickList] button constants. + Button identifier. One of the [enum JoyButtonList] button constants. </member> <member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false"> If [code]true[/code], the button's state is pressed. If [code]false[/code], the button's state is released. diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index 01e02b79b1..2d7787b568 100644 --- a/doc/classes/InputEventJoypadMotion.xml +++ b/doc/classes/InputEventJoypadMotion.xml @@ -7,13 +7,13 @@ Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> <members> <member name="axis" type="int" setter="set_axis" getter="get_axis" default="0"> - Axis identifier. Use one of the [enum JoystickList] axis constants. + Axis identifier. Use one of the [enum JoyAxisList] axis constants. </member> <member name="axis_value" type="float" setter="set_axis_value" getter="get_axis_value" default="0.0"> Current position of the joystick on the given axis. The value ranges from [code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the axis is in its resting position. diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 767e67c615..fe91b9c13e 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -7,7 +7,7 @@ Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> <method name="get_keycode_with_modifiers" qualifiers="const"> diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index e3c9d688d2..31e82bbaed 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -7,7 +7,7 @@ Stores general mouse events information. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml index b83588a877..d7b64a9a2d 100644 --- a/doc/classes/InputEventMouseButton.xml +++ b/doc/classes/InputEventMouseButton.xml @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> + <link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index 97b9d5247a..0f9e71adb4 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -5,9 +5,11 @@ </brief_description> <description> Contains mouse and pen motion information. Supports relative, absolute positions and speed. See [method Node._input]. + [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> + <link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> </methods> @@ -16,7 +18,7 @@ Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code]. </member> <member name="relative" type="Vector2" setter="set_relative" getter="get_relative" default="Vector2( 0, 0 )"> - The mouse position relative to the previous position (position at the last frame). + The mouse position relative to the previous position (position at the last frame). [b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse moves, the last event won't have a relative position of [code]Vector2(0, 0)[/code] when the user stops moving the mouse. </member> <member name="speed" type="Vector2" setter="set_speed" getter="get_speed" default="Vector2( 0, 0 )"> diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index a315e4ddfb..d69f175be8 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -7,7 +7,7 @@ Contains screen drag information. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index 16a3cf8353..f497f2fecc 100644 --- a/doc/classes/InputEventScreenTouch.xml +++ b/doc/classes/InputEventScreenTouch.xml @@ -8,7 +8,7 @@ Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index cc7de2ca32..dd782209e5 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -7,7 +7,7 @@ Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> @@ -27,6 +27,10 @@ <member name="shift" type="bool" setter="set_shift" getter="get_shift" default="false"> State of the [kbd]Shift[/kbd] modifier. </member> + <member name="store_command" type="bool" setter="set_store_command" getter="is_storing_command" default="true"> + If [code]true[/code], pressing [kbd]Cmd[/kbd] on macOS or [kbd]Ctrl[/kbd] on all other platforms will both be serialized as [member command]. If [code]false[/code], those same keys will be serialized as [member meta] on macOS and [member control] on all other platforms. + This aids with cross-platform compatibility when developing e.g. on Windows for macOS, or vice-versa. + </member> </members> <constants> </constants> diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index da93d7fb53..49d29b3a53 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -7,7 +7,7 @@ Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link> + <link title="InputEvent: InputMap">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link> </tutorials> <methods> <method name="action_add_event"> @@ -41,6 +41,15 @@ Removes all events from an action. </description> </method> + <method name="action_get_events"> + <return type="Array"> + </return> + <argument index="0" name="action" type="StringName"> + </argument> + <description> + Returns an array of [InputEvent]s associated with a given action. + </description> + </method> <method name="action_has_event"> <return type="bool"> </return> @@ -95,15 +104,6 @@ Returns [code]true[/code] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior. </description> </method> - <method name="get_action_list"> - <return type="Array"> - </return> - <argument index="0" name="action" type="StringName"> - </argument> - <description> - Returns an array of [InputEvent]s associated with a given action. - </description> - </method> <method name="get_actions"> <return type="Array"> </return> @@ -120,7 +120,7 @@ Returns [code]true[/code] if the [InputMap] has a registered action with the given name. </description> </method> - <method name="load_from_globals"> + <method name="load_from_project_settings"> <return type="void"> </return> <description> diff --git a/doc/classes/InstancePlaceholder.xml b/doc/classes/InstancePlaceholder.xml index 39827f6604..defd23afb1 100644 --- a/doc/classes/InstancePlaceholder.xml +++ b/doc/classes/InstancePlaceholder.xml @@ -18,13 +18,14 @@ <argument index="1" name="custom_scene" type="PackedScene" default="null"> </argument> <description> + Not thread-safe. Use [method Object.call_deferred] if calling from a thread. </description> </method> <method name="get_instance_path" qualifiers="const"> <return type="String"> </return> <description> - Gets the path to the [PackedScene] resource file that is loaded by default when calling [method create_instance]. + Gets the path to the [PackedScene] resource file that is loaded by default when calling [method create_instance]. Not thread-safe. Use [method Object.call_deferred] if calling from a thread. </description> </method> <method name="get_stored_values"> diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml index 25420bd77b..6e5ff83a35 100644 --- a/doc/classes/ItemList.xml +++ b/doc/classes/ItemList.xml @@ -43,6 +43,31 @@ Removes all items from the list. </description> </method> + <method name="clear_item_opentype_features"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + Removes all OpenType features from the item's text. + </description> + </method> + <method name="deselect"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + Ensures the item associated with the specified index is not selected. + </description> + </method> + <method name="deselect_all"> + <return type="void"> + </return> + <description> + Ensures there are no items selected. + </description> + </method> <method name="ensure_current_is_visible"> <return type="void"> </return> @@ -114,6 +139,15 @@ Returns the region of item's icon used. The whole icon will be used if the region has no area. </description> </method> + <method name="get_item_language" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + Returns item's text language code. + </description> + </method> <method name="get_item_metadata" qualifiers="const"> <return type="Variant"> </return> @@ -123,6 +157,17 @@ Returns the metadata value of the specified index. </description> </method> + <method name="get_item_opentype_feature" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="tag" type="String"> + </argument> + <description> + Returns OpenType feature [code]tag[/code] of the item's text. + </description> + </method> <method name="get_item_text" qualifiers="const"> <return type="String"> </return> @@ -132,6 +177,15 @@ Returns the text associated with the specified index. </description> </method> + <method name="get_item_text_direction" qualifiers="const"> + <return type="int" enum="Control.TextDirection"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + Returns item's text base writing direction. + </description> + </method> <method name="get_item_tooltip" qualifiers="const"> <return type="String"> </return> @@ -247,11 +301,16 @@ <argument index="1" name="custom_bg_color" type="Color"> </argument> <description> - Sets the background color of the item specified by [code]idx[/code] index to the specified [Color]. - [codeblock] - var some_string = "Some text" - some_string.set_item_custom_bg_color(0,Color(1, 0, 0, 1) # This will set the background color of the first item of the control to red. - [/codeblock] + [codeblocks] + [gdscript] + var itemList = ItemList.new() + some_string.set_item_custom_bg_color(0, Color.red) # This will set the background color of the first item of the control to red. + [/gdscript] + [csharp] + var itemList = new ItemList(); + itemList.SetItemCustomBgColor(0, Colors.Red); // This will set the background color of the first item of the control to red. + [/csharp] + [/codeblocks] </description> </method> <method name="set_item_custom_fg_color"> @@ -263,10 +322,16 @@ </argument> <description> Sets the foreground color of the item specified by [code]idx[/code] index to the specified [Color]. - [codeblock] - var some_string = "Some text" - some_string.set_item_custom_fg_color(0,Color(1, 0, 0, 1) # This will set the foreground color of the first item of the control to red. - [/codeblock] + [codeblocks] + [gdscript] + var item_list = ItemList.new() + item_list.set_item_custom_fg_color(0, Color.red) # This will set the foreground color of the first item of the control to red. + [/gdscript] + [csharp] + var itemList = new ItemList(); + itemList.SetItemCustomFgColor(0, Colors.Red); // This will set the foreground color of the first item of the control to red. + [/csharp] + [/codeblocks] </description> </method> <method name="set_item_disabled"> @@ -325,6 +390,17 @@ Sets whether the item icon will be drawn transposed. </description> </method> + <method name="set_item_language"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="language" type="String"> + </argument> + <description> + Sets language code of item's text used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </description> + </method> <method name="set_item_metadata"> <return type="void"> </return> @@ -336,6 +412,19 @@ Sets a value (of any type) to be stored with the item associated with the specified index. </description> </method> + <method name="set_item_opentype_feature"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="tag" type="String"> + </argument> + <argument index="2" name="value" type="int"> + </argument> + <description> + Sets OpenType feature [code]tag[/code] for the item's text. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]. + </description> + </method> <method name="set_item_selectable"> <return type="void"> </return> @@ -358,6 +447,17 @@ Sets text of the item associated with the specified index. </description> </method> + <method name="set_item_text_direction"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="direction" type="int" enum="Control.TextDirection"> + </argument> + <description> + Sets item's text base writing direction. + </description> + </method> <method name="set_item_tooltip"> <return type="void"> </return> @@ -387,22 +487,6 @@ Sorts items in the list by their text. </description> </method> - <method name="unselect"> - <return type="void"> - </return> - <argument index="0" name="idx" type="int"> - </argument> - <description> - Ensures the item associated with the specified index is not selected. - </description> - </method> - <method name="unselect_all"> - <return type="void"> - </return> - <description> - Ensures there are no items selected. - </description> - </method> </methods> <members> <member name="allow_reselect" type="bool" setter="set_allow_reselect" getter="get_allow_reselect" default="false"> @@ -533,6 +617,9 @@ <theme_item name="font_color_selected" type="Color" default="Color( 1, 1, 1, 1 )"> Text [Color] used when the item is selected. </theme_item> + <theme_item name="font_size" type="int"> + Font size of the item's text. + </theme_item> <theme_item name="guide_color" type="Color" default="Color( 0, 0, 0, 0.1 )"> [Color] of the guideline. The guideline is a line drawn between each row of items. </theme_item> diff --git a/doc/classes/JSON.xml b/doc/classes/JSON.xml index 7bd2edcb1c..a9fb50c262 100644 --- a/doc/classes/JSON.xml +++ b/doc/classes/JSON.xml @@ -15,7 +15,7 @@ <argument index="0" name="json" type="String"> </argument> <description> - Parses a JSON encoded string and returns a [JSONParseResult] containing the result. + Parses a JSON-encoded string and returns a [JSONParseResult] containing the result. </description> </method> <method name="print"> @@ -29,6 +29,29 @@ </argument> <description> Converts a [Variant] var to JSON text and returns the result. Useful for serializing data to store or send over the network. + [b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, converting a Variant to JSON text will convert all numerical values to [float] types. + Use [code]indent[/code] parameter to pretty print the output. + [b]Example output:[/b] + [codeblock] + ## JSON.print(my_dictionary) + {"name":"my_dictionary","version":"1.0.0","entities":[{"name":"entity_0","value":"value_0"},{"name":"entity_1","value":"value_1"}]} + + ## JSON.print(my_dictionary, "\t") + { + "name": "my_dictionary", + "version": "1.0.0", + "entities": [ + { + "name": "entity_0", + "value": "value_0" + }, + { + "name": "entity_1", + "value": "value_1" + } + ] + } + [/codeblock] </description> </method> </methods> diff --git a/doc/classes/JSONParseResult.xml b/doc/classes/JSONParseResult.xml index 4444e08593..bc94f74b07 100644 --- a/doc/classes/JSONParseResult.xml +++ b/doc/classes/JSONParseResult.xml @@ -15,22 +15,35 @@ The error type if the JSON source was not successfully parsed. See the [enum Error] constants. </member> <member name="error_line" type="int" setter="set_error_line" getter="get_error_line" default="-1"> - The line number where the error occurred if JSON source was not successfully parsed. + The line number where the error occurred if the JSON source was not successfully parsed. </member> <member name="error_string" type="String" setter="set_error_string" getter="get_error_string" default=""""> - The error message if JSON source was not successfully parsed. See the [enum Error] constants. + The error message if the JSON source was not successfully parsed. See the [enum Error] constants. </member> <member name="result" type="Variant" setter="set_result" getter="get_result"> - A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the [code]is[/code] keyword to check if it is what you expect. For example, if the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] will be returned. If the JSON source starts with braces ([code][][/code]), an [Array] will be returned. - [b]Note:[/b] 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. + A [Variant] containing the parsed JSON. Use [method @GlobalScope.typeof] or the [code]is[/code] keyword to check if it is what you expect. For example, if the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] will be returned. If the JSON source starts with brackets ([code][][/code]), an [Array] will be returned. + [b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, parsing a JSON text will convert all numerical values to [float] types. [b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, thus, you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements: - [codeblock] + [codeblocks] + [gdscript] var p = JSON.parse('["hello", "world", "!"]') if typeof(p.result) == TYPE_ARRAY: print(p.result[0]) # Prints "hello" else: - print("unexpected results") - [/codeblock] + push_error("Unexpected results.") + [/gdscript] + [csharp] + JSONParseResult p = JSON.Parse("[\"hello\"], \"world\", \"!\"]"); + if (p.Result is Godot.Collections.Array) + { + GD.Print((p.Result as Godot.Collections.Array)[0]); // Prints "hello" + } + else + { + GD.PushError("Unexpected results."); + } + [/csharp] + [/codeblocks] </member> </members> <constants> diff --git a/doc/classes/JSONParser.xml b/doc/classes/JSONParser.xml new file mode 100644 index 0000000000..31ba295418 --- /dev/null +++ b/doc/classes/JSONParser.xml @@ -0,0 +1,57 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="JSONParser" inherits="Reference" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="decode_data"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="data" type="Variant"> + </argument> + <argument index="1" name="indent" type="String" default=""""> + </argument> + <argument index="2" name="sort_keys" type="bool" default="true"> + </argument> + <description> + </description> + </method> + <method name="get_data" qualifiers="const"> + <return type="Variant"> + </return> + <description> + </description> + </method> + <method name="get_error_line" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_error_text" qualifiers="const"> + <return type="String"> + </return> + <description> + </description> + </method> + <method name="get_string" qualifiers="const"> + <return type="String"> + </return> + <description> + </description> + </method> + <method name="parse_string"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="json_string" type="String"> + </argument> + <description> + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 68f6c32a53..c707a72ee8 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -5,9 +5,10 @@ </brief_description> <description> The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. + [b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link> + <link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link> </tutorials> <methods> <method name="eval"> diff --git a/doc/classes/Joint2D.xml b/doc/classes/Joint2D.xml index fb0e184c26..b055293b9d 100644 --- a/doc/classes/Joint2D.xml +++ b/doc/classes/Joint2D.xml @@ -15,7 +15,7 @@ When [member node_a] and [member node_b] move in different directions the [code]bias[/code] controls how fast the joint pulls them back to their original position. The lower the [code]bias[/code] the more the two bodies can pull on the joint. </member> <member name="disable_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true"> - If [code]true[/code], [member node_a] and [member node_b] can collide. + If [code]true[/code], [member node_a] and [member node_b] can not collide. </member> <member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")"> The first body attached to the joint. Must derive from [PhysicsBody2D]. diff --git a/doc/classes/Joint3D.xml b/doc/classes/Joint3D.xml index 15bef960f6..94cdda586c 100644 --- a/doc/classes/Joint3D.xml +++ b/doc/classes/Joint3D.xml @@ -4,9 +4,10 @@ Base class for all 3D joints. </brief_description> <description> - Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other. + Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other. See also [Generic6DOFJoint3D]. </description> <tutorials> + <link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link> </tutorials> <methods> </methods> diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index 6b2bbeb895..476b64a336 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -6,11 +6,13 @@ <description> Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses: [b]Simulated motion:[/b] When these bodies are moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to "physics"), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). - [b]Kinematic characters:[/b] KinematicBody2D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. + [b]Kinematic characters:[/b] KinematicBody2D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link> + <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> + <link title="Using KinematicBody2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link> + <link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link> + <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> </tutorials> <methods> <method name="get_floor_normal" qualifiers="const"> @@ -33,41 +35,50 @@ <argument index="0" name="slide_idx" type="int"> </argument> <description> - Returns a [KinematicCollision2D], which contains information about a collision that occurred during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1). + Returns a [KinematicCollision2D], which contains information about a collision that occurred during the last call to [method move_and_slide] or [method move_and_slide_with_snap]. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1). [b]Example usage:[/b] - [codeblock] + [codeblocks] + [gdscript] for i in get_slide_count(): var collision = get_slide_collision(i) print("Collided with: ", collision.collider.name) - [/codeblock] + [/gdscript] + [csharp] + for (int i = 0; i < GetSlideCount(); i++) + { + KinematicCollision2D collision = GetSlideCollision(i); + GD.Print("Collided with: ", (collision.Collider as Node).Name); + } + [/csharp] + [/codeblocks] </description> </method> <method name="get_slide_count" qualifiers="const"> <return type="int"> </return> <description> - Returns the number of times the body collided and changed direction during the last call to [method move_and_slide]. + Returns the number of times the body collided and changed direction during the last call to [method move_and_slide] or [method move_and_slide_with_snap]. </description> </method> <method name="is_on_ceiling" qualifiers="const"> <return type="bool"> </return> <description> - Returns [code]true[/code] if the body is on the ceiling. Only updates when calling [method move_and_slide]. + Returns [code]true[/code] if the body collided with the ceiling on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code]. </description> </method> <method name="is_on_floor" qualifiers="const"> <return type="bool"> </return> <description> - Returns [code]true[/code] if the body is on the floor. Only updates when calling [method move_and_slide]. + Returns [code]true[/code] if the body collided with the floor on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code]. </description> </method> <method name="is_on_wall" qualifiers="const"> <return type="bool"> </return> <description> - Returns [code]true[/code] if the body is on a wall. Only updates when calling [method move_and_slide]. + Returns [code]true[/code] if the body collided with a wall on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code]. </description> </method> <method name="move_and_collide"> @@ -102,9 +113,9 @@ <argument index="5" name="infinite_inertia" type="bool" default="true"> </argument> <description> - Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. + Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. - [code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity. + [code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity. [code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games. If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still. If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops. diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml index 830d63ed11..a21496de54 100644 --- a/doc/classes/KinematicBody3D.xml +++ b/doc/classes/KinematicBody3D.xml @@ -6,10 +6,14 @@ <description> Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses: [b]Simulated motion:[/b] When these bodies are moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to "physics"), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). - [b]Kinematic characters:[/b] KinematicBody3D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. + [b]Kinematic characters:[/b] KinematicBody3D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> + <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> + <link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="get_axis_lock" qualifiers="const"> @@ -18,7 +22,7 @@ <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis"> </argument> <description> - Returns [code]true[/code] if the specified [code]axis[/code] is locked. See also [member move_lock_x], [member move_lock_y] and [member move_lock_z]. + Returns [code]true[/code] if the specified [code]axis[/code] is locked. See also [member axis_lock_motion_x], [member axis_lock_motion_y] and [member axis_lock_motion_z]. </description> </method> <method name="get_floor_normal" qualifiers="const"> @@ -41,35 +45,35 @@ <argument index="0" name="slide_idx" type="int"> </argument> <description> - Returns a [KinematicCollision3D], which contains information about a collision that occurred during the last [method move_and_slide] call. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1). + Returns a [KinematicCollision3D], which contains information about a collision that occurred during the last call to [method move_and_slide] or [method move_and_slide_with_snap]. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1). </description> </method> <method name="get_slide_count" qualifiers="const"> <return type="int"> </return> <description> - Returns the number of times the body collided and changed direction during the last call to [method move_and_slide]. + Returns the number of times the body collided and changed direction during the last call to [method move_and_slide] or [method move_and_slide_with_snap]. </description> </method> <method name="is_on_ceiling" qualifiers="const"> <return type="bool"> </return> <description> - Returns [code]true[/code] if the body is on the ceiling. Only updates when calling [method move_and_slide]. + Returns [code]true[/code] if the body collided with the ceiling on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code]. </description> </method> <method name="is_on_floor" qualifiers="const"> <return type="bool"> </return> <description> - Returns [code]true[/code] if the body is on the floor. Only updates when calling [method move_and_slide]. + Returns [code]true[/code] if the body collided with the floor on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code]. </description> </method> <method name="is_on_wall" qualifiers="const"> <return type="bool"> </return> <description> - Returns [code]true[/code] if the body is on a wall. Only updates when calling [method move_and_slide]. + Returns [code]true[/code] if the body collided with a wall on the last call of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, returns [code]false[/code]. </description> </method> <method name="move_and_collide"> @@ -104,9 +108,9 @@ <argument index="5" name="infinite_inertia" type="bool" default="true"> </argument> <description> - Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes. + Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. - [code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity. + [code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity. [code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still. If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops. @@ -145,7 +149,7 @@ <argument index="1" name="lock" type="bool"> </argument> <description> - Locks or unlocks the specified [code]axis[/code] depending on the value of [code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and [member move_lock_z]. + Locks or unlocks the specified [code]axis[/code] depending on the value of [code]lock[/code]. See also [member axis_lock_motion_x], [member axis_lock_motion_y] and [member axis_lock_motion_z]. </description> </method> <method name="test_move"> @@ -163,18 +167,18 @@ </method> </methods> <members> - <member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001"> - If the body is at least this close to another body, this body will consider them to be colliding. - </member> - <member name="move_lock_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> + <member name="axis_lock_motion_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's X axis movement. </member> - <member name="move_lock_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> + <member name="axis_lock_motion_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's Y axis movement. </member> - <member name="move_lock_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> + <member name="axis_lock_motion_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's Z axis movement. </member> + <member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001"> + If the body is at least this close to another body, this body will consider them to be colliding. + </member> </members> <constants> </constants> diff --git a/doc/classes/Label.xml b/doc/classes/Label.xml index 263fb6c022..1edf31de4a 100644 --- a/doc/classes/Label.xml +++ b/doc/classes/Label.xml @@ -8,8 +8,16 @@ [b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control.mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it doesn't react to mouse input events). This implies that a label won't display any configured [member Control.hint_tooltip], unless you change its mouse filter. </description> <tutorials> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> </tutorials> <methods> + <method name="clear_opentype_features"> + <return type="void"> + </return> + <description> + Removes all OpenType features. + </description> + </method> <method name="get_line_count" qualifiers="const"> <return type="int"> </return> @@ -20,8 +28,21 @@ <method name="get_line_height" qualifiers="const"> <return type="int"> </return> + <argument index="0" name="line" type="int" default="-1"> + </argument> + <description> + Returns the height of the line [code]line[/code]. + If [code]line[/code] is set to [code]-1[/code], returns biggest line height. + If there're no lines returns font size in pixels. + </description> + </method> + <method name="get_opentype_feature" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="tag" type="String"> + </argument> <description> - Returns the font size in pixels. + Returns OpenType feature [code]tag[/code]. </description> </method> <method name="get_total_character_count" qualifiers="const"> @@ -38,6 +59,17 @@ Returns the number of lines shown. Useful if the [Label]'s height cannot currently display all lines. </description> </method> + <method name="set_opentype_feature"> + <return type="void"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <argument index="1" name="value" type="int"> + </argument> + <description> + Returns OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]. + </description> + </method> </methods> <members> <member name="align" type="int" setter="set_align" getter="get_align" enum="Label.Align" default="0"> @@ -49,6 +81,9 @@ <member name="clip_text" type="bool" setter="set_clip_text" getter="is_clipping_text" default="false"> If [code]true[/code], the Label only shows the text that fits inside its bounding rectangle. It also lets you scale the node down freely. </member> + <member name="language" type="String" setter="set_language" getter="get_language" default=""""> + Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </member> <member name="lines_skipped" type="int" setter="set_lines_skipped" getter="get_lines_skipped" default="0"> The node ignores the first [code]lines_skipped[/code] lines before it starts to display text. </member> @@ -57,12 +92,21 @@ </member> <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" override="true" enum="Control.MouseFilter" default="2" /> <member name="percent_visible" type="float" setter="set_percent_visible" getter="get_percent_visible" default="1.0"> - Limits the count of visible characters. If you set [code]percent_visible[/code] to 50, only up to half of the text's characters will display on screen. Useful to animate the text in a dialog box. + Limits the amount of visible characters. If you set [code]percent_visible[/code] to 0.5, only up to half of the text's characters will display on screen. Useful to animate the text in a dialog box. </member> <member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" override="true" default="4" /> + <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0"> + Set BiDi algorithm override for the structured text. + </member> + <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[ ]"> + Set additional options for BiDi override. + </member> <member name="text" type="String" setter="set_text" getter="get_text" default=""""> The text to display on screen. </member> + <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0"> + Base text writing direction. + </member> <member name="uppercase" type="bool" setter="set_uppercase" getter="is_uppercase" default="false"> If [code]true[/code], all the text displays as UPPERCASE. </member> @@ -84,7 +128,7 @@ Align rows to the right. </constant> <constant name="ALIGN_FILL" value="3" enum="Align"> - Expand row whitespaces to fit the width. + Expand row to fit the width. </constant> <constant name="VALIGN_TOP" value="0" enum="VAlign"> Align the whole text to the top. @@ -110,7 +154,10 @@ [Color] of the text's shadow effect. </theme_item> <theme_item name="font_outline_modulate" type="Color" default="Color( 1, 1, 1, 1 )"> - The tint of [Font]'s outline. See [member DynamicFont.outline_color]. + The tint of [Font]'s outline. + </theme_item> + <theme_item name="font_size" type="int"> + Font size of the [Label]'s text. </theme_item> <theme_item name="line_spacing" type="int" default="3"> Vertical space between lines in multiline [Label]. @@ -118,8 +165,8 @@ <theme_item name="normal" type="StyleBox"> Background [StyleBox] for the [Label]. </theme_item> - <theme_item name="shadow_as_outline" type="int" default="0"> - Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed around the whole text as an outline. + <theme_item name="outline_size" type="int" default="0"> + Text outline size. </theme_item> <theme_item name="shadow_offset_x" type="int" default="1"> The horizontal offset of the text's shadow. @@ -127,5 +174,8 @@ <theme_item name="shadow_offset_y" type="int" default="1"> The vertical offset of the text's shadow. </theme_item> + <theme_item name="shadow_outline_size" type="int" default="1"> + Shadow outline size. If set to 1 or greater, the shadow will be displayed around the whole text as an outline. + </theme_item> </theme_items> </class> diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 2862190d4d..f6698352ab 100644 --- a/doc/classes/Light2D.xml +++ b/doc/classes/Light2D.xml @@ -8,11 +8,28 @@ [b]Note:[/b] Light2D can also be used as a mask. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> + <link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <methods> + <method name="get_height" qualifiers="const"> + <return type="float"> + </return> + <description> + </description> + </method> + <method name="set_height"> + <return type="void"> + </return> + <argument index="0" name="height" type="float"> + </argument> + <description> + </description> + </method> </methods> <members> + <member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="Light2D.BlendMode" default="0"> + The Light2D's blend mode. See [enum BlendMode] constants for values. + </member> <member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )"> The Light2D's [Color]. </member> @@ -25,15 +42,6 @@ <member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0"> The Light2D's energy value. The larger the value, the stronger the light. </member> - <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="Light2D.Mode" default="0"> - The Light2D's mode. See [enum Mode] constants for values. - </member> - <member name="offset" type="Vector2" setter="set_texture_offset" getter="get_texture_offset" default="Vector2( 0, 0 )"> - The offset of the Light2D's [code]texture[/code]. - </member> - <member name="range_height" type="float" setter="set_height" getter="get_height" default="0.0"> - The height of the Light2D. Used with 2D normal mapping. - </member> <member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask" default="1"> The layer mask. Only objects with a matching mask will be affected by the Light2D. </member> @@ -49,9 +57,6 @@ <member name="range_z_min" type="int" setter="set_z_range_min" getter="get_z_range_min" default="-1024"> Minimum [code]z[/code] value of objects that are affected by the Light2D. </member> - <member name="shadow_buffer_size" type="int" setter="set_shadow_buffer_size" getter="get_shadow_buffer_size" default="2048"> - Shadow buffer size. - </member> <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color( 0, 0, 0, 0 )"> [Color] of shadows cast by the Light2D. </member> @@ -67,26 +72,8 @@ <member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1"> The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows. </member> - <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> - [Texture2D] used for the Light2D's appearance. - </member> - <member name="texture_scale" type="float" setter="set_texture_scale" getter="get_texture_scale" default="1.0"> - The [code]texture[/code]'s scale factor. - </member> </members> <constants> - <constant name="MODE_ADD" value="0" enum="Mode"> - Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light. - </constant> - <constant name="MODE_SUB" value="1" enum="Mode"> - Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect. - </constant> - <constant name="MODE_MIX" value="2" enum="Mode"> - Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation. - </constant> - <constant name="MODE_MASK" value="3" enum="Mode"> - The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture. - </constant> <constant name="SHADOW_FILTER_NONE" value="0" enum="ShadowFilter"> No filter applies to the shadow map. See [member shadow_filter]. </constant> @@ -96,5 +83,14 @@ <constant name="SHADOW_FILTER_PCF13" value="2" enum="ShadowFilter"> Percentage closer filtering (13 samples) applies to the shadow map. See [member shadow_filter]. </constant> + <constant name="BLEND_MODE_ADD" value="0" enum="BlendMode"> + Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light. + </constant> + <constant name="BLEND_MODE_SUB" value="1" enum="BlendMode"> + Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect. + </constant> + <constant name="BLEND_MODE_MIX" value="2" enum="BlendMode"> + Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation. + </constant> </constants> </class> diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index cb21db2d00..6c008e4f7e 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -4,10 +4,11 @@ Provides a base class for different kinds of light nodes. </brief_description> <description> - Light3D is the abstract base class for light nodes, so it shouldn't be used directly (it can't be instanced). Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting. + Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="get_param" qualifiers="const"> @@ -36,19 +37,19 @@ If [code]true[/code], the light only appears in the editor and will not be visible at runtime. </member> <member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0"> - Angular size of the light in degrees. Only available for [DirectionalLight3D]s. For reference, the sun from earth is approximately [code]0.5[/code]. + The light's angular size in degrees. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code]. </member> <member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="1"> The light's bake mode. See [enum BakeMode]. </member> <member name="light_color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )"> - The light's color. + The light's color. An [i]overbright[/i] color can be used to achieve a result equivalent to increasing the light's [member light_energy]. </member> <member name="light_cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="4294967295"> The light will affect objects in the selected layers. </member> <member name="light_energy" type="float" setter="set_param" getter="get_param" default="1.0"> - The light's strength multiplier. + The light's strength multiplier (this is not a physical unit). For [OmniLight3D] and [SpotLight3D], changing this value will only change the light color's intensity, not the light's radius. </member> <member name="light_indirect_energy" type="float" setter="set_param" getter="get_param" default="1.0"> Secondary multiplier used with indirect light (light bounces). Used with [GIProbe]. @@ -60,16 +61,16 @@ [Texture2D] projected by light. [member shadow_enabled] must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained glass. </member> <member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0"> - The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. + The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent. </member> <member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5"> - The intensity of the specular blob in objects affected by the light. At [code]0[/code] the light becomes a pure diffuse light. + The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface. </member> - <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.02"> - Used to adjust shadow appearance. Too small a value results in self-shadowing, while too large a value causes shadows to separate from casters. Adjust as needed. + <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.1"> + Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed. </member> <member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0"> - Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible. + Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-resolution shadow maps. A high value can impact performance, make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible. </member> <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color" default="Color( 0, 0, 0, 1 )"> The color of shadows cast by this light. @@ -77,8 +78,10 @@ <member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false"> If [code]true[/code], the light will cast shadows. </member> - <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0"> - Offsets the lookup into the shadow map by the objects normal. This can be used reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible. + <member name="shadow_fog_fade" type="float" setter="set_param" getter="get_param" default="1.0"> + </member> + <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0"> + Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible. </member> <member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face" default="false"> If [code]true[/code], reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED]. @@ -138,22 +141,21 @@ <constant name="PARAM_SHADOW_BLUR" value="16" enum="Param"> Constant for accessing [member shadow_blur]. </constant> - <constant name="PARAM_TRANSMITTANCE_BIAS" value="17" enum="Param"> + <constant name="PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="17" enum="Param"> + </constant> + <constant name="PARAM_TRANSMITTANCE_BIAS" value="18" enum="Param"> Constant for accessing [member shadow_transmittance_bias]. </constant> - <constant name="PARAM_MAX" value="18" enum="Param"> + <constant name="PARAM_MAX" value="19" enum="Param"> Represents the size of the [enum Param] enum. </constant> <constant name="BAKE_DISABLED" value="0" enum="BakeMode"> Light is ignored when baking. [b]Note:[/b] Hiding a light does [i]not[/i] affect baking. </constant> - <constant name="BAKE_INDIRECT" value="1" enum="BakeMode"> - Only indirect lighting will be baked (default). + <constant name="BAKE_DYNAMIC" value="1" enum="BakeMode"> </constant> - <constant name="BAKE_ALL" value="2" enum="BakeMode"> - Both direct and indirect light will be baked. - [b]Note:[/b] You should hide the light if you don't want it to appear twice (dynamic and baked). + <constant name="BAKE_STATIC" value="2" enum="BakeMode"> </constant> </constants> </class> diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml index a02f7a0f75..550daf9225 100644 --- a/doc/classes/LightOccluder2D.xml +++ b/doc/classes/LightOccluder2D.xml @@ -7,17 +7,19 @@ Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> + <link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <methods> </methods> <members> - <member name="light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1"> - The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s). - </member> <member name="occluder" type="OccluderPolygon2D" setter="set_occluder_polygon" getter="get_occluder_polygon"> The [OccluderPolygon2D] used to compute the shadow. </member> + <member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1"> + The LightOccluder2D's occluder light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s). + </member> + <member name="sdf_collision" type="bool" setter="set_as_sdf_collision" getter="is_set_as_sdf_collision" default="true"> + </member> </members> <constants> </constants> diff --git a/doc/classes/LightmapProbe.xml b/doc/classes/LightmapProbe.xml new file mode 100644 index 0000000000..3af71f3774 --- /dev/null +++ b/doc/classes/LightmapProbe.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="LightmapProbe" inherits="Node3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/Lightmapper.xml b/doc/classes/Lightmapper.xml new file mode 100644 index 0000000000..e80194858a --- /dev/null +++ b/doc/classes/Lightmapper.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="Lightmapper" inherits="Reference" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/LightmapperRD.xml b/doc/classes/LightmapperRD.xml new file mode 100644 index 0000000000..0993b28f19 --- /dev/null +++ b/doc/classes/LightmapperRD.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="LightmapperRD" inherits="Lightmapper" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/Line2D.xml b/doc/classes/Line2D.xml index cfd23b28bd..dec5d60cbb 100644 --- a/doc/classes/Line2D.xml +++ b/doc/classes/Line2D.xml @@ -7,6 +7,8 @@ A line through several points in 2D space. </description> <tutorials> + <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> + <link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link> </tutorials> <methods> <method name="add_point"> @@ -85,7 +87,7 @@ The style for the points between the start and the end. </member> <member name="points" type="PackedVector2Array" setter="set_points" getter="get_points" default="PackedVector2Array( )"> - The points that form the lines. The line is drawn between every point set in this array. + The points that form the lines. The line is drawn between every point set in this array. Points are interpreted as local vectors. </member> <member name="round_precision" type="int" setter="set_round_precision" getter="get_round_precision" default="8"> The smoothness of the rounded joints and caps. This is only used if a cap or joint is set as round. diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml index 3eeb892719..f05121d48c 100644 --- a/doc/classes/LineEdit.xml +++ b/doc/classes/LineEdit.xml @@ -10,6 +10,7 @@ - [kbd]Ctrl + X[/kbd]: Cut - [kbd]Ctrl + V[/kbd] or [kbd]Ctrl + Y[/kbd]: Paste/"yank" - [kbd]Ctrl + Z[/kbd]: Undo + - [kbd]Ctrl + ~[/kbd]: Swap input direction. - [kbd]Ctrl + Shift + Z[/kbd]: Redo - [kbd]Ctrl + U[/kbd]: Delete text from the cursor position to the beginning of the line - [kbd]Ctrl + K[/kbd]: Delete text from the cursor position to the end of the line @@ -43,7 +44,32 @@ <return type="void"> </return> <description> - Erases the [LineEdit] text. + Erases the [LineEdit]'s [member text]. + </description> + </method> + <method name="clear_opentype_features"> + <return type="void"> + </return> + <description> + Removes all OpenType features. + </description> + </method> + <method name="delete_char_at_cursor"> + <return type="void"> + </return> + <description> + Deletes one character at the cursor's current position (equivalent to pressing [kbd]Delete[/kbd]). + </description> + </method> + <method name="delete_text"> + <return type="void"> + </return> + <argument index="0" name="from_column" type="int"> + </argument> + <argument index="1" name="to_column" type="int"> + </argument> + <description> + Deletes a section of the [member text] going from position [code]from_column[/code] to [code]to_column[/code]. Both parameters should be within the text's length. </description> </method> <method name="deselect"> @@ -60,6 +86,22 @@ Returns the [PopupMenu] of this [LineEdit]. By default, this menu is displayed when right-clicking on the [LineEdit]. </description> </method> + <method name="get_opentype_feature" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <description> + Returns OpenType feature [code]tag[/code]. + </description> + </method> + <method name="get_scroll_offset" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns the scroll offset due to [member caret_position], as a number of characters. + </description> + </method> <method name="menu_option"> <return type="void"> </return> @@ -78,12 +120,20 @@ </argument> <description> Selects characters inside [LineEdit] between [code]from[/code] and [code]to[/code]. By default, [code]from[/code] is at the beginning and [code]to[/code] at the end. - [codeblock] + [codeblocks] + [gdscript] text = "Welcome" select() # Will select "Welcome". select(4) # Will select "ome". select(2, 5) # Will select "lco". - [/codeblock] + [/gdscript] + [csharp] + Text = "Welcome"; + Select(); // Will select "Welcome". + Select(4); // Will select "ome". + Select(2, 5); // Will select "lco". + [/csharp] + [/codeblocks] </description> </method> <method name="select_all"> @@ -93,6 +143,17 @@ Selects the whole [String]. </description> </method> + <method name="set_opentype_feature"> + <return type="void"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <argument index="1" name="value" type="int"> + </argument> + <description> + Returns OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]. + </description> + </method> </methods> <members> <member name="align" type="int" setter="set_align" getter="get_align" enum="LineEdit.Align" default="0"> @@ -104,6 +165,12 @@ <member name="caret_blink_speed" type="float" setter="cursor_set_blink_speed" getter="cursor_get_blink_speed" default="0.65"> Duration (in seconds) of a caret's blinking cycle. </member> + <member name="caret_force_displayed" type="bool" setter="cursor_set_force_displayed" getter="cursor_get_force_displayed" default="false"> + </member> + <member name="caret_mid_grapheme" type="bool" setter="set_mid_grapheme_caret_enabled" getter="get_mid_grapheme_caret_enabled" default="false"> + Allow moving caret, selecting and removing the individual composite character components. + Note: [kbd]Backspace[/kbd] is always removing individual composite character components. + </member> <member name="caret_position" type="int" setter="set_cursor_position" getter="get_cursor_position" default="0"> The cursor's position inside the [LineEdit]. When set, the text may scroll to accommodate it. </member> @@ -113,6 +180,9 @@ <member name="context_menu_enabled" type="bool" setter="set_context_menu_enabled" getter="is_context_menu_enabled" default="true"> If [code]true[/code], the context menu will appear when right-clicked. </member> + <member name="draw_control_chars" type="bool" setter="set_draw_control_chars" getter="get_draw_control_chars" default="false"> + If [code]true[/code], control characters are displayed. + </member> <member name="editable" type="bool" setter="set_editable" getter="is_editable" default="true"> If [code]false[/code], existing text cannot be modified and new text cannot be added. </member> @@ -120,6 +190,9 @@ If [code]true[/code], the [LineEdit] width will increase to stay longer than the [member text]. It will [b]not[/b] compress if the [member text] is shortened. </member> <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="2" /> + <member name="language" type="String" setter="set_language" getter="get_language" default=""""> + Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </member> <member name="max_length" type="int" setter="set_max_length" getter="get_max_length" default="0"> Maximum amount of characters that can be entered inside the [LineEdit]. If [code]0[/code], there is no limit. </member> @@ -145,10 +218,22 @@ <member name="shortcut_keys_enabled" type="bool" setter="set_shortcut_keys_enabled" getter="is_shortcut_keys_enabled" default="true"> If [code]false[/code], using shortcuts will be disabled. </member> + <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0"> + Set BiDi algorithm override for the structured text. + </member> + <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[ ]"> + Set additional options for BiDi override. + </member> <member name="text" type="String" setter="set_text" getter="get_text" default=""""> String value of the [LineEdit]. [b]Note:[/b] Changing text using this property won't emit the [signal text_changed] signal. </member> + <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0"> + Base text writing direction. + </member> + <member name="virtual_keyboard_enabled" type="bool" setter="set_virtual_keyboard_enabled" getter="is_virtual_keyboard_enabled" default="true"> + If [code]true[/code], the native virtual keyboard is shown when focused on platforms that support it. + </member> </members> <signals> <signal name="text_change_rejected"> @@ -182,7 +267,7 @@ Aligns the text on the right-hand side of the [LineEdit]. </constant> <constant name="ALIGN_FILL" value="3" enum="Align"> - Stretches whitespaces to fit the [LineEdit]'s width. + Expand row to fit the [LineEdit]'s width. </constant> <constant name="MENU_CUT" value="0" enum="MenuItems"> Cuts (copies and clears) the selected text. @@ -206,7 +291,70 @@ <constant name="MENU_REDO" value="6" enum="MenuItems"> Reverse the last undo action. </constant> - <constant name="MENU_MAX" value="7" enum="MenuItems"> + <constant name="MENU_DIR_INHERITED" value="7" enum="MenuItems"> + Sets text direction to inherited. + </constant> + <constant name="MENU_DIR_AUTO" value="8" enum="MenuItems"> + Sets text direction to automatic. + </constant> + <constant name="MENU_DIR_LTR" value="9" enum="MenuItems"> + Sets text direction to left-to-right. + </constant> + <constant name="MENU_DIR_RTL" value="10" enum="MenuItems"> + Sets text direction to right-to-left. + </constant> + <constant name="MENU_DISPLAY_UCC" value="11" enum="MenuItems"> + Toggles control character display. + </constant> + <constant name="MENU_INSERT_LRM" value="12" enum="MenuItems"> + Inserts left-to-right mark (LRM) character. + </constant> + <constant name="MENU_INSERT_RLM" value="13" enum="MenuItems"> + Inserts right-to-left mark (RLM) character. + </constant> + <constant name="MENU_INSERT_LRE" value="14" enum="MenuItems"> + Inserts start of left-to-right embedding (LRE) character. + </constant> + <constant name="MENU_INSERT_RLE" value="15" enum="MenuItems"> + Inserts start of right-to-left embedding (RLE) character. + </constant> + <constant name="MENU_INSERT_LRO" value="16" enum="MenuItems"> + Inserts start of left-to-right override (LRO) character. + </constant> + <constant name="MENU_INSERT_RLO" value="17" enum="MenuItems"> + Inserts start of right-to-left override (RLO) character. + </constant> + <constant name="MENU_INSERT_PDF" value="18" enum="MenuItems"> + Inserts pop direction formatting (PDF) character. + </constant> + <constant name="MENU_INSERT_ALM" value="19" enum="MenuItems"> + Inserts Arabic letter mark (ALM) character. + </constant> + <constant name="MENU_INSERT_LRI" value="20" enum="MenuItems"> + Inserts left-to-right isolate (LRI) character. + </constant> + <constant name="MENU_INSERT_RLI" value="21" enum="MenuItems"> + Inserts right-to-left isolate (RLI) character. + </constant> + <constant name="MENU_INSERT_FSI" value="22" enum="MenuItems"> + Inserts first strong isolate (FSI) character. + </constant> + <constant name="MENU_INSERT_PDI" value="23" enum="MenuItems"> + Inserts pop direction isolate (PDI) character. + </constant> + <constant name="MENU_INSERT_ZWJ" value="24" enum="MenuItems"> + Inserts zero width joiner (ZWJ) character. + </constant> + <constant name="MENU_INSERT_ZWNJ" value="25" enum="MenuItems"> + Inserts zero width non-joiner (ZWNJ) character. + </constant> + <constant name="MENU_INSERT_WJ" value="26" enum="MenuItems"> + Inserts word joiner (WJ) character. + </constant> + <constant name="MENU_INSERT_SHY" value="27" enum="MenuItems"> + Inserts soft hyphen (SHY) character. + </constant> + <constant name="MENU_MAX" value="28" enum="MenuItems"> Represents the size of the [enum MenuItems] enum. </constant> </constants> @@ -238,6 +386,9 @@ <theme_item name="font_color_uneditable" type="Color" default="Color( 0.88, 0.88, 0.88, 0.5 )"> Font color when editing is disabled. </theme_item> + <theme_item name="font_size" type="int"> + Font size of the [LineEdit]'s text. + </theme_item> <theme_item name="minimum_spaces" type="int" default="12"> Minimum horizontal space for the text (not counting the clear button and content margins). This value is measured in count of space characters (i.e. this amount of space characters can be displayed without scrolling). </theme_item> diff --git a/doc/classes/LineShape2D.xml b/doc/classes/LineShape2D.xml index d3cfc94a8c..58caf1b1de 100644 --- a/doc/classes/LineShape2D.xml +++ b/doc/classes/LineShape2D.xml @@ -11,7 +11,7 @@ <methods> </methods> <members> - <member name="d" type="float" setter="set_d" getter="get_d" default="0.0"> + <member name="distance" type="float" setter="set_distance" getter="get_distance" default="0.0"> The line's distance from the origin. </member> <member name="normal" type="Vector2" setter="set_normal" getter="get_normal" default="Vector2( 0, 1 )"> diff --git a/doc/classes/LinkButton.xml b/doc/classes/LinkButton.xml index 13d3355da5..93384843de 100644 --- a/doc/classes/LinkButton.xml +++ b/doc/classes/LinkButton.xml @@ -5,18 +5,57 @@ </brief_description> <description> This kind of button is primarily used when the interaction with the button causes a context change (like linking to a web page). + See also [BaseButton] which contains common properties and methods associated with this node. </description> <tutorials> </tutorials> <methods> + <method name="clear_opentype_features"> + <return type="void"> + </return> + <description> + Removes all OpenType features. + </description> + </method> + <method name="get_opentype_feature" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <description> + Returns OpenType feature [code]tag[/code]. + </description> + </method> + <method name="set_opentype_feature"> + <return type="void"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <argument index="1" name="value" type="int"> + </argument> + <description> + Returns OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]. + </description> + </method> </methods> <members> - <member name="enabled_focus_mode" type="int" setter="set_enabled_focus_mode" getter="get_enabled_focus_mode" override="true" enum="Control.FocusMode" default="0" /> <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="0" /> + <member name="language" type="String" setter="set_language" getter="get_language" default=""""> + Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </member> <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" override="true" enum="Control.CursorShape" default="2" /> + <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0"> + Set BiDi algorithm override for the structured text. + </member> + <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[ ]"> + Set additional options for BiDi override. + </member> <member name="text" type="String" setter="set_text" getter="get_text" default=""""> The button's text that will be displayed inside the button's area. </member> + <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0"> + Base text writing direction. + </member> <member name="underline" type="int" setter="set_underline_mode" getter="get_underline_mode" enum="LinkButton.UnderlineMode" default="0"> Determines when to show the underline. See [enum UnderlineMode] for options. </member> @@ -48,6 +87,9 @@ <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )"> Text [Color] used when the [LinkButton] is being pressed. </theme_item> + <theme_item name="font_size" type="int"> + Font size of the [LinkButton]'s text. + </theme_item> <theme_item name="underline_spacing" type="int" default="2"> The vertical space between the baseline of text and the underline. </theme_item> diff --git a/doc/classes/MainLoop.xml b/doc/classes/MainLoop.xml index 7bb478fce2..537ecf2b2b 100644 --- a/doc/classes/MainLoop.xml +++ b/doc/classes/MainLoop.xml @@ -19,7 +19,7 @@ print("Initialized:") print(" Starting time: %s" % str(time_elapsed)) - func _idle(delta): + func _process(delta): time_elapsed += delta # Return true to end the main loop. return quit @@ -51,16 +51,6 @@ Called before the program exits. </description> </method> - <method name="_idle" qualifiers="virtual"> - <return type="bool"> - </return> - <argument index="0" name="delta" type="float"> - </argument> - <description> - Called each idle frame with the time since the last idle frame as argument (in seconds). Equivalent to [method Node._process]. - If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame. - </description> - </method> <method name="_initialize" qualifiers="virtual"> <return type="void"> </return> @@ -68,46 +58,24 @@ Called once during initialization. </description> </method> - <method name="_iteration" qualifiers="virtual"> + <method name="_physics_process" qualifiers="virtual"> <return type="bool"> </return> <argument index="0" name="delta" type="float"> </argument> <description> - Called each physics frame with the time since the last physics frame as argument (in seconds). Equivalent to [method Node._physics_process]. + Called each physics frame with the time since the last physics frame as argument ([code]delta[/code], in seconds). Equivalent to [method Node._physics_process]. If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame. </description> </method> - <method name="finish"> - <return type="void"> - </return> - <description> - Should not be called manually, override [method _finalize] instead. Will be removed in Godot 4.0. - </description> - </method> - <method name="idle"> + <method name="_process" qualifiers="virtual"> <return type="bool"> </return> <argument index="0" name="delta" type="float"> </argument> <description> - Should not be called manually, override [method _idle] instead. Will be removed in Godot 4.0. - </description> - </method> - <method name="init"> - <return type="void"> - </return> - <description> - Should not be called manually, override [method _initialize] instead. Will be removed in Godot 4.0. - </description> - </method> - <method name="iteration"> - <return type="bool"> - </return> - <argument index="0" name="delta" type="float"> - </argument> - <description> - Should not be called manually, override [method _iteration] instead. Will be removed in Godot 4.0. + Called each process (idle) frame with the time since the last process frame as argument (in seconds). Equivalent to [method Node._process]. + If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame. </description> </method> </methods> @@ -142,13 +110,24 @@ Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string). Specific to the macOS platform. </constant> - <constant name="NOTIFICATION_APP_RESUMED" value="2014"> - Notification received from the OS when the app is resumed. + <constant name="NOTIFICATION_APPLICATION_RESUMED" value="2014"> + Notification received from the OS when the application is resumed. Specific to the Android platform. </constant> - <constant name="NOTIFICATION_APP_PAUSED" value="2015"> - Notification received from the OS when the app is paused. + <constant name="NOTIFICATION_APPLICATION_PAUSED" value="2015"> + Notification received from the OS when the application is paused. Specific to the Android platform. </constant> + <constant name="NOTIFICATION_APPLICATION_FOCUS_IN" value="2016"> + Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance. + Implemented on desktop platforms. + </constant> + <constant name="NOTIFICATION_APPLICATION_FOCUS_OUT" value="2017"> + Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application. + Implemented on desktop platforms. + </constant> + <constant name="NOTIFICATION_TEXT_SERVER_CHANGED" value="2018"> + Notification received when text server is changed. + </constant> </constants> </class> diff --git a/doc/classes/MarginContainer.xml b/doc/classes/MarginContainer.xml index fb5f437239..c8eebd4677 100644 --- a/doc/classes/MarginContainer.xml +++ b/doc/classes/MarginContainer.xml @@ -6,13 +6,22 @@ <description> Adds a top, left, bottom, and right margin to all [Control] nodes that are direct children of the container. To control the [MarginContainer]'s margin, use the [code]margin_*[/code] theme properties listed below. [b]Note:[/b] Be careful, [Control] margin values are different than the constant margin values. If you want to change the custom margin values of the [MarginContainer] by code, you should use the following examples: - [codeblock] + [codeblocks] + [gdscript] var margin_value = 100 set("custom_constants/margin_top", margin_value) set("custom_constants/margin_left", margin_value) set("custom_constants/margin_bottom", margin_value) set("custom_constants/margin_right", margin_value) - [/codeblock] + [/gdscript] + [csharp] + int marginValue = 100; + Set("custom_constants/margin_top", marginValue); + Set("custom_constants/margin_left", marginValue); + Set("custom_constants/margin_bottom", marginValue); + Set("custom_constants/margin_right", marginValue); + [/csharp] + [/codeblocks] </description> <tutorials> </tutorials> diff --git a/doc/classes/Material.xml b/doc/classes/Material.xml index a37c8127f0..10a7061bef 100644 --- a/doc/classes/Material.xml +++ b/doc/classes/Material.xml @@ -7,6 +7,8 @@ Material is a base [Resource] used for coloring and shading geometry. All materials inherit from it and almost all [VisualInstance3D] derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here. </description> <tutorials> + <link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> </methods> @@ -17,7 +19,7 @@ </member> <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0"> Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. - [b]Note:[/b] this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are sorted based on depth, while transparent objects are sorted from back to front (subject to priority). + [b]Note:[/b] this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority). </member> </members> <constants> diff --git a/doc/classes/MenuButton.xml b/doc/classes/MenuButton.xml index 316315f777..a002ce636b 100644 --- a/doc/classes/MenuButton.xml +++ b/doc/classes/MenuButton.xml @@ -6,6 +6,7 @@ <description> Special button that brings up a [PopupMenu] when clicked. New items can be created inside this [PopupMenu] using [code]get_popup().add_item("My Item Name")[/code]. You can also create them directly from the editor. To do so, select the [MenuButton] node, then in the toolbar at the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the popup. You will be able to give each items new properties. + See also [BaseButton] which contains common properties and methods associated with this node. </description> <tutorials> </tutorials> @@ -29,7 +30,6 @@ </methods> <members> <member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" override="true" enum="BaseButton.ActionMode" default="0" /> - <member name="enabled_focus_mode" type="int" setter="set_enabled_focus_mode" getter="get_enabled_focus_mode" override="true" enum="Control.FocusMode" default="0" /> <member name="flat" type="bool" setter="set_flat" getter="is_flat" override="true" default="true" /> <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="0" /> <member name="switch_on_hover" type="bool" setter="set_switch_on_hover" getter="is_switch_on_hover" default="false"> @@ -68,6 +68,9 @@ <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )"> Text [Color] used when the [MenuButton] is being pressed. </theme_item> + <theme_item name="font_size" type="int"> + Font size of the [MenuButton]'s text. + </theme_item> <theme_item name="hover" type="StyleBox"> [StyleBox] used when the [MenuButton] is being hovered. </theme_item> diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml index 6958c815a6..ed7c39d4d9 100644 --- a/doc/classes/Mesh.xml +++ b/doc/classes/Mesh.xml @@ -7,6 +7,10 @@ Mesh is a type of [Resource] that contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials. </description> <tutorials> + <link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link> + <link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="create_convex_shape" qualifiers="const"> @@ -44,7 +48,7 @@ <return type="AABB"> </return> <description> - Returns the smallest [AABB] enclosing this mesh. Not affected by [code]custom_aabb[/code]. + Returns the smallest [AABB] enclosing this mesh in local space. Not affected by [code]custom_aabb[/code]. See also [method VisualInstance3D.get_transformed_aabb]. [b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]. </description> </method> @@ -102,7 +106,7 @@ </method> </methods> <members> - <member name="lightmap_size_hint" type="Vector2" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2( 0, 0 )"> + <member name="lightmap_size_hint" type="Vector2i" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2i( 0, 0 )"> Sets a hint to be used for lightmap resolution. </member> </members> @@ -122,11 +126,63 @@ <constant name="PRIMITIVE_TRIANGLE_STRIP" value="4" enum="PrimitiveType"> Render array as triangle strips. </constant> - <constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode"> - Blend shapes are normalized. + <constant name="ARRAY_VERTEX" value="0" enum="ArrayType"> + [PackedVector3Array], [PackedVector2Array], or [Array] of vertex positions. </constant> - <constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode"> - Blend shapes are relative to base weight. + <constant name="ARRAY_NORMAL" value="1" enum="ArrayType"> + [PackedVector3Array] of vertex normals. + </constant> + <constant name="ARRAY_TANGENT" value="2" enum="ArrayType"> + [PackedFloat32Array] of vertex tangents. Each element in groups of 4 floats, first 3 floats determine the tangent, and the last the binormal direction as -1 or 1. + </constant> + <constant name="ARRAY_COLOR" value="3" enum="ArrayType"> + [PackedColorArray] of vertex colors. + </constant> + <constant name="ARRAY_TEX_UV" value="4" enum="ArrayType"> + [PackedVector2Array] for UV coordinates. + </constant> + <constant name="ARRAY_TEX_UV2" value="5" enum="ArrayType"> + [PackedVector2Array] for second UV coordinates. + </constant> + <constant name="ARRAY_CUSTOM0" value="6" enum="ArrayType"> + </constant> + <constant name="ARRAY_CUSTOM1" value="7" enum="ArrayType"> + </constant> + <constant name="ARRAY_CUSTOM2" value="8" enum="ArrayType"> + </constant> + <constant name="ARRAY_CUSTOM3" value="9" enum="ArrayType"> + </constant> + <constant name="ARRAY_BONES" value="10" enum="ArrayType"> + [PackedFloat32Array] or [PackedInt32Array] of bone indices. Each element is a group of 4 numbers. + </constant> + <constant name="ARRAY_WEIGHTS" value="11" enum="ArrayType"> + [PackedFloat32Array] of bone weights. Each element in groups of 4 floats. + </constant> + <constant name="ARRAY_INDEX" value="12" enum="ArrayType"> + [PackedInt32Array] of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices. + For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line. + </constant> + <constant name="ARRAY_MAX" value="13" enum="ArrayType"> + Represents the size of the [enum ArrayType] enum. + </constant> + <constant name="ARRAY_CUSTOM_RGBA8_UNORM" value="0" enum="ArrayCustomFormat"> + </constant> + <constant name="ARRAY_CUSTOM_RGBA8_SNORM" value="1" enum="ArrayCustomFormat"> + </constant> + <constant name="ARRAY_CUSTOM_RG_HALF" value="2" enum="ArrayCustomFormat"> + </constant> + <constant name="ARRAY_CUSTOM_RGBA_HALF" value="3" enum="ArrayCustomFormat"> + </constant> + <constant name="ARRAY_CUSTOM_R_FLOAT" value="4" enum="ArrayCustomFormat"> + </constant> + <constant name="ARRAY_CUSTOM_RG_FLOAT" value="5" enum="ArrayCustomFormat"> + </constant> + <constant name="ARRAY_CUSTOM_RGB_FLOAT" value="6" enum="ArrayCustomFormat"> + </constant> + <constant name="ARRAY_CUSTOM_RGBA_FLOAT" value="7" enum="ArrayCustomFormat"> + </constant> + <constant name="ARRAY_CUSTOM_MAX" value="8" enum="ArrayCustomFormat"> + Represents the size of the [enum ArrayCustomFormat] enum. </constant> <constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat"> Mesh array contains vertices. All meshes require a vertex array so this should always be present. @@ -146,68 +202,51 @@ <constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat"> Mesh array contains second UV. </constant> - <constant name="ARRAY_FORMAT_BONES" value="64" enum="ArrayFormat"> - Mesh array contains bones. + <constant name="ARRAY_FORMAT_CUSTOM0" value="64" enum="ArrayFormat"> </constant> - <constant name="ARRAY_FORMAT_WEIGHTS" value="128" enum="ArrayFormat"> - Mesh array contains bone weights. - </constant> - <constant name="ARRAY_FORMAT_INDEX" value="256" enum="ArrayFormat"> - Mesh array uses indices. + <constant name="ARRAY_FORMAT_CUSTOM1" value="128" enum="ArrayFormat"> </constant> - <constant name="ARRAY_COMPRESS_NORMAL" value="1024" enum="ArrayFormat"> - Flag used to mark a compressed (half float) normal array. + <constant name="ARRAY_FORMAT_CUSTOM2" value="256" enum="ArrayFormat"> </constant> - <constant name="ARRAY_COMPRESS_TANGENT" value="2048" enum="ArrayFormat"> - Flag used to mark a compressed (half float) tangent array. + <constant name="ARRAY_FORMAT_CUSTOM3" value="512" enum="ArrayFormat"> </constant> - <constant name="ARRAY_COMPRESS_COLOR" value="4096" enum="ArrayFormat"> - Flag used to mark a compressed (half float) color array. + <constant name="ARRAY_FORMAT_BONES" value="1024" enum="ArrayFormat"> + Mesh array contains bones. </constant> - <constant name="ARRAY_COMPRESS_TEX_UV" value="8192" enum="ArrayFormat"> - Flag used to mark a compressed (half float) UV coordinates array. + <constant name="ARRAY_FORMAT_WEIGHTS" value="2048" enum="ArrayFormat"> + Mesh array contains bone weights. </constant> - <constant name="ARRAY_COMPRESS_TEX_UV2" value="16384" enum="ArrayFormat"> - Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates. + <constant name="ARRAY_FORMAT_INDEX" value="4096" enum="ArrayFormat"> + Mesh array uses indices. </constant> - <constant name="ARRAY_COMPRESS_INDEX" value="131072" enum="ArrayFormat"> - Flag used to mark a compressed index array. + <constant name="ARRAY_FORMAT_BLEND_SHAPE_MASK" value="2147475463" enum="ArrayFormat"> </constant> - <constant name="ARRAY_FLAG_USE_2D_VERTICES" value="262144" enum="ArrayFormat"> - Flag used to mark that the array contains 2D vertices. + <constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat"> </constant> - <constant name="ARRAY_COMPRESS_DEFAULT" value="31744" enum="ArrayFormat"> - Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV] and [constant ARRAY_COMPRESS_TEX_UV2] quickly. + <constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat"> </constant> - <constant name="ARRAY_VERTEX" value="0" enum="ArrayType"> - Array of vertices. + <constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat"> </constant> - <constant name="ARRAY_NORMAL" value="1" enum="ArrayType"> - Array of normals. + <constant name="ARRAY_FORMAT_CUSTOM2_SHIFT" value="19" enum="ArrayFormat"> </constant> - <constant name="ARRAY_TANGENT" value="2" enum="ArrayType"> - Array of tangents as an array of floats, 4 floats per tangent. + <constant name="ARRAY_FORMAT_CUSTOM3_SHIFT" value="22" enum="ArrayFormat"> </constant> - <constant name="ARRAY_COLOR" value="3" enum="ArrayType"> - Array of colors. + <constant name="ARRAY_FORMAT_CUSTOM_MASK" value="7" enum="ArrayFormat"> </constant> - <constant name="ARRAY_TEX_UV" value="4" enum="ArrayType"> - Array of UV coordinates. + <constant name="ARRAY_COMPRESS_FLAGS_BASE" value="25" enum="ArrayFormat"> </constant> - <constant name="ARRAY_TEX_UV2" value="5" enum="ArrayType"> - Array of second set of UV coordinates. + <constant name="ARRAY_FLAG_USE_2D_VERTICES" value="33554432" enum="ArrayFormat"> + Flag used to mark that the array contains 2D vertices. </constant> - <constant name="ARRAY_BONES" value="6" enum="ArrayType"> - Array of bone data. + <constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat"> </constant> - <constant name="ARRAY_WEIGHTS" value="7" enum="ArrayType"> - Array of weights. + <constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat"> </constant> - <constant name="ARRAY_INDEX" value="8" enum="ArrayType"> - Array of indices. + <constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode"> + Blend shapes are normalized. </constant> - <constant name="ARRAY_MAX" value="9" enum="ArrayType"> - Represents the size of the [enum ArrayType] enum. + <constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode"> + Blend shapes are relative to base weight. </constant> </constants> </class> diff --git a/doc/classes/MeshDataTool.xml b/doc/classes/MeshDataTool.xml index dcc3bbf2a6..db7a3187f0 100644 --- a/doc/classes/MeshDataTool.xml +++ b/doc/classes/MeshDataTool.xml @@ -7,16 +7,44 @@ MeshDataTool provides access to individual vertices in a [Mesh]. It allows users to read and edit vertex data of meshes. It also creates an array of faces and edges. To use MeshDataTool, load a mesh with [method create_from_surface]. When you are finished editing the data commit the data to a mesh with [method commit_to_surface]. Below is an example of how MeshDataTool may be used. - [codeblock] + [codeblocks] + [gdscript] + var mesh = ArrayMesh.new() + mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new().get_mesh_arrays()) var mdt = MeshDataTool.new() mdt.create_from_surface(mesh, 0) for i in range(mdt.get_vertex_count()): var vertex = mdt.get_vertex(i) - ... + # In this example we extend the mesh by one unit, which results in seperated faces as it is flat shaded. + vertex += mdt.get_vertex_normal(i) + # Save your change. mdt.set_vertex(i, vertex) mesh.surface_remove(0) mdt.commit_to_surface(mesh) - [/codeblock] + var mi = MeshInstance.new() + mi.mesh = mesh + add_child(mi) + [/gdscript] + [csharp] + var mesh = new ArrayMesh(); + mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh().GetMeshArrays()); + var mdt = new MeshDataTool(); + mdt.CreateFromSurface(mesh, 0); + for (var i = 0; i < mdt.GetVertexCount(); i++) + { + Vector3 vertex = mdt.GetVertex(i); + // In this example we extend the mesh by one unit, which results in seperated faces as it is flat shaded. + vertex += mdt.GetVertexNormal(i); + // Save your change. + mdt.SetVertex(i, vertex); + } + mesh.SurfaceRemove(0); + mdt.CommitToSurface(mesh); + var mi = new MeshInstance(); + mi.Mesh = mesh; + AddChild(mi); + [/csharp] + [/codeblocks] See also [ArrayMesh], [ImmediateGeometry3D] and [SurfaceTool] for procedural geometry generation. [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. </description> @@ -141,8 +169,8 @@ <return type="int"> </return> <description> - Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format flags combined together. For example, a mesh containing both vertices and normals would return a format of [code]3[/code] because [constant ArrayMesh.ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant ArrayMesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]. - See [enum ArrayMesh.ArrayFormat] for a list of format flags. + Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format flags combined together. For example, a mesh containing both vertices and normals would return a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]. + See [enum Mesh.ArrayFormat] for a list of format flags. </description> </method> <method name="get_material" qualifiers="const"> diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index 689f8d83e1..59b312f69a 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -7,7 +7,7 @@ Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link> + <link title="2D meshes">https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/MeshInstance3D.xml b/doc/classes/MeshInstance3D.xml index c569da2df1..82cd392cd3 100644 --- a/doc/classes/MeshInstance3D.xml +++ b/doc/classes/MeshInstance3D.xml @@ -7,6 +7,10 @@ MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reuse of geometry which can save on resources. When a [Mesh] has to be instanced more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead. </description> <tutorials> + <link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link> + <link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="create_convex_collision"> diff --git a/doc/classes/MeshLibrary.xml b/doc/classes/MeshLibrary.xml index ccf6172017..ad8bd6991d 100644 --- a/doc/classes/MeshLibrary.xml +++ b/doc/classes/MeshLibrary.xml @@ -7,6 +7,8 @@ A library of meshes. Contains a list of [Mesh] resources, each with a name and ID. Each item can also include collision and navigation shapes. This resource is used in [GridMap]. </description> <tutorials> + <link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> </tutorials> <methods> <method name="clear"> diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 0f56ab4b95..6ebfc946dc 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -10,15 +10,15 @@ Since instances may have any behavior, the AABB used for visibility must be provided by the user. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> + <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> + <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> </tutorials> <methods> <method name="get_aabb" qualifiers="const"> <return type="AABB"> </return> <description> - Returns the visibility axis-aligned bounding box. + Returns the visibility axis-aligned bounding box in local space. See also [method VisualInstance3D.get_transformed_aabb]. </description> </method> <method name="get_instance_color" qualifiers="const"> @@ -65,7 +65,7 @@ <argument index="1" name="color" type="Color"> </argument> <description> - Sets the color of a specific instance. + Sets the color of a specific instance by [i]multiplying[/i] the mesh's existing vertex colors. For the color to take effect, ensure that [member use_colors] is [code]true[/code] on the [MultiMesh] and [member BaseMaterial3D.vertex_color_use_as_albedo] is [code]true[/code] on the material. </description> </method> diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml index cab17c952e..7d8035ba77 100644 --- a/doc/classes/MultiMeshInstance3D.xml +++ b/doc/classes/MultiMeshInstance3D.xml @@ -8,9 +8,9 @@ This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands). </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> + <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> + <link title="Using MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link> + <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml index 9c753818d9..fcc259fb44 100644 --- a/doc/classes/MultiplayerAPI.xml +++ b/doc/classes/MultiplayerAPI.xml @@ -75,16 +75,6 @@ Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers. </description> </method> - <method name="set_root_node"> - <return type="void"> - </return> - <argument index="0" name="node" type="Node"> - </argument> - <description> - Sets the base root node to use for RPCs. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed. - This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene. - </description> - </method> </methods> <members> <member name="allow_object_decoding" type="bool" setter="set_allow_object_decoding" getter="is_object_decoding_allowed" default="false"> @@ -97,6 +87,10 @@ <member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections" default="false"> If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new incoming connections. </member> + <member name="root_node" type="Node" setter="set_root_node" getter="get_root_node"> + The root node to use for RPCs. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed. + This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene. + </member> </members> <signals> <signal name="connected_to_server"> diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml index 2de1f71867..f5f6308401 100644 --- a/doc/classes/Mutex.xml +++ b/doc/classes/Mutex.xml @@ -7,7 +7,7 @@ A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> + <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> </tutorials> <methods> <method name="lock"> diff --git a/doc/classes/Navigation2D.xml b/doc/classes/Navigation2D.xml index dcbfbc2350..abac29bdb7 100644 --- a/doc/classes/Navigation2D.xml +++ b/doc/classes/Navigation2D.xml @@ -7,6 +7,7 @@ Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of [NavigationPolygon] resources. These are automatically collected from child [NavigationRegion2D] nodes. </description> <tutorials> + <link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link> </tutorials> <methods> <method name="get_closest_point" qualifiers="const"> diff --git a/doc/classes/Navigation3D.xml b/doc/classes/Navigation3D.xml index 807f0ad309..e7a4fe3c43 100644 --- a/doc/classes/Navigation3D.xml +++ b/doc/classes/Navigation3D.xml @@ -7,6 +7,7 @@ Provides navigation and pathfinding within a collection of [NavigationMesh]es. These will be automatically collected from child [NavigationRegion3D] nodes. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on. </description> <tutorials> + <link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link> </tutorials> <methods> <method name="get_closest_point" qualifiers="const"> diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml index 6deca4394f..dd7464ac0e 100644 --- a/doc/classes/NavigationMesh.xml +++ b/doc/classes/NavigationMesh.xml @@ -5,6 +5,7 @@ <description> </description> <tutorials> + <link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link> </tutorials> <methods> <method name="add_polygon"> @@ -80,14 +81,17 @@ <member name="agent/height" type="float" setter="set_agent_height" getter="get_agent_height" default="2.0"> </member> <member name="agent/max_climb" type="float" setter="set_agent_max_climb" getter="get_agent_max_climb" default="0.9"> + The maximum height difference between two areas for navigation to be generated between them. </member> <member name="agent/max_slope" type="float" setter="set_agent_max_slope" getter="get_agent_max_slope" default="45.0"> + The maximum angle a slope can be at for navigation to be generated on it. </member> <member name="agent/radius" type="float" setter="set_agent_radius" getter="get_agent_radius" default="0.6"> </member> <member name="cell/height" type="float" setter="set_cell_height" getter="get_cell_height" default="0.2"> </member> <member name="cell/size" type="float" setter="set_cell_size" getter="get_cell_size" default="0.3"> + The size of cells in the [NavigationMesh]. </member> <member name="detail/sample_distance" type="float" setter="set_detail_sample_distance" getter="get_detail_sample_distance" default="6.0"> </member> @@ -104,18 +108,25 @@ <member name="filter/low_hanging_obstacles" type="bool" setter="set_filter_low_hanging_obstacles" getter="get_filter_low_hanging_obstacles" default="false"> </member> <member name="geometry/collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask"> + The physics layers used to generate the [NavigationMesh]. </member> <member name="geometry/parsed_geometry_type" type="int" setter="set_parsed_geometry_type" getter="get_parsed_geometry_type" default="0"> + What kind of geomerty is used to generate the [NavigationMesh]. </member> <member name="geometry/source_geometry_mode" type="int" setter="set_source_geometry_mode" getter="get_source_geometry_mode" default="0"> + Which geometry is used to generate the [NavigationMesh]. </member> <member name="geometry/source_group_name" type="StringName" setter="set_source_group_name" getter="get_source_group_name"> + The name of the group that is used to generate the [NavigationMesh]. </member> <member name="polygon/verts_per_poly" type="float" setter="set_verts_per_poly" getter="get_verts_per_poly" default="6.0"> + The number of vertices to use per polygon. Higher values will improve performance at the cost of lower precision. </member> <member name="region/merge_size" type="float" setter="set_region_merge_size" getter="get_region_merge_size" default="20.0"> + If two adjacent regions' edges are separated by a distance lower than this value, the regions will be merged together. </member> <member name="region/min_size" type="float" setter="set_region_min_size" getter="get_region_min_size" default="8.0"> + The minimum size of a region for it to be created. </member> <member name="sample_partition_type/sample_partition_type" type="int" setter="set_sample_partition_type" getter="get_sample_partition_type" default="0"> </member> diff --git a/doc/classes/NavigationPolygon.xml b/doc/classes/NavigationPolygon.xml index b0f77dff83..38921078d7 100644 --- a/doc/classes/NavigationPolygon.xml +++ b/doc/classes/NavigationPolygon.xml @@ -6,24 +6,44 @@ <description> There are two ways to create polygons. Either by using the [method add_outline] method, or using the [method add_polygon] method. Using [method add_outline]: - [codeblock] + [codeblocks] + [gdscript] var polygon = NavigationPolygon.new() var outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)]) polygon.add_outline(outline) polygon.make_polygons_from_outlines() $NavigationRegion2D.navpoly = polygon - [/codeblock] + [/gdscript] + [csharp] + var polygon = new NavigationPolygon(); + var outline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) }; + polygon.AddOutline(outline); + polygon.MakePolygonsFromOutlines(); + GetNode<NavigationRegion2D>("NavigationRegion2D").Navpoly = polygon; + [/csharp] + [/codeblocks] Using [method add_polygon] and indices of the vertices array. - [codeblock] + [codeblocks] + [gdscript] var polygon = NavigationPolygon.new() var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)]) - polygon.set_vertices(vertices) + polygon.vertices = vertices var indices = PackedInt32Array(0, 3, 1) polygon.add_polygon(indices) $NavigationRegion2D.navpoly = polygon - [/codeblock] + [/gdscript] + [csharp] + var polygon = new NavigationPolygon(); + var vertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) }; + polygon.Vertices = vertices; + var indices = new int[] { 0, 3, 1 }; + polygon.AddPolygon(indices); + GetNode<NavigationRegion2D>("NavigationRegion2D").Navpoly = polygon; + [/csharp] + [/codeblocks] </description> <tutorials> + <link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link> </tutorials> <methods> <method name="add_outline"> diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml index 1b9099336c..5f0b04487e 100644 --- a/doc/classes/NavigationServer2D.xml +++ b/doc/classes/NavigationServer2D.xml @@ -7,6 +7,7 @@ NavigationServer2D is the server responsible for all 2D navigation. It creates the agents, maps, and regions for navigation to work as expected. This keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying. </description> <tutorials> + <link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link> </tutorials> <methods> <method name="agent_create" qualifiers="const"> diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml index 1f621c3c81..95890c4b4c 100644 --- a/doc/classes/NavigationServer3D.xml +++ b/doc/classes/NavigationServer3D.xml @@ -7,6 +7,7 @@ NavigationServer3D is the server responsible for all 3D navigation. It creates the agents, maps, and regions for navigation to work as expected. This keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying. </description> <tutorials> + <link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link> </tutorials> <methods> <method name="agent_create" qualifiers="const"> diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml index ff97ea926d..954d31794a 100644 --- a/doc/classes/NetworkedMultiplayerPeer.xml +++ b/doc/classes/NetworkedMultiplayerPeer.xml @@ -7,7 +7,8 @@ Manages the connection to network peers. Assigns unique IDs to each client connected to the server. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> + <link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> + <link title="WebRTC Signaling Demo">https://godotengine.org/asset-library/asset/537</link> </tutorials> <methods> <method name="get_connection_status" qualifiers="const"> diff --git a/doc/classes/NinePatchRect.xml b/doc/classes/NinePatchRect.xml index 9c3acc9b0a..d6de0ef4cf 100644 --- a/doc/classes/NinePatchRect.xml +++ b/doc/classes/NinePatchRect.xml @@ -12,30 +12,30 @@ <method name="get_patch_margin" qualifiers="const"> <return type="int"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <description> - Returns the size of the margin identified by the given [enum Margin] constant. + Returns the size of the margin on the specified [enum Side]. </description> </method> <method name="set_patch_margin"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <argument index="1" name="value" type="int"> </argument> <description> - Sets the size of the margin identified by the given [enum Margin] constant to [code]value[/code] in pixels. + Sets the size of the margin on the specified [enum Side] to [code]value[/code] pixels. </description> </method> </methods> <members> <member name="axis_stretch_horizontal" type="int" setter="set_h_axis_stretch_mode" getter="get_h_axis_stretch_mode" enum="NinePatchRect.AxisStretchMode" default="0"> - Doesn't do anything at the time of writing. + The stretch mode to use for horizontal stretching/tiling. See [enum NinePatchRect.AxisStretchMode] for possible values. </member> <member name="axis_stretch_vertical" type="int" setter="set_v_axis_stretch_mode" getter="get_v_axis_stretch_mode" enum="NinePatchRect.AxisStretchMode" default="0"> - Doesn't do anything at the time of writing. + The stretch mode to use for vertical stretching/tiling. See [enum NinePatchRect.AxisStretchMode] for possible values. </member> <member name="draw_center" type="bool" setter="set_draw_center" getter="is_draw_center_enabled" default="true"> If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's borders. @@ -45,13 +45,13 @@ The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders. </member> <member name="patch_margin_left" type="int" setter="set_patch_margin" getter="get_patch_margin" default="0"> - The height of the 9-slice's left column. + The width of the 9-slice's left column. A margin of 16 means the 9-slice's left corners and side will have a width of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders. </member> <member name="patch_margin_right" type="int" setter="set_patch_margin" getter="get_patch_margin" default="0"> - The height of the 9-slice's right column. + The width of the 9-slice's right column. A margin of 16 means the 9-slice's right corners and side will have a width of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders. </member> <member name="patch_margin_top" type="int" setter="set_patch_margin" getter="get_patch_margin" default="0"> - The height of the 9-slice's top row. + The height of the 9-slice's top row. A margin of 16 means the 9-slice's top corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders. </member> <member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2( 0, 0, 0, 0 )"> Rectangular region of the texture to sample from. If you're working with an atlas, use this property to define the area the 9-slice should use. All other properties are relative to this one. If the rect is empty, NinePatchRect will use the whole texture. @@ -69,13 +69,15 @@ </signals> <constants> <constant name="AXIS_STRETCH_MODE_STRETCH" value="0" enum="AxisStretchMode"> - Doesn't do anything at the time of writing. + Stretches the center texture across the NinePatchRect. This may cause the texture to be distorted. </constant> <constant name="AXIS_STRETCH_MODE_TILE" value="1" enum="AxisStretchMode"> - Doesn't do anything at the time of writing. + Repeats the center texture across the NinePatchRect. This won't cause any visible distortion. The texture must be seamless for this to work without displaying artifacts between edges. + [b]Note:[/b] Only supported when using the GLES3 renderer. When using the GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]. </constant> <constant name="AXIS_STRETCH_MODE_TILE_FIT" value="2" enum="AxisStretchMode"> - Doesn't do anything at the time of writing. + Repeats the center texture across the NinePatchRect, but will also stretch the texture to make sure each tile is visible in full. This may cause the texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. The texture must be seamless for this to work without displaying artifacts between edges. + [b]Note:[/b] Only supported when using the GLES3 renderer. When using the GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]. </constant> </constants> </class> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 5ba3c6c56a..e8913f2623 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -9,7 +9,7 @@ [b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the [constant NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _enter_tree] callback of a parent node will be triggered before its child's. Once all nodes have been added in the scene tree, they receive the [constant NOTIFICATION_READY] notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _ready] callback is called in reverse order, starting with the children and moving up to the parent nodes. This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree). - [b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine. + [b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] (in seconds) is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine. Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it. To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though. Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children. @@ -17,7 +17,8 @@ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link> + <link title="Scenes and nodes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link> + <link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link> </tutorials> <methods> <method name="_enter_tree" qualifiers="virtual"> @@ -55,6 +56,7 @@ It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input]. To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called. For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="_physics_process" qualifiers="virtual"> @@ -63,9 +65,10 @@ <argument index="0" name="delta" type="float"> </argument> <description> - Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. + Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. [code]delta[/code] is in seconds. It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process]. Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification]. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="_process" qualifiers="virtual"> @@ -74,9 +77,10 @@ <argument index="0" name="delta" type="float"> </argument> <description> - Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. + Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. [code]delta[/code] is in seconds. It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process]. Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification]. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="_ready" qualifiers="virtual"> @@ -99,6 +103,7 @@ It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input]. To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called. For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="_unhandled_key_input" qualifiers="virtual"> @@ -111,6 +116,7 @@ It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input]. To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called. For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first. + [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan). </description> </method> <method name="add_child"> @@ -124,26 +130,35 @@ Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node. If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type. [b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example: - [codeblock] + [codeblocks] + [gdscript] + var child_node = get_child(0) if child_node.get_parent(): child_node.get_parent().remove_child(child_node) add_child(child_node) - [/codeblock] - If you need the child node to be added below a specific node in the list of children, use [method add_child_below_node] instead of this method. + [/gdscript] + [csharp] + Node childNode = GetChild(0); + if (childNode.GetParent() != null) + { + childNode.GetParent().RemoveChild(childNode); + } + AddChild(childNode); + [/csharp] + [/codeblocks] + If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method. [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view. </description> </method> - <method name="add_child_below_node"> + <method name="add_sibling"> <return type="void"> </return> - <argument index="0" name="preceding_node" type="Node"> + <argument index="0" name="sibling" type="Node"> </argument> - <argument index="1" name="node" type="Node"> - </argument> - <argument index="2" name="legible_unique_name" type="bool" default="false"> + <argument index="1" name="legible_unique_name" type="bool" default="false"> </argument> <description> - Adds a child node below the [code]preceding_node[/code]. + Adds a [code]sibling[/code] node to current's node parent, at the the same level as that node, right below it. If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type. Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children. </description> @@ -191,6 +206,7 @@ Finds a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]). [b]Note:[/b] It does not match against the full path, just against individual node names. If [code]owned[/code] is [code]true[/code], this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don't have an owner. + [b]Note:[/b] As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using [method get_node] instead. To avoid using [method find_node] too often, consider caching the node reference into a variable. </description> </method> <method name="find_parent" qualifiers="const"> @@ -201,6 +217,7 @@ <description> Finds the first parent of the current node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]). [b]Note:[/b] It does not match against the full path, just against individual node names. + [b]Note:[/b] As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using [method get_node] instead. To avoid using [method find_parent] too often, consider caching the node reference into a variable. </description> </method> <method name="get_child" qualifiers="const"> @@ -210,6 +227,7 @@ </argument> <description> Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node. + Negative indices access the children from the last one. To access a child node via its name, use [method get_node]. </description> </method> @@ -268,12 +286,20 @@ /root/Swamp/Goblin [/codeblock] Possible paths are: - [codeblock] + [codeblocks] + [gdscript] get_node("Sword") get_node("Backpack/Dagger") get_node("../Swamp/Alligator") get_node("/root/MyGame") - [/codeblock] + [/gdscript] + [csharp] + GetNode("Sword"); + GetNode("Backpack/Dagger"); + GetNode("../Swamp/Alligator"); + GetNode("/root/MyGame"); + [/csharp] + [/codeblocks] </description> </method> <method name="get_node_and_resource"> @@ -285,11 +311,18 @@ Fetches a node and one of its resources as specified by the [NodePath]'s subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested resources are specified in the [NodePath], the last one will be fetched. The return value is an array of size 3: the first index points to the [Node] (or [code]null[/code] if not found), the second index points to the [Resource] (or [code]null[/code] if not found), and the third index is the remaining [NodePath], if any. For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid node and that its [code]shape[/code] property has been assigned a [RectangleShape2D] resource, one could have this kind of output: - [codeblock] + [codeblocks] + [gdscript] print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ] print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ] print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents] - [/codeblock] + [/gdscript] + [csharp] + GD.Print(GetNodeAndResource("Area2D/CollisionShape2D")); // [[CollisionShape2D:1161], Null, ] + GD.Print(GetNodeAndResource("Area2D/CollisionShape2D:shape")); // [[CollisionShape2D:1161], [RectangleShape2D:1156], ] + GD.Print(GetNodeAndResource("Area2D/CollisionShape2D:shape:extents")); // [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents] + [/csharp] + [/codeblocks] </description> </method> <method name="get_node_or_null" qualifiers="const"> @@ -305,7 +338,7 @@ <return type="Node"> </return> <description> - Returns the parent node of the current node, or an empty [Node] if the node lacks a parent. + Returns the parent node of the current node, or a [code]null instance[/code] if the node lacks a parent. </description> </method> <method name="get_path" qualifiers="const"> @@ -328,7 +361,7 @@ <return type="float"> </return> <description> - Returns the time elapsed since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second]. + Returns the time elapsed (in seconds) since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second]. </description> </method> <method name="get_process_delta_time" qualifiers="const"> @@ -519,7 +552,7 @@ ┠╴Menu ┃ ┠╴Label ┃ ┖╴Camera2D - ┖-SplashScreen + ┖╴SplashScreen ┖╴Camera2D [/codeblock] </description> @@ -557,7 +590,7 @@ <return type="void"> </return> <description> - Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs ([Control] nodes), because their order of drawing depends on their order in the tree, i.e. the further they are on the node list, the higher they are drawn. After using [code]raise[/code], a Control will be drawn on top of their siblings. + Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs ([Control] nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using [code]raise[/code], a Control will be drawn on top of its siblings. </description> </method> <method name="remove_and_skip"> @@ -749,7 +782,8 @@ <argument index="0" name="enable" type="bool"> </argument> <description> - Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method _physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes' behaviour. + Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal [method _physics_process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting ([method set_physics_process]). Only useful for advanced uses to manipulate built-in nodes' behavior. + [b]Warning:[/b] Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported. </description> </method> <method name="set_process"> @@ -776,7 +810,8 @@ <argument index="0" name="enable" type="bool"> </argument> <description> - Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method _process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes' behaviour. + Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method _process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes' behavior. + [b]Warning:[/b] Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported. </description> </method> <method name="set_process_unhandled_input"> @@ -827,6 +862,7 @@ </member> <member name="name" type="StringName" setter="set_name" getter="get_name"> The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. + [b]Note:[/b] Auto-generated names might include the [code]@[/code] character, which is reserved for unique names when using [method add_child]. When setting the name manually, any [code]@[/code] will be removed. </member> <member name="owner" type="Node" setter="set_owner" getter="get_owner"> The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing. @@ -915,6 +951,9 @@ <constant name="NOTIFICATION_INTERNAL_PHYSICS_PROCESS" value="26"> Notification received every frame when the internal physics process flag is set (see [method set_physics_process_internal]). </constant> + <constant name="NOTIFICATION_POST_ENTER_TREE" value="27"> + Notification received when the node is ready, just before [constant NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the node enters tree, instead of only once. + </constant> <constant name="NOTIFICATION_WM_MOUSE_ENTER" value="1002"> Notification received from the OS when the mouse enters the game window. Implemented on desktop and web platforms. @@ -923,13 +962,11 @@ Notification received from the OS when the mouse leaves the game window. Implemented on desktop and web platforms. </constant> - <constant name="NOTIFICATION_WM_FOCUS_IN" value="1004"> - Notification received from the OS when the game window is focused. - Implemented on all platforms. + <constant name="NOTIFICATION_WM_WINDOW_FOCUS_IN" value="1004"> + Notification received from the OS when the node's parent [Window] is focused. This may be a change of focus between two windows of the same engine instance, or from the OS desktop or a third-party application to a window of the game (in which case [constant NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted). </constant> - <constant name="NOTIFICATION_WM_FOCUS_OUT" value="1005"> - Notification received from the OS when the game window is unfocused. - Implemented on all platforms. + <constant name="NOTIFICATION_WM_WINDOW_FOCUS_OUT" value="1005"> + Notification received from the OS when the node's parent [Window] is defocused. This may be a change of focus between two windows of the same engine instance, or from a window of the game to the OS desktop or a third-party application (in which case [constant NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted). </constant> <constant name="NOTIFICATION_WM_CLOSE_REQUEST" value="1006"> Notification received from the OS when a close request is sent (e.g. closing the window with a "Close" button or [kbd]Alt + F4[/kbd]). @@ -960,14 +997,25 @@ Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string). Specific to the macOS platform. </constant> - <constant name="NOTIFICATION_APP_RESUMED" value="2014"> - Notification received from the OS when the app is resumed. + <constant name="NOTIFICATION_APPLICATION_RESUMED" value="2014"> + Notification received from the OS when the application is resumed. Specific to the Android platform. </constant> - <constant name="NOTIFICATION_APP_PAUSED" value="2015"> - Notification received from the OS when the app is paused. + <constant name="NOTIFICATION_APPLICATION_PAUSED" value="2015"> + Notification received from the OS when the application is paused. Specific to the Android platform. </constant> + <constant name="NOTIFICATION_APPLICATION_FOCUS_IN" value="2016"> + Notification received from the OS when the application is focused, i.e. when changing the focus from the OS desktop or a thirdparty application to any open window of the Godot instance. + Implemented on desktop platforms. + </constant> + <constant name="NOTIFICATION_APPLICATION_FOCUS_OUT" value="2017"> + Notification received from the OS when the application is defocused, i.e. when changing the focus from any open window of the Godot instance to the OS desktop or a thirdparty application. + Implemented on desktop platforms. + </constant> + <constant name="NOTIFICATION_TEXT_SERVER_CHANGED" value="2018"> + Notification received when text server is changed. + </constant> <constant name="PAUSE_MODE_INHERIT" value="0" enum="PauseMode"> Inherits pause mode from the node's parent. For the root node, it is equivalent to [constant PAUSE_MODE_STOP]. Default. </constant> diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index d29c556216..eed0ec8d7e 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -7,7 +7,8 @@ A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link> </tutorials> <methods> <method name="apply_scale"> diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 024d92b36c..8b56050058 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -6,10 +6,11 @@ <description> Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project. Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system. - [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad]. + [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link> + <link title="Introduction to 3D">https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link> + <link title="All 3D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/3d</link> </tutorials> <methods> <method name="force_update_transform"> @@ -83,13 +84,6 @@ Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local transformation scale. </description> </method> - <method name="is_set_as_toplevel" qualifiers="const"> - <return type="bool"> - </return> - <description> - Returns whether this node is set as Toplevel, that is whether it ignores its parent nodes transformations. - </description> - </method> <method name="is_transform_notification_enabled" qualifiers="const"> <return type="bool"> </return> @@ -101,7 +95,7 @@ <return type="bool"> </return> <description> - Returns whether the node is visible, taking into consideration that its parents visibility. + Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree. </description> </method> <method name="look_at"> @@ -195,15 +189,6 @@ Scales the local transformation by given 3D scale factors in object-local coordinate system. </description> </method> - <method name="set_as_toplevel"> - <return type="void"> - </return> - <argument index="0" name="enable" type="bool"> - </argument> - <description> - Makes the node ignore its parents transformations. Node transformations are only in global space. - </description> - </method> <method name="set_disable_scale"> <return type="void"> </return> @@ -316,6 +301,9 @@ <member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3( 1, 1, 1 )"> Scale part of the local transformation. </member> + <member name="top_level" type="bool" setter="set_as_top_level" getter="is_set_as_top_level" default="false"> + If [code]true[/code], the node will not inherit its transformations from its parent. Node transformations are only in global space. + </member> <member name="transform" type="Transform" setter="set_transform" getter="get_transform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )"> Local space [Transform] of this node, with respect to the parent node. </member> @@ -323,7 +311,7 @@ Local translation of this node. </member> <member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true"> - If [code]true[/code], this node is drawn. + If [code]true[/code], this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]). </member> </members> <signals> diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml index dc7fd1be3f..36835d9e94 100644 --- a/doc/classes/NodePath.xml +++ b/doc/classes/NodePath.xml @@ -22,9 +22,26 @@ [/codeblock] </description> <tutorials> + <link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link> </tutorials> <methods> - <method name="NodePath"> + <method name="NodePath" qualifiers="constructor"> + <return type="NodePath"> + </return> + <description> + Constructs an empty [NodePath]. + </description> + </method> + <method name="NodePath" qualifiers="constructor"> + <return type="NodePath"> + </return> + <argument index="0" name="from" type="NodePath"> + </argument> + <description> + Constructs a [NodePath] as a copy of the given [NodePath]. + </description> + </method> + <method name="NodePath" qualifiers="constructor"> <return type="NodePath"> </return> <argument index="0" name="from" type="String"> @@ -34,7 +51,7 @@ The "subnames" optionally included after the path to the target node can point to resources or properties, and can also be nested. Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties): [codeblock] - # Points to the Sprite2D node + # Points to the Sprite2D node. "Path2D/PathFollow2D/Sprite2D" # Points to the Sprite2D node and its "texture" resource. # get_node() would retrieve "Sprite2D", while get_node_and_resource() @@ -53,40 +70,63 @@ <return type="NodePath"> </return> <description> - Returns a node path with a colon character ([code]:[/code]) prepended, transforming it to a pure property path with no node name (defaults to resolving from the current node). - [codeblock] - # This will be parsed as a node path to the "x" property in the "position" node + Returns a node path with a colon character ([code]:[/code]) prepended, transforming it to a pure property path with no node name (defaults to resolving from the from the current node). + [codeblocks] + [gdscript] + # This will be parsed as a node path to the "x" property in the "position" node. var node_path = NodePath("position:x") - # This will be parsed as a node path to the "x" component of the "position" property in the current node + # This will be parsed as a node path to the "x" component of the "position" property in the current node. var property_path = node_path.get_as_property_path() print(property_path) # :position:x - [/codeblock] + [/gdscript] + [csharp] + // This will be parsed as a node path to the "x" property in the "position" node. + var nodePath = new NodePath("position:x"); + // This will be parsed as a node path to the "x" component of the "position" property in the current node. + NodePath propertyPath = nodePath.GetAsPropertyPath(); + GD.Print(propertyPath); // :position:x + [/csharp] + [/codeblocks] </description> </method> <method name="get_concatenated_subnames"> - <return type="String"> + <return type="StringName"> </return> <description> Returns all subnames concatenated with a colon character ([code]:[/code]) as separator, i.e. the right side of the first colon in a node path. - [codeblock] + [codeblocks] + [gdscript] var nodepath = NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path") print(nodepath.get_concatenated_subnames()) # texture:load_path - [/codeblock] + [/gdscript] + [csharp] + var nodepath = new NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path"); + GD.Print(nodepath.GetConcatenatedSubnames()); // texture:load_path + [/csharp] + [/codeblocks] </description> </method> <method name="get_name"> - <return type="String"> + <return type="StringName"> </return> <argument index="0" name="idx" type="int"> </argument> <description> Gets the node name indicated by [code]idx[/code] (0 to [method get_name_count]). - [codeblock] + [codeblocks] + [gdscript] var node_path = NodePath("Path2D/PathFollow2D/Sprite2D") print(node_path.get_name(0)) # Path2D print(node_path.get_name(1)) # PathFollow2D print(node_path.get_name(2)) # Sprite - [/codeblock] + [/gdscript] + [csharp] + var nodePath = new NodePath("Path2D/PathFollow2D/Sprite2D"); + GD.Print(nodePath.GetName(0)); // Path2D + GD.Print(nodePath.GetName(1)); // PathFollow2D + GD.Print(nodePath.GetName(2)); // Sprite + [/csharp] + [/codeblocks] </description> </method> <method name="get_name_count"> @@ -98,17 +138,24 @@ </description> </method> <method name="get_subname"> - <return type="String"> + <return type="StringName"> </return> <argument index="0" name="idx" type="int"> </argument> <description> Gets the resource or property name indicated by [code]idx[/code] (0 to [method get_subname_count]). - [codeblock] + [codeblocks] + [gdscript] var node_path = NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path") print(node_path.get_subname(0)) # texture print(node_path.get_subname(1)) # load_path - [/codeblock] + [/gdscript] + [csharp] + var nodePath = new NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path"); + GD.Print(nodePath.GetSubname(0)); // texture + GD.Print(nodePath.GetSubname(1)); // load_path + [/csharp] + [/codeblocks] </description> </method> <method name="get_subname_count"> @@ -133,6 +180,22 @@ Returns [code]true[/code] if the node path is empty. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="NodePath"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="NodePath"> + </argument> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 6a70297f40..ed94f9d90f 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -7,6 +7,7 @@ Operating System functions. OS wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, date and time, timers, environment variables, execution of binaries, command line, etc. </description> <tutorials> + <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> </tutorials> <methods> <method name="can_use_threads" qualifiers="const"> @@ -24,6 +25,29 @@ [b]Note:[/b] This method is implemented on Linux, macOS and Windows. </description> </method> + <method name="create_process"> + <return type="int"> + </return> + <argument index="0" name="path" type="String"> + </argument> + <argument index="1" name="arguments" type="PackedStringArray"> + </argument> + <description> + Creates a new process that runs independently of Godot. It will not terminate if Godot terminates. The file specified in [code]path[/code] must exist and be executable. Platform path resolution will be used. The [code]arguments[/code] are used in the given order and separated by a space. + If the process creation succeeds, the method will return the new process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process creation fails, the method will return [code]-1[/code]. + For example, running another instance of the project: + [codeblocks] + [gdscript] + var pid = OS.create_process(OS.get_executable_path(), []) + [/gdscript] + [csharp] + var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {}); + [/csharp] + [/codeblocks] + See [method execute] if you wish to run an external command and retrieve the results. + [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. + </description> + </method> <method name="delay_msec" qualifiers="const"> <return type="void"> </return> @@ -70,32 +94,36 @@ </argument> <argument index="1" name="arguments" type="PackedStringArray"> </argument> - <argument index="2" name="blocking" type="bool" default="true"> - </argument> - <argument index="3" name="output" type="Array" default="[ ]"> + <argument index="2" name="output" type="Array" default="[ ]"> </argument> - <argument index="4" name="read_stderr" type="bool" default="false"> + <argument index="3" name="read_stderr" type="bool" default="false"> </argument> <description> - Execute the file at the given path with the arguments passed as an array of strings. Platform path resolution will take place. The resolved file must exist and be executable. - The arguments are used in the given order and separated by a space, so [code]OS.execute("ping", ["-w", "3", "godotengine.org"], false)[/code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's shell. - This method has slightly different behavior based on whether the [code]blocking[/code] mode is enabled. - If [code]blocking[/code] is [code]true[/code], the Godot thread will pause its execution while waiting for the process to terminate. The shell output of the process will be written to the [code]output[/code] array as a single string. When the process terminates, the Godot thread will resume execution. - If [code]blocking[/code] is [code]false[/code], the Godot thread will continue while the new process runs. It is not possible to retrieve the shell output in non-blocking mode, so [code]output[/code] will be empty. - The return value also depends on the blocking mode. When blocking, the method will return an exit code of the process. When non-blocking, the method returns a process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process forking (non-blocking) or opening (blocking) fails, the method will return [code]-1[/code] or another exit code. - Example of blocking mode and retrieving the shell output: - [codeblock] + Executes a command. The file specified in [code]path[/code] must exist and be executable. Platform path resolution will be used. The [code]arguments[/code] are used in the given order and separated by a space. If an [code]output[/code] [Array] is provided, the complete shell output of the process will be appended as a single [String] element in [code]output[/code]. If [code]read_stderr[/code] is [code]true[/code], the output to the standard error stream will be included too. + If the command is successfully executed, the method will return the exit code of the command, or [code]-1[/code] if it fails. + [b]Note:[/b] The Godot thread will pause its execution until the executed command terminates. Use [Thread] to create a separate thread that will not pause the Godot thread, or use [method create_process] to create a completely independent process. + For example, to retrieve a list of the working directory's contents: + [codeblocks] + [gdscript] var output = [] - var exit_code = OS.execute("ls", ["-l", "/tmp"], true, output) - [/codeblock] - Example of non-blocking mode, running another instance of the project and storing its process ID: - [codeblock] - var pid = OS.execute(OS.get_executable_path(), [], false) - [/codeblock] - If you wish to access a shell built-in or perform a composite command, a platform-specific shell can be invoked. For example: - [codeblock] - OS.execute("CMD.exe", ["/C", "cd %TEMP% && dir"], true, output) - [/codeblock] + var exit_code = OS.execute("ls", ["-l", "/tmp"], output) + [/gdscript] + [csharp] + var output = new Godot.Collections.Array(); + int exitCode = OS.Execute("ls", new string[] {"-l", "/tmp"}, output); + [/csharp] + [/codeblocks] + To execute a composite command, a platform-specific shell can be invoked. For example: + [codeblocks] + [gdscript] + var output = [] + OS.execute("CMD.exe", ["/C", "cd %TEMP% && dir"], output) + [/gdscript] + [csharp] + var output = new Godot.Collections.Array(); + OS.Execute("CMD.exe", new string[] {"/C", "cd %TEMP% && dir"}, output); + [/csharp] + [/codeblocks] [b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows. </description> </method> @@ -112,7 +140,31 @@ <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: + [codeblocks] + [gdscript] + 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] + [/gdscript] + [csharp] + var arguments = new Godot.Collections.Dictionary(); + foreach (var argument in OS.GetCmdlineArgs()) + { + if (argument.Find("=") > -1) + { + string[] keyValue = argument.Split("="); + arguments[keyValue[0].LStrip("--")] = keyValue[1]; + } + } + [/csharp] + [/codeblocks] </description> </method> <method name="get_connected_midi_inputs"> @@ -190,7 +242,12 @@ <return type="String"> </return> <description> - Returns the host OS locale. + Returns the host OS locale as a string of the form [code]language_Script_COUNTRY_VARIANT@extra[/code]. + [code]language[/code] - 2 or 3 letter [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]language code[/url], in lower case. + [code]Script[/code] - optional, 4 letter [url=https://en.wikipedia.org/wiki/ISO_15924]script code[/url], in title case. + [code]COUNTRY[/code] - optional, 2 or 3 letter [url=https://en.wikipedia.org/wiki/ISO_3166-1]country code[/url], in upper case. + [code]VARIANT[/code] - optional, language variant, region and sort order. Variant can have any number of underscored key words. + [code]extra[/code] - optional, semicolon separated list of additional key words. Currency, calendar, sort order and numbering system information. </description> </method> <method name="get_model_name" qualifiers="const"> @@ -205,7 +262,7 @@ <return type="String"> </return> <description> - Returns the name of the host OS. Possible values are: [code]"Android"[/code], [code]"Haiku"[/code], [code]"iOS"[/code], [code]"HTML5"[/code], [code]"OSX"[/code], [code]"Server"[/code], [code]"Windows"[/code], [code]"UWP"[/code], [code]"X11"[/code]. + Returns the name of the host OS. Possible values are: [code]"Android"[/code], [code]"iOS"[/code], [code]"HTML5"[/code], [code]"OSX"[/code], [code]"Server"[/code], [code]"Windows"[/code], [code]"UWP"[/code], [code]"X11"[/code]. </description> </method> <method name="get_process_id" qualifiers="const"> @@ -223,13 +280,6 @@ Returns the number of threads available on the host machine. </description> </method> - <method name="get_splash_tick_msec" qualifiers="const"> - <return type="int"> - </return> - <description> - Returns the amount of time in milliseconds it took for the boot logo to appear. - </description> - </method> <method name="get_static_memory_peak_usage" qualifiers="const"> <return type="int"> </return> @@ -254,18 +304,22 @@ [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows. </description> </method> - <method name="get_system_time_msecs" qualifiers="const"> + <method name="get_tablet_driver_count" qualifiers="const"> <return type="int"> </return> <description> - Returns the epoch time of the operating system in milliseconds. + Returns the total number of available tablet drivers. + [b]Note:[/b] This method is implemented on Windows. </description> </method> - <method name="get_system_time_secs" qualifiers="const"> - <return type="int"> + <method name="get_tablet_driver_name" qualifiers="const"> + <return type="String"> </return> + <argument index="0" name="idx" type="int"> + </argument> <description> - Returns the epoch time of the operating system in seconds. + Returns the tablet driver name for the given index. + [b]Note:[/b] This method is implemented on Windows. </description> </method> <method name="get_ticks_msec" qualifiers="const"> @@ -307,10 +361,11 @@ </description> </method> <method name="get_unix_time" qualifiers="const"> - <return type="int"> + <return type="float"> </return> <description> Returns the current UNIX epoch timestamp. + [b]Important:[/b] This is the system clock that the user can manully set. [b]Never use[/b] this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. [b]Always use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease). </description> </method> <method name="get_unix_time_from_datetime" qualifiers="const"> @@ -500,6 +555,9 @@ <member name="low_processor_usage_mode_sleep_usec" type="int" setter="set_low_processor_usage_mode_sleep_usec" getter="get_low_processor_usage_mode_sleep_usec" default="6900"> The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage. </member> + <member name="tablet_driver" type="String" setter="set_current_tablet_driver" getter="get_current_tablet_driver" default=""""> + The current tablet driver in use. + </member> </members> <constants> <constant name="VIDEO_DRIVER_GLES2" value="0" enum="VideoDriver"> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 35e87d1a2a..6ff7e34194 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -15,9 +15,12 @@ print("position" in n) # Prints "True". print("other_property" in n) # Prints "False". [/codeblock] + The [code]in[/code] operator will evaluate to [code]true[/code] as long as the key exists, even if the value is [code]null[/code]. Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification]. + [b]Note:[/b] Unlike references to a [Reference], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [Reference] for data classes instead of [Object]. </description> <tutorials> + <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="_get" qualifiers="virtual"> @@ -96,6 +99,7 @@ [codeblock] call("set", "position", Vector2(42.0, 0.0)) [/codeblock] + [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="call_deferred" qualifiers="vararg"> @@ -108,6 +112,7 @@ [codeblock] call_deferred("set", "position", Vector2(42.0, 0.0)) [/codeblock] + [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="callv"> @@ -192,7 +197,7 @@ <return type="void"> </return> <description> - Deletes the object from memory. Any pre-existing reference to the freed object will now return [code]null[/code]. + Deletes the object from memory. Any pre-existing reference to the freed object will become invalid, e.g. [code]is_instance_valid(object)[/code] will return [code]false[/code]. </description> </method> <method name="get" qualifiers="const"> @@ -202,6 +207,7 @@ </argument> <description> Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code]. + [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="get_class" qualifiers="const"> @@ -236,7 +242,7 @@ </return> <description> Returns the object's unique instance ID. - This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GDScript.instance_from_id]. + This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GlobalScope.instance_from_id]. </description> </method> <method name="get_meta" qualifiers="const"> @@ -389,7 +395,7 @@ <argument index="0" name="name" type="String"> </argument> <description> - Removes a given entry from the object's metadata. + Removes a given entry from the object's metadata. See also [method set_meta]. </description> </method> <method name="set"> @@ -401,6 +407,7 @@ </argument> <description> Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen. + [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="set_block_signals"> @@ -421,6 +428,7 @@ </argument> <description> Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code]. + [b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). </description> </method> <method name="set_indexed"> @@ -456,7 +464,8 @@ <argument index="1" name="value" type="Variant"> </argument> <description> - Adds or changes a given entry in the object's metadata. Metadata are serialized, and can take any [Variant] value. + Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any [Variant] value. + To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to [code]null[/code]. This means you can also use [code]set_meta("name", null)[/code] to remove metadata for [code]"name"[/code]. </description> </method> <method name="set_script"> @@ -478,13 +487,35 @@ </description> </method> <method name="tr" qualifiers="const"> - <return type="StringName"> + <return type="String"> </return> <argument index="0" name="message" type="StringName"> </argument> + <argument index="1" name="context" type="StringName" default=""""> + </argument> <description> - Translates a message using translation catalogs configured in the Project Settings. + Translates a message using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context. Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation]. + See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method. + </description> + </method> + <method name="tr_n" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="message" type="StringName"> + </argument> + <argument index="1" name="plural_message" type="StringName"> + </argument> + <argument index="2" name="n" type="int"> + </argument> + <argument index="3" name="context" type="StringName" default=""""> + </argument> + <description> + Translates a message involving plurals using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context. + Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] or [code]plural_message[/code] unchanged. See [method set_message_translation]. + The number [code]n[/code] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language. + [b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr]. + See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method. </description> </method> </methods> @@ -512,7 +543,7 @@ One-shot connections disconnect themselves after emission. </constant> <constant name="CONNECT_REFERENCE_COUNTED" value="8" enum="ConnectFlags"> - Connect a signal as reference counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left. + Connect a signal as reference-counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left. </constant> </constants> </class> diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index 0bbc987156..dfcb19a287 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -7,7 +7,7 @@ An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> </tutorials> <methods> </methods> @@ -16,7 +16,7 @@ The light's attenuation (drop-off) curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve. </member> <member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0"> - The light's radius. + The light's radius. Note that the effectively lit area may appear to be smaller depending on the [member omni_attenuation] in use. No matter the [member omni_attenuation] in use, the light will never reach anything outside this radius. </member> <member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight3D.ShadowMode" default="1"> See [enum ShadowMode]. diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml index 39d974ec47..53309bae96 100644 --- a/doc/classes/OptionButton.xml +++ b/doc/classes/OptionButton.xml @@ -5,6 +5,7 @@ </brief_description> <description> OptionButton is a type button that provides a selectable list of items when pressed. The item selected becomes the "current" item and is displayed as the button text. + See also [BaseButton] which contains common properties and methods associated with this node. </description> <tutorials> </tutorials> @@ -217,7 +218,7 @@ <argument index="0" name="index" type="int"> </argument> <description> - Emitted the when user navigates to an item using the [code]ui_up[/code] or [code]ui_down[/code] actions. The index of the item selected is passed as argument. + Emitted when the user navigates to an item using the [code]ui_up[/code] or [code]ui_down[/code] actions. The index of the item selected is passed as argument. </description> </signal> <signal name="item_selected"> @@ -238,7 +239,10 @@ The horizontal space between the arrow icon and the right edge of the button. </theme_item> <theme_item name="disabled" type="StyleBox"> - [StyleBox] used when the [OptionButton] is disabled. + [StyleBox] used when the [OptionButton] is disabled (for left-to-right layouts). + </theme_item> + <theme_item name="disabled_mirrored" type="StyleBox"> + [StyleBox] used when the [OptionButton] is disabled (for right-to-left layouts). </theme_item> <theme_item name="focus" type="StyleBox"> [StyleBox] used when the [OptionButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. @@ -258,17 +262,29 @@ <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )"> Text [Color] used when the [OptionButton] is being pressed. </theme_item> + <theme_item name="font_size" type="int"> + Font size of the [OptionButton]'s text. + </theme_item> <theme_item name="hover" type="StyleBox"> - [StyleBox] used when the [OptionButton] is being hovered. + [StyleBox] used when the [OptionButton] is being hovered (for left-to-right layouts). + </theme_item> + <theme_item name="hover_mirrored" type="StyleBox"> + [StyleBox] used when the [OptionButton] is being hovered (for right-to-left layouts). </theme_item> <theme_item name="hseparation" type="int" default="2"> The horizontal space between [OptionButton]'s icon and text. </theme_item> <theme_item name="normal" type="StyleBox"> - Default [StyleBox] for the [OptionButton]. + Default [StyleBox] for the [OptionButton] (for left-to-right layouts). + </theme_item> + <theme_item name="normal_mirrored" type="StyleBox"> + Default [StyleBox] for the [OptionButton] (for right-to-left layouts). </theme_item> <theme_item name="pressed" type="StyleBox"> - [StyleBox] used when the [OptionButton] is being pressed. + [StyleBox] used when the [OptionButton] is being pressed (for left-to-right layouts). + </theme_item> + <theme_item name="pressed_mirrored" type="StyleBox"> + [StyleBox] used when the [OptionButton] is being pressed (for right-to-left layouts). </theme_item> </theme_items> </class> diff --git a/doc/classes/PCKPacker.xml b/doc/classes/PCKPacker.xml index 314869be49..e3c78e08f1 100644 --- a/doc/classes/PCKPacker.xml +++ b/doc/classes/PCKPacker.xml @@ -5,12 +5,20 @@ </brief_description> <description> The [PCKPacker] is used to create packages that can be loaded into a running project using [method ProjectSettings.load_resource_pack]. - [codeblock] + [codeblocks] + [gdscript] var packer = PCKPacker.new() packer.pck_start("test.pck") packer.add_file("res://text.txt", "text.txt") packer.flush() - [/codeblock] + [/gdscript] + [csharp] + var packer = new PCKPacker(); + packer.PckStart("test.pck"); + packer.AddFile("res://text.txt", "text.txt"); + packer.Flush(); + [/csharp] + [/codeblocks] The above [PCKPacker] creates package [code]test.pck[/code], then adds a file named [code]text.txt[/code] at the root of the package. </description> <tutorials> @@ -23,6 +31,8 @@ </argument> <argument index="1" name="source_path" type="String"> </argument> + <argument index="2" name="encrypt" type="bool" default="false"> + </argument> <description> Adds the [code]source_path[/code] file to the current PCK package at the [code]pck_path[/code] internal path (should start with [code]res://[/code]). </description> @@ -43,6 +53,10 @@ </argument> <argument index="1" name="alignment" type="int" default="0"> </argument> + <argument index="2" name="key" type="String" default=""""> + </argument> + <argument index="3" name="encrypt_directory" type="bool" default="false"> + </argument> <description> Creates a new PCK file with the name [code]pck_name[/code]. The [code].pck[/code] file extension isn't added automatically, so it should be part of [code]pck_name[/code] (even though it's not required). </description> diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml index b08357e278..75fb7c1465 100644 --- a/doc/classes/PackedByteArray.xml +++ b/doc/classes/PackedByteArray.xml @@ -5,12 +5,27 @@ </brief_description> <description> An [Array] specifically designed to hold bytes. Packs data tightly, so it saves memory for large array sizes. - [b]Note:[/b] This type is passed by value and not by reference. </description> <tutorials> </tutorials> <methods> - <method name="PackedByteArray"> + <method name="PackedByteArray" qualifiers="constructor"> + <return type="PackedByteArray"> + </return> + <description> + Constructs an empty [PackedByteArray]. + </description> + </method> + <method name="PackedByteArray" qualifiers="constructor"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="from" type="PackedByteArray"> + </argument> + <description> + Constructs a [PackedByteArray] as a copy of the given [PackedByteArray]. + </description> + </method> + <method name="PackedByteArray" qualifiers="constructor"> <return type="PackedByteArray"> </return> <argument index="0" name="from" type="Array"> @@ -20,9 +35,9 @@ </description> </method> <method name="append"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="byte" type="int"> + <argument index="0" name="value" type="int"> </argument> <description> Appends an element at the end of the array (alias of [method push_back]). @@ -57,25 +72,61 @@ Returns a new [PackedByteArray] with the data decompressed. Set [code]buffer_size[/code] to the size of the uncompressed data. Set the compression mode using one of [enum File.CompressionMode]'s constants. </description> </method> - <method name="empty"> - <return type="bool"> + <method name="decompress_dynamic"> + <return type="PackedByteArray"> </return> + <argument index="0" name="max_output_size" type="int"> + </argument> + <argument index="1" name="compression_mode" type="int" default="0"> + </argument> <description> - Returns [code]true[/code] if the array is empty. + Returns a new [PackedByteArray] with the data decompressed. Set the compression mode using one of [enum File.CompressionMode]'s constants. [b]This method only accepts gzip and deflate compression modes.[/b] + This method is potentially slower than [code]decompress[/code], as it may have to re-allocate it's output buffer multiple times while decompressing, where as [code]decompress[/code] knows it's output buffer size from the beginning. + GZIP has a maximal compression ratio of 1032:1, meaning it's very possible for a small compressed payload to decompress to a potentially very large output. To guard against this, you may provide a maximum size this function is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 will allow for unbounded output. If any positive value is passed, and the decompression exceeds that amount in bytes, then an error will be returned. + </description> + </method> + <method name="duplicate"> + <return type="PackedByteArray"> + </return> + <description> + Creates a copy of the array, and returns it. </description> </method> <method name="get_string_from_ascii"> <return type="String"> </return> <description> - Returns a copy of the array's contents as [String]. Fast alternative to [method get_string_from_utf8] if the content is ASCII-only. Unlike the UTF-8 function this function maps every byte to a character in the array. Multibyte sequences will not be interpreted correctly. For parsing user input always use [method get_string_from_utf8]. + Converts ASCII/Latin-1 encoded array to [String]. Fast alternative to [method get_string_from_utf8] if the content is ASCII/Latin-1 only. Unlike the UTF-8 function this function maps every byte to a character in the array. Multibyte sequences will not be interpreted correctly. For parsing user input always use [method get_string_from_utf8]. + </description> + </method> + <method name="get_string_from_utf16"> + <return type="String"> + </return> + <description> + Converts UTF-16 encoded array to [String]. If the BOM is missing, system endianness is assumed. Returns empty string if source array is not valid UTF-16 string. + </description> + </method> + <method name="get_string_from_utf32"> + <return type="String"> + </return> + <description> + Converts UTF-32 encoded array to [String]. System endianness is assumed. Returns empty string if source array is not valid UTF-32 string. </description> </method> <method name="get_string_from_utf8"> <return type="String"> </return> <description> - Returns a copy of the array's contents as [String]. Slower than [method get_string_from_ascii] but supports UTF-8 encoded data. Use this function if you are unsure about the source of the data. For user input this function should always be preferred. + Converts UTF-8 encoded array to [String]. Slower than [method get_string_from_ascii] but supports UTF-8 encoded data. Use this function if you are unsure about the source of the data. For user input this function should always be preferred. Returns empty string if source array is not valid UTF-8 string. + </description> + </method> + <method name="has"> + <return type="bool"> + </return> + <argument index="0" name="value" type="int"> + </argument> + <description> + Returns [code]true[/code] if the array contains [code]value[/code]. </description> </method> <method name="hex_encode"> @@ -83,18 +134,24 @@ </return> <description> Returns a hexadecimal representation of this array as a [String]. - [codeblock] + [codeblocks] + [gdscript] var array = PackedByteArray([11, 46, 255]) print(array.hex_encode()) # Prints: 0b2eff - [/codeblock] + [/gdscript] + [csharp] + var array = new byte[] {11, 46, 255}; + GD.Print(array.HexEncode()); // Prints: 0b2eff + [/csharp] + [/codeblocks] </description> </method> <method name="insert"> <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="at_index" type="int"> </argument> - <argument index="1" name="byte" type="int"> + <argument index="1" name="value" type="int"> </argument> <description> Inserts a new element at a given position in the array. The position must be valid, or at the end of the array ([code]idx == size()[/code]). @@ -107,10 +164,49 @@ Reverses the order of the elements in the array. </description> </method> + <method name="is_empty"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the array is empty. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedByteArray"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="PackedByteArray"> + </return> + <argument index="0" name="right" type="PackedByteArray"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedByteArray"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> <method name="push_back"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="byte" type="int"> + <argument index="0" name="value" type="int"> </argument> <description> Appends an element at the end of the array. @@ -119,16 +215,16 @@ <method name="remove"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> Removes an element from the array by index. </description> </method> <method name="resize"> - <return type="void"> + <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="new_size" type="int"> </argument> <description> Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. @@ -137,9 +233,9 @@ <method name="set"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> - <argument index="1" name="byte" type="int"> + <argument index="1" name="value" type="int"> </argument> <description> Changes the byte at the given index. @@ -152,6 +248,13 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> <method name="subarray"> <return type="PackedByteArray"> </return> diff --git a/doc/classes/PackedColorArray.xml b/doc/classes/PackedColorArray.xml index 06228e4dac..48d5822f7c 100644 --- a/doc/classes/PackedColorArray.xml +++ b/doc/classes/PackedColorArray.xml @@ -5,12 +5,27 @@ </brief_description> <description> An [Array] specifically designed to hold [Color]. Packs data tightly, so it saves memory for large array sizes. - [b]Note:[/b] This type is passed by value and not by reference. </description> <tutorials> </tutorials> <methods> - <method name="PackedColorArray"> + <method name="PackedColorArray" qualifiers="constructor"> + <return type="PackedColorArray"> + </return> + <description> + Constructs an empty [PackedColorArray]. + </description> + </method> + <method name="PackedColorArray" qualifiers="constructor"> + <return type="PackedColorArray"> + </return> + <argument index="0" name="from" type="PackedColorArray"> + </argument> + <description> + Constructs a [PackedColorArray] as a copy of the given [PackedColorArray]. + </description> + </method> + <method name="PackedColorArray" qualifiers="constructor"> <return type="PackedColorArray"> </return> <argument index="0" name="from" type="Array"> @@ -20,9 +35,9 @@ </description> </method> <method name="append"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="color" type="Color"> + <argument index="0" name="value" type="Color"> </argument> <description> Appends an element at the end of the array (alias of [method push_back]). @@ -37,19 +52,28 @@ Appends a [PackedColorArray] at the end of this array. </description> </method> - <method name="empty"> + <method name="duplicate"> + <return type="PackedColorArray"> + </return> + <description> + Creates a copy of the array, and returns it. + </description> + </method> + <method name="has"> <return type="bool"> </return> + <argument index="0" name="value" type="Color"> + </argument> <description> - Returns [code]true[/code] if the array is empty. + Returns [code]true[/code] if the array contains [code]value[/code]. </description> </method> <method name="insert"> <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="at_index" type="int"> </argument> - <argument index="1" name="color" type="Color"> + <argument index="1" name="value" type="Color"> </argument> <description> Inserts a new element at a given position in the array. The position must be valid, or at the end of the array ([code]idx == size()[/code]). @@ -62,10 +86,49 @@ Reverses the order of the elements in the array. </description> </method> + <method name="is_empty"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the array is empty. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedColorArray"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="PackedColorArray"> + </return> + <argument index="0" name="right" type="PackedColorArray"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedColorArray"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="Color"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> <method name="push_back"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="color" type="Color"> + <argument index="0" name="value" type="Color"> </argument> <description> Appends a value to the array. @@ -74,16 +137,16 @@ <method name="remove"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> Removes an element from the array by index. </description> </method> <method name="resize"> - <return type="void"> + <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="new_size" type="int"> </argument> <description> Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. @@ -92,9 +155,9 @@ <method name="set"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> - <argument index="1" name="color" type="Color"> + <argument index="1" name="value" type="Color"> </argument> <description> Changes the [Color] at the given index. @@ -107,6 +170,29 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> + <method name="subarray"> + <return type="PackedColorArray"> + </return> + <argument index="0" name="from" type="int"> + </argument> + <argument index="1" name="to" type="int"> + </argument> + <description> + </description> + </method> + <method name="to_byte_array"> + <return type="PackedByteArray"> + </return> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedFloat32Array.xml b/doc/classes/PackedFloat32Array.xml index ee82586cdb..6598828089 100644 --- a/doc/classes/PackedFloat32Array.xml +++ b/doc/classes/PackedFloat32Array.xml @@ -5,13 +5,28 @@ </brief_description> <description> An [Array] specifically designed to hold 32-bit floating-point values. Packs data tightly, so it saves memory for large array sizes. - [b]Note:[/b] This type is passed by value and not by reference. If you need to pack 64-bit floats tightly, see [PackedFloat64Array]. </description> <tutorials> </tutorials> <methods> - <method name="PackedFloat32Array"> + <method name="PackedFloat32Array" qualifiers="constructor"> + <return type="PackedFloat32Array"> + </return> + <description> + Constructs an empty [PackedFloat32Array]. + </description> + </method> + <method name="PackedFloat32Array" qualifiers="constructor"> + <return type="PackedFloat32Array"> + </return> + <argument index="0" name="from" type="PackedFloat32Array"> + </argument> + <description> + Constructs a [PackedFloat32Array] as a copy of the given [PackedFloat32Array]. + </description> + </method> + <method name="PackedFloat32Array" qualifiers="constructor"> <return type="PackedFloat32Array"> </return> <argument index="0" name="from" type="Array"> @@ -21,7 +36,7 @@ </description> </method> <method name="append"> - <return type="void"> + <return type="bool"> </return> <argument index="0" name="value" type="float"> </argument> @@ -38,17 +53,26 @@ Appends a [PackedFloat32Array] at the end of this array. </description> </method> - <method name="empty"> + <method name="duplicate"> + <return type="PackedFloat32Array"> + </return> + <description> + Creates a copy of the array, and returns it. + </description> + </method> + <method name="has"> <return type="bool"> </return> + <argument index="0" name="value" type="float"> + </argument> <description> - Returns [code]true[/code] if the array is empty. + Returns [code]true[/code] if the array contains [code]value[/code]. </description> </method> <method name="insert"> <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="at_index" type="int"> </argument> <argument index="1" name="value" type="float"> </argument> @@ -63,8 +87,39 @@ Reverses the order of the elements in the array. </description> </method> + <method name="is_empty"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the array is empty. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedFloat32Array"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="PackedFloat32Array"> + </return> + <argument index="0" name="right" type="PackedFloat32Array"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedFloat32Array"> + </argument> + <description> + </description> + </method> <method name="push_back"> - <return type="void"> + <return type="bool"> </return> <argument index="0" name="value" type="float"> </argument> @@ -75,16 +130,16 @@ <method name="remove"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> Removes an element from the array by index. </description> </method> <method name="resize"> - <return type="void"> + <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="new_size" type="int"> </argument> <description> Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. @@ -93,7 +148,7 @@ <method name="set"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> <argument index="1" name="value" type="float"> </argument> @@ -108,6 +163,29 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> + <method name="subarray"> + <return type="PackedFloat32Array"> + </return> + <argument index="0" name="from" type="int"> + </argument> + <argument index="1" name="to" type="int"> + </argument> + <description> + </description> + </method> + <method name="to_byte_array"> + <return type="PackedByteArray"> + </return> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedFloat64Array.xml b/doc/classes/PackedFloat64Array.xml index ce2300c65a..d116c6756b 100644 --- a/doc/classes/PackedFloat64Array.xml +++ b/doc/classes/PackedFloat64Array.xml @@ -5,13 +5,28 @@ </brief_description> <description> An [Array] specifically designed to hold 64-bit floating-point values. Packs data tightly, so it saves memory for large array sizes. - [b]Note:[/b] This type is passed by value and not by reference. If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] for a more memory-friendly alternative. </description> <tutorials> </tutorials> <methods> - <method name="PackedFloat64Array"> + <method name="PackedFloat64Array" qualifiers="constructor"> + <return type="PackedFloat64Array"> + </return> + <description> + Constructs an empty [PackedFloat64Array]. + </description> + </method> + <method name="PackedFloat64Array" qualifiers="constructor"> + <return type="PackedFloat64Array"> + </return> + <argument index="0" name="from" type="PackedFloat64Array"> + </argument> + <description> + Constructs a [PackedFloat64Array] as a copy of the given [PackedFloat64Array]. + </description> + </method> + <method name="PackedFloat64Array" qualifiers="constructor"> <return type="PackedFloat64Array"> </return> <argument index="0" name="from" type="Array"> @@ -21,7 +36,7 @@ </description> </method> <method name="append"> - <return type="void"> + <return type="bool"> </return> <argument index="0" name="value" type="float"> </argument> @@ -38,17 +53,26 @@ Appends a [PackedFloat64Array] at the end of this array. </description> </method> - <method name="empty"> + <method name="duplicate"> + <return type="PackedFloat64Array"> + </return> + <description> + Creates a copy of the array, and returns it. + </description> + </method> + <method name="has"> <return type="bool"> </return> + <argument index="0" name="value" type="float"> + </argument> <description> - Returns [code]true[/code] if the array is empty. + Returns [code]true[/code] if the array contains [code]value[/code]. </description> </method> <method name="insert"> <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="at_index" type="int"> </argument> <argument index="1" name="value" type="float"> </argument> @@ -63,8 +87,47 @@ Reverses the order of the elements in the array. </description> </method> + <method name="is_empty"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the array is empty. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedFloat64Array"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="PackedFloat64Array"> + </return> + <argument index="0" name="right" type="PackedFloat64Array"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedFloat64Array"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> <method name="push_back"> - <return type="void"> + <return type="bool"> </return> <argument index="0" name="value" type="float"> </argument> @@ -75,16 +138,16 @@ <method name="remove"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> Removes an element from the array by index. </description> </method> <method name="resize"> - <return type="void"> + <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="new_size" type="int"> </argument> <description> Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. @@ -93,7 +156,7 @@ <method name="set"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> <argument index="1" name="value" type="float"> </argument> @@ -108,6 +171,29 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> + <method name="subarray"> + <return type="PackedFloat64Array"> + </return> + <argument index="0" name="from" type="int"> + </argument> + <argument index="1" name="to" type="int"> + </argument> + <description> + </description> + </method> + <method name="to_byte_array"> + <return type="PackedByteArray"> + </return> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedInt32Array.xml b/doc/classes/PackedInt32Array.xml index 176c624956..2ac7a67b4b 100644 --- a/doc/classes/PackedInt32Array.xml +++ b/doc/classes/PackedInt32Array.xml @@ -5,13 +5,28 @@ </brief_description> <description> An [Array] specifically designed to hold 32-bit integer values. Packs data tightly, so it saves memory for large array sizes. - [b]Note:[/b] This type is passed by value and not by reference. [b]Note:[/b] This type stores signed 32-bit integers, which means it can take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. In comparison, [int] uses signed 64-bit integers which can hold much larger values. If you need to pack 64-bit integers tightly, see [PackedInt64Array]. </description> <tutorials> </tutorials> <methods> - <method name="PackedInt32Array"> + <method name="PackedInt32Array" qualifiers="constructor"> + <return type="PackedInt32Array"> + </return> + <description> + Constructs an empty [PackedInt32Array]. + </description> + </method> + <method name="PackedInt32Array" qualifiers="constructor"> + <return type="PackedInt32Array"> + </return> + <argument index="0" name="from" type="PackedInt32Array"> + </argument> + <description> + Constructs a [PackedInt32Array] as a copy of the given [PackedInt32Array]. + </description> + </method> + <method name="PackedInt32Array" qualifiers="constructor"> <return type="PackedInt32Array"> </return> <argument index="0" name="from" type="Array"> @@ -21,9 +36,9 @@ </description> </method> <method name="append"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="integer" type="int"> + <argument index="0" name="value" type="int"> </argument> <description> Appends an element at the end of the array (alias of [method push_back]). @@ -38,19 +53,28 @@ Appends a [PackedInt32Array] at the end of this array. </description> </method> - <method name="empty"> + <method name="duplicate"> + <return type="PackedInt32Array"> + </return> + <description> + Creates a copy of the array, and returns it. + </description> + </method> + <method name="has"> <return type="bool"> </return> + <argument index="0" name="value" type="int"> + </argument> <description> - Returns [code]true[/code] if the array is empty. + Returns [code]true[/code] if the array contains [code]value[/code]. </description> </method> <method name="insert"> <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="at_index" type="int"> </argument> - <argument index="1" name="integer" type="int"> + <argument index="1" name="value" type="int"> </argument> <description> Inserts a new integer at a given position in the array. The position must be valid, or at the end of the array ([code]idx == size()[/code]). @@ -63,10 +87,49 @@ Reverses the order of the elements in the array. </description> </method> + <method name="is_empty"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the array is empty. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedInt32Array"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="PackedInt32Array"> + </return> + <argument index="0" name="right" type="PackedInt32Array"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedInt32Array"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> <method name="push_back"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="integer" type="int"> + <argument index="0" name="value" type="int"> </argument> <description> Appends a value to the array. @@ -75,16 +138,16 @@ <method name="remove"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> Removes an element from the array by index. </description> </method> <method name="resize"> - <return type="void"> + <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="new_size" type="int"> </argument> <description> Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. @@ -93,9 +156,9 @@ <method name="set"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> - <argument index="1" name="integer" type="int"> + <argument index="1" name="value" type="int"> </argument> <description> Changes the integer at the given index. @@ -108,6 +171,29 @@ Returns the array size. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> + <method name="subarray"> + <return type="PackedInt32Array"> + </return> + <argument index="0" name="from" type="int"> + </argument> + <argument index="1" name="to" type="int"> + </argument> + <description> + </description> + </method> + <method name="to_byte_array"> + <return type="PackedByteArray"> + </return> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedInt64Array.xml b/doc/classes/PackedInt64Array.xml index d8a8071590..a7b6bf0a0f 100644 --- a/doc/classes/PackedInt64Array.xml +++ b/doc/classes/PackedInt64Array.xml @@ -5,13 +5,28 @@ </brief_description> <description> An [Array] specifically designed to hold 64-bit integer values. Packs data tightly, so it saves memory for large array sizes. - [b]Note:[/b] This type is passed by value and not by reference. [b]Note:[/b] This type stores signed 64-bit integers, which means it can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those bounds will wrap around. If you only need to pack 32-bit integers tightly, see [PackedInt32Array] for a more memory-friendly alternative. </description> <tutorials> </tutorials> <methods> - <method name="PackedInt64Array"> + <method name="PackedInt64Array" qualifiers="constructor"> + <return type="PackedInt64Array"> + </return> + <description> + Constructs an empty [PackedInt64Array]. + </description> + </method> + <method name="PackedInt64Array" qualifiers="constructor"> + <return type="PackedInt64Array"> + </return> + <argument index="0" name="from" type="PackedInt64Array"> + </argument> + <description> + Constructs a [PackedInt64Array] as a copy of the given [PackedInt64Array]. + </description> + </method> + <method name="PackedInt64Array" qualifiers="constructor"> <return type="PackedInt64Array"> </return> <argument index="0" name="from" type="Array"> @@ -21,9 +36,9 @@ </description> </method> <method name="append"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="integer" type="int"> + <argument index="0" name="value" type="int"> </argument> <description> Appends an element at the end of the array (alias of [method push_back]). @@ -38,19 +53,28 @@ Appends a [PackedInt64Array] at the end of this array. </description> </method> - <method name="empty"> + <method name="duplicate"> + <return type="PackedInt64Array"> + </return> + <description> + Creates a copy of the array, and returns it. + </description> + </method> + <method name="has"> <return type="bool"> </return> + <argument index="0" name="value" type="int"> + </argument> <description> - Returns [code]true[/code] if the array is empty. + Returns [code]true[/code] if the array contains [code]value[/code]. </description> </method> <method name="insert"> <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="at_index" type="int"> </argument> - <argument index="1" name="integer" type="int"> + <argument index="1" name="value" type="int"> </argument> <description> Inserts a new integer at a given position in the array. The position must be valid, or at the end of the array ([code]idx == size()[/code]). @@ -63,10 +87,49 @@ Reverses the order of the elements in the array. </description> </method> + <method name="is_empty"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the array is empty. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedInt64Array"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="PackedInt64Array"> + </return> + <argument index="0" name="right" type="PackedInt64Array"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedInt64Array"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> <method name="push_back"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="integer" type="int"> + <argument index="0" name="value" type="int"> </argument> <description> Appends a value to the array. @@ -75,16 +138,16 @@ <method name="remove"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> Removes an element from the array by index. </description> </method> <method name="resize"> - <return type="void"> + <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="new_size" type="int"> </argument> <description> Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. @@ -93,9 +156,9 @@ <method name="set"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> - <argument index="1" name="integer" type="int"> + <argument index="1" name="value" type="int"> </argument> <description> Changes the integer at the given index. @@ -108,6 +171,29 @@ Returns the array size. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> + <method name="subarray"> + <return type="PackedInt64Array"> + </return> + <argument index="0" name="from" type="int"> + </argument> + <argument index="1" name="to" type="int"> + </argument> + <description> + </description> + </method> + <method name="to_byte_array"> + <return type="PackedByteArray"> + </return> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml index 2d70dea012..d15bcfd114 100644 --- a/doc/classes/PackedScene.xml +++ b/doc/classes/PackedScene.xml @@ -7,8 +7,24 @@ A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself. Can be used to save a node to a file. When saving, the node as well as all the node it owns get saved (see [code]owner[/code] property on [Node]). [b]Note:[/b] The node doesn't need to own itself. + [b]Example of loading a saved scene:[/b] + [codeblocks] + [gdscript] + # Use load() instead of preload() if the path isn't known at compile-time. + var scene = preload("res://scene.tscn").instance() + # Add the node as a child of the node the script is attached to. + add_child(scene) + [/gdscript] + [csharp] + // C# has no preload, so you have to always use ResourceLoader.Load<PackedScene>(). + var scene = ResourceLoader.Load<PackedScene>("res://scene.tscn").Instance(); + // Add the node as a child of the node the script is attached to. + AddChild(scene); + [/csharp] + [/codeblocks] [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code]. - [codeblock] + [codeblocks] + [gdscript] # Create the objects. var node = Node2D.new() var rigid = RigidBody2D.new() @@ -20,17 +36,44 @@ # Change owner of `rigid`, but not of `collision`. rigid.owner = node - var scene = PackedScene.new() + # Only `node` and `rigid` are now packed. var result = scene.pack(node) if result == OK: - var error = ResourceSaver.save("res://path/name.scn", scene) # Or "user://..." + var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..." if error != OK: push_error("An error occurred while saving the scene to disk.") - [/codeblock] + [/gdscript] + [csharp] + // Create the objects. + var node = new Node2D(); + var rigid = new RigidBody2D(); + var collision = new CollisionShape2D(); + + // Create the object hierarchy. + rigid.AddChild(collision); + node.AddChild(rigid); + + // Change owner of `rigid`, but not of `collision`. + rigid.Owner = node; + var scene = new PackedScene(); + + // Only `node` and `rigid` are now packed. + Error result = scene.Pack(node); + if (result == Error.Ok) + { + Error error = ResourceSaver.Save("res://path/name.tscn", scene); // Or "user://..." + if (error != Error.Ok) + { + GD.PushError("An error occurred while saving the scene to disk."); + } + } + [/csharp] + [/codeblocks] </description> <tutorials> + <link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link> </tutorials> <methods> <method name="can_instance" qualifiers="const"> diff --git a/doc/classes/PackedSceneGLTF.xml b/doc/classes/PackedSceneGLTF.xml new file mode 100644 index 0000000000..a04c6ef0b6 --- /dev/null +++ b/doc/classes/PackedSceneGLTF.xml @@ -0,0 +1,58 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PackedSceneGLTF" inherits="PackedScene" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="export_gltf"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="node" type="Node"> + </argument> + <argument index="1" name="path" type="String"> + </argument> + <argument index="2" name="flags" type="int" default="0"> + </argument> + <argument index="3" name="bake_fps" type="float" default="1000.0"> + </argument> + <description> + </description> + </method> + <method name="import_gltf_scene"> + <return type="Node"> + </return> + <argument index="0" name="path" type="String"> + </argument> + <argument index="1" name="flags" type="int" default="0"> + </argument> + <argument index="2" name="bake_fps" type="float" default="1000.0"> + </argument> + <argument index="3" name="state" type="GLTFState" default="null"> + </argument> + <description> + </description> + </method> + <method name="pack_gltf"> + <return type="void"> + </return> + <argument index="0" name="path" type="String"> + </argument> + <argument index="1" name="flags" type="int" default="0"> + </argument> + <argument index="2" name="bake_fps" type="float" default="1000.0"> + </argument> + <argument index="3" name="state" type="GLTFState" default="null"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="_bundled" type="Dictionary" setter="_set_bundled_scene" getter="_get_bundled_scene" override="true" default="{"conn_count": 0,"conns": PackedInt32Array( ),"editable_instances": [ ],"names": PackedStringArray( ),"node_count": 0,"node_paths": [ ],"nodes": PackedInt32Array( ),"variants": [ ],"version": 2}" /> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/PackedStringArray.xml b/doc/classes/PackedStringArray.xml index 9526f5899d..fb7ed2a906 100644 --- a/doc/classes/PackedStringArray.xml +++ b/doc/classes/PackedStringArray.xml @@ -5,12 +5,28 @@ </brief_description> <description> An [Array] specifically designed to hold [String]s. Packs data tightly, so it saves memory for large array sizes. - [b]Note:[/b] This type is passed by value and not by reference. </description> <tutorials> + <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> </tutorials> <methods> - <method name="PackedStringArray"> + <method name="PackedStringArray" qualifiers="constructor"> + <return type="PackedStringArray"> + </return> + <description> + Constructs an empty [PackedStringArray]. + </description> + </method> + <method name="PackedStringArray" qualifiers="constructor"> + <return type="PackedStringArray"> + </return> + <argument index="0" name="from" type="PackedStringArray"> + </argument> + <description> + Constructs a [PackedStringArray] as a copy of the given [PackedStringArray]. + </description> + </method> + <method name="PackedStringArray" qualifiers="constructor"> <return type="PackedStringArray"> </return> <argument index="0" name="from" type="Array"> @@ -20,9 +36,9 @@ </description> </method> <method name="append"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="string" type="String"> + <argument index="0" name="value" type="String"> </argument> <description> Appends an element at the end of the array (alias of [method push_back]). @@ -37,19 +53,28 @@ Appends a [PackedStringArray] at the end of this array. </description> </method> - <method name="empty"> + <method name="duplicate"> + <return type="PackedStringArray"> + </return> + <description> + Creates a copy of the array, and returns it. + </description> + </method> + <method name="has"> <return type="bool"> </return> + <argument index="0" name="value" type="String"> + </argument> <description> - Returns [code]true[/code] if the array is empty. + Returns [code]true[/code] if the array contains [code]value[/code]. </description> </method> <method name="insert"> <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="at_index" type="int"> </argument> - <argument index="1" name="string" type="String"> + <argument index="1" name="value" type="String"> </argument> <description> Inserts a new element at a given position in the array. The position must be valid, or at the end of the array ([code]idx == size()[/code]). @@ -62,10 +87,49 @@ Reverses the order of the elements in the array. </description> </method> + <method name="is_empty"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the array is empty. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedStringArray"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="PackedStringArray"> + </return> + <argument index="0" name="right" type="PackedStringArray"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedStringArray"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="String"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> <method name="push_back"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="string" type="String"> + <argument index="0" name="value" type="String"> </argument> <description> Appends a string element at end of the array. @@ -74,16 +138,16 @@ <method name="remove"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> Removes an element from the array by index. </description> </method> <method name="resize"> - <return type="void"> + <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="new_size" type="int"> </argument> <description> Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. @@ -92,9 +156,9 @@ <method name="set"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> - <argument index="1" name="string" type="String"> + <argument index="1" name="value" type="String"> </argument> <description> Changes the [String] at the given index. @@ -107,6 +171,29 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> + <method name="subarray"> + <return type="PackedStringArray"> + </return> + <argument index="0" name="from" type="int"> + </argument> + <argument index="1" name="to" type="int"> + </argument> + <description> + </description> + </method> + <method name="to_byte_array"> + <return type="PackedByteArray"> + </return> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedVector2Array.xml b/doc/classes/PackedVector2Array.xml index 87f202357c..eb364ddb18 100644 --- a/doc/classes/PackedVector2Array.xml +++ b/doc/classes/PackedVector2Array.xml @@ -5,12 +5,28 @@ </brief_description> <description> An [Array] specifically designed to hold [Vector2]. Packs data tightly, so it saves memory for large array sizes. - [b]Note:[/b] This type is passed by value and not by reference. </description> <tutorials> + <link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link> </tutorials> <methods> - <method name="PackedVector2Array"> + <method name="PackedVector2Array" qualifiers="constructor"> + <return type="PackedVector2Array"> + </return> + <description> + Constructs an empty [PackedVector2Array]. + </description> + </method> + <method name="PackedVector2Array" qualifiers="constructor"> + <return type="PackedVector2Array"> + </return> + <argument index="0" name="from" type="PackedVector2Array"> + </argument> + <description> + Constructs a [PackedVector2Array] as a copy of the given [PackedVector2Array]. + </description> + </method> + <method name="PackedVector2Array" qualifiers="constructor"> <return type="PackedVector2Array"> </return> <argument index="0" name="from" type="Array"> @@ -20,9 +36,9 @@ </description> </method> <method name="append"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="vector2" type="Vector2"> + <argument index="0" name="value" type="Vector2"> </argument> <description> Appends an element at the end of the array (alias of [method push_back]). @@ -37,19 +53,28 @@ Appends a [PackedVector2Array] at the end of this array. </description> </method> - <method name="empty"> + <method name="duplicate"> + <return type="PackedVector2Array"> + </return> + <description> + Creates a copy of the array, and returns it. + </description> + </method> + <method name="has"> <return type="bool"> </return> + <argument index="0" name="value" type="Vector2"> + </argument> <description> - Returns [code]true[/code] if the array is empty. + Returns [code]true[/code] if the array contains [code]value[/code]. </description> </method> <method name="insert"> <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="at_index" type="int"> </argument> - <argument index="1" name="vector2" type="Vector2"> + <argument index="1" name="value" type="Vector2"> </argument> <description> Inserts a new element at a given position in the array. The position must be valid, or at the end of the array ([code]idx == size()[/code]). @@ -62,10 +87,57 @@ Reverses the order of the elements in the array. </description> </method> + <method name="is_empty"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the array is empty. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedVector2Array"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="PackedVector2Array"> + </return> + <argument index="0" name="right" type="Transform2D"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="PackedVector2Array"> + </return> + <argument index="0" name="right" type="PackedVector2Array"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedVector2Array"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> <method name="push_back"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="vector2" type="Vector2"> + <argument index="0" name="value" type="Vector2"> </argument> <description> Inserts a [Vector2] at the end. @@ -74,16 +146,16 @@ <method name="remove"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> Removes an element from the array by index. </description> </method> <method name="resize"> - <return type="void"> + <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="new_size" type="int"> </argument> <description> Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. @@ -92,9 +164,9 @@ <method name="set"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> - <argument index="1" name="vector2" type="Vector2"> + <argument index="1" name="value" type="Vector2"> </argument> <description> Changes the [Vector2] at the given index. @@ -107,6 +179,29 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> + <method name="subarray"> + <return type="PackedVector2Array"> + </return> + <argument index="0" name="from" type="int"> + </argument> + <argument index="1" name="to" type="int"> + </argument> + <description> + </description> + </method> + <method name="to_byte_array"> + <return type="PackedByteArray"> + </return> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PackedVector3Array.xml b/doc/classes/PackedVector3Array.xml index 7bfa684ff5..08ce187b5c 100644 --- a/doc/classes/PackedVector3Array.xml +++ b/doc/classes/PackedVector3Array.xml @@ -5,12 +5,27 @@ </brief_description> <description> An [Array] specifically designed to hold [Vector3]. Packs data tightly, so it saves memory for large array sizes. - [b]Note:[/b] This type is passed by value and not by reference. </description> <tutorials> </tutorials> <methods> - <method name="PackedVector3Array"> + <method name="PackedVector3Array" qualifiers="constructor"> + <return type="PackedVector3Array"> + </return> + <description> + Constructs an empty [PackedVector3Array]. + </description> + </method> + <method name="PackedVector3Array" qualifiers="constructor"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="from" type="PackedVector3Array"> + </argument> + <description> + Constructs a [PackedVector3Array] as a copy of the given [PackedVector3Array]. + </description> + </method> + <method name="PackedVector3Array" qualifiers="constructor"> <return type="PackedVector3Array"> </return> <argument index="0" name="from" type="Array"> @@ -20,9 +35,9 @@ </description> </method> <method name="append"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="vector3" type="Vector3"> + <argument index="0" name="value" type="Vector3"> </argument> <description> Appends an element at the end of the array (alias of [method push_back]). @@ -37,19 +52,28 @@ Appends a [PackedVector3Array] at the end of this array. </description> </method> - <method name="empty"> + <method name="duplicate"> + <return type="PackedVector3Array"> + </return> + <description> + Creates a copy of the array, and returns it. + </description> + </method> + <method name="has"> <return type="bool"> </return> + <argument index="0" name="value" type="Vector3"> + </argument> <description> - Returns [code]true[/code] if the array is empty. + Returns [code]true[/code] if the array contains [code]value[/code]. </description> </method> <method name="insert"> <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="at_index" type="int"> </argument> - <argument index="1" name="vector3" type="Vector3"> + <argument index="1" name="value" type="Vector3"> </argument> <description> Inserts a new element at a given position in the array. The position must be valid, or at the end of the array ([code]idx == size()[/code]). @@ -62,10 +86,57 @@ Reverses the order of the elements in the array. </description> </method> + <method name="is_empty"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the array is empty. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedVector3Array"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="right" type="Transform"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="right" type="PackedVector3Array"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="PackedVector3Array"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> <method name="push_back"> - <return type="void"> + <return type="bool"> </return> - <argument index="0" name="vector3" type="Vector3"> + <argument index="0" name="value" type="Vector3"> </argument> <description> Inserts a [Vector3] at the end. @@ -74,16 +145,16 @@ <method name="remove"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> Removes an element from the array by index. </description> </method> <method name="resize"> - <return type="void"> + <return type="int"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="new_size" type="int"> </argument> <description> Sets the size of the array. If the array is grown, reserves elements at the end of the array. If the array is shrunk, truncates the array to the new size. @@ -92,9 +163,9 @@ <method name="set"> <return type="void"> </return> - <argument index="0" name="idx" type="int"> + <argument index="0" name="index" type="int"> </argument> - <argument index="1" name="vector3" type="Vector3"> + <argument index="1" name="value" type="Vector3"> </argument> <description> Changes the [Vector3] at the given index. @@ -107,6 +178,29 @@ Returns the size of the array. </description> </method> + <method name="sort"> + <return type="void"> + </return> + <description> + Sorts the elements of the array in ascending order. + </description> + </method> + <method name="subarray"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="from" type="int"> + </argument> + <argument index="1" name="to" type="int"> + </argument> + <description> + </description> + </method> + <method name="to_byte_array"> + <return type="PackedByteArray"> + </return> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/PacketPeerUDP.xml b/doc/classes/PacketPeerUDP.xml index 668655b725..d7cf6cc8c6 100644 --- a/doc/classes/PacketPeerUDP.xml +++ b/doc/classes/PacketPeerUDP.xml @@ -25,7 +25,7 @@ </argument> <description> Calling this method connects this UDP peer to the given [code]host[/code]/[code]port[/code] pair. UDP is in reality connectionless, so this option only means that incoming packets from different addresses are automatically discarded, and that outgoing packets are always sent to the connected address (future calls to [method set_dest_address] are not allowed). This method does not send any data to the remote peer, to do that, use [method PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also [UDPServer]. - Note: Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like SSL or DTLS if you feel like your application is transferring sensitive information. + [b]Note:[/b] Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like SSL or DTLS if you feel like your application is transferring sensitive information. </description> </method> <method name="get_packet_ip" qualifiers="const"> @@ -123,6 +123,37 @@ </return> <description> Waits for a packet to arrive on the listening port. See [method listen]. + [b]Note:[/b] [method wait] can't be interrupted once it has been called. This can be worked around by allowing the other party to send a specific "death pill" packet like this: + [codeblocks] + [gdscript] + socket = PacketPeerUDP.new() + # Server + socket.set_dest_address("127.0.0.1", 789) + socket.put_packet("Time to stop".to_ascii()) + + # Client + while socket.wait() == OK: + var data = socket.get_packet().get_string_from_ascii() + if data == "Time to stop": + return + [/gdscript] + [csharp] + var socket = new PacketPeerUDP(); + // Server + socket.SetDestAddress("127.0.0.1", 789); + socket.PutPacket("Time To Stop".ToAscii()); + + // Client + while (socket.Wait() == OK) + { + string data = socket.GetPacket().GetStringFromASCII(); + if (data == "Time to stop") + { + return; + } + } + [/csharp] + [/codeblocks] </description> </method> </methods> diff --git a/doc/classes/Panel.xml b/doc/classes/Panel.xml index 7285bc9e2e..b65c2c956d 100644 --- a/doc/classes/Panel.xml +++ b/doc/classes/Panel.xml @@ -7,6 +7,9 @@ Panel is a [Control] that displays an opaque background. It's commonly used as a parent and container for other types of [Control] nodes. </description> <tutorials> + <link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link> + <link title="2D Finite State Machine Demo">https://godotengine.org/asset-library/asset/516</link> + <link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link> </tutorials> <methods> </methods> diff --git a/doc/classes/PanelContainer.xml b/doc/classes/PanelContainer.xml index d39122c395..ad6080c780 100644 --- a/doc/classes/PanelContainer.xml +++ b/doc/classes/PanelContainer.xml @@ -7,6 +7,7 @@ Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline. </description> <tutorials> + <link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link> </tutorials> <methods> </methods> diff --git a/doc/classes/ParticlesMaterial.xml b/doc/classes/ParticlesMaterial.xml index d04ac5bdce..85058cb9d4 100644 --- a/doc/classes/ParticlesMaterial.xml +++ b/doc/classes/ParticlesMaterial.xml @@ -11,15 +11,6 @@ <tutorials> </tutorials> <methods> - <method name="get_flag" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="flag" type="int" enum="ParticlesMaterial.Flags"> - </argument> - <description> - Returns [code]true[/code] if the specified flag is enabled. - </description> - </method> <method name="get_param" qualifiers="const"> <return type="float"> </return> @@ -47,15 +38,13 @@ Returns the [Texture2D] used by the specified parameter. </description> </method> - <method name="set_flag"> - <return type="void"> + <method name="get_particle_flag" qualifiers="const"> + <return type="bool"> </return> - <argument index="0" name="flag" type="int" enum="ParticlesMaterial.Flags"> - </argument> - <argument index="1" name="enable" type="bool"> + <argument index="0" name="particle_flag" type="int" enum="ParticlesMaterial.ParticleFlags"> </argument> <description> - If [code]true[/code], enables the specified flag. See [enum Flags] for options. + Returns [code]true[/code] if the specified particle flag is enabled. See [enum ParticleFlags] for options. </description> </method> <method name="set_param"> @@ -91,11 +80,22 @@ Sets the [Texture2D] for the specified [enum Parameter]. </description> </method> + <method name="set_particle_flag"> + <return type="void"> + </return> + <argument index="0" name="particle_flag" type="int" enum="ParticlesMaterial.ParticleFlags"> + </argument> + <argument index="1" name="enable" type="bool"> + </argument> + <description> + If [code]true[/code], enables the specified particle flag. See [enum ParticleFlags] for options. + </description> + </method> </methods> <members> <member name="angle" type="float" setter="set_param" getter="get_param" default="0.0"> Initial rotation applied to each particle, in degrees. - Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES]. + Only applied when [member particle_flag_disable_z] or [member particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES]. </member> <member name="angle_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture"> Each particle's rotation will be animated along this [CurveTexture]. @@ -105,7 +105,7 @@ </member> <member name="angular_velocity" type="float" setter="set_param" getter="get_param" default="0.0"> Initial angular velocity applied to each particle. Sets the speed of rotation of the particle. - Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES]. + Only applied when [member particle_flag_disable_z] or [member particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being used to draw the particle is using [constant BaseMaterial3D.BILLBOARD_PARTICLES]. </member> <member name="angular_velocity_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture"> Each particle's angular velocity will vary along this [CurveTexture]. @@ -131,6 +131,16 @@ <member name="anim_speed_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0"> Animation speed randomness ratio. </member> + <member name="attractor_interaction_enabled" type="bool" setter="set_attractor_interaction_enabled" getter="is_attractor_interaction_enabled" default="true"> + </member> + <member name="collision_bounce" type="float" setter="set_collision_bounce" getter="get_collision_bounce" default="0.0"> + </member> + <member name="collision_enabled" type="bool" setter="set_collision_enabled" getter="is_collision_enabled" default="true"> + </member> + <member name="collision_friction" type="float" setter="set_collision_friction" getter="get_collision_friction" default="0.0"> + </member> + <member name="collision_use_scale" type="bool" setter="set_collision_use_scale" getter="is_collision_using_scale" default="false"> + </member> <member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )"> Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] is defined, it will be multiplied by this color. To have particle display color in a [BaseMaterial3D] make sure to set [member BaseMaterial3D.vertex_color_use_as_albedo] to [code]true[/code]. </member> @@ -170,15 +180,6 @@ <member name="emission_sphere_radius" type="float" setter="set_emission_sphere_radius" getter="get_emission_sphere_radius"> The sphere's radius if [code]emission_shape[/code] is set to [constant EMISSION_SHAPE_SPHERE]. </member> - <member name="flag_align_y" type="bool" setter="set_flag" getter="get_flag" default="false"> - Align Y axis of particle with the direction of its velocity. - </member> - <member name="flag_disable_z" type="bool" setter="set_flag" getter="get_flag" default="false"> - If [code]true[/code], particles will not move on the z axis. - </member> - <member name="flag_rotate_y" type="bool" setter="set_flag" getter="get_flag" default="false"> - If [code]true[/code], particles rotate around Y axis by [member angle]. - </member> <member name="flatness" type="float" setter="set_flatness" getter="get_flatness" default="0.0"> Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts particles to X/Z plane. </member> @@ -214,7 +215,7 @@ </member> <member name="orbit_velocity" type="float" setter="set_param" getter="get_param"> Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second. - Only available when [member flag_disable_z] is [code]true[/code]. + Only available when [member particle_flag_disable_z] is [code]true[/code]. </member> <member name="orbit_velocity_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture"> Each particle's orbital velocity will vary along this [CurveTexture]. @@ -222,6 +223,15 @@ <member name="orbit_velocity_random" type="float" setter="set_param_randomness" getter="get_param_randomness"> Orbital velocity randomness ratio. </member> + <member name="particle_flag_align_y" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false"> + Align Y axis of particle with the direction of its velocity. + </member> + <member name="particle_flag_disable_z" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false"> + If [code]true[/code], particles will not move on the z axis. + </member> + <member name="particle_flag_rotate_y" type="bool" setter="set_particle_flag" getter="get_particle_flag" default="false"> + If [code]true[/code], particles rotate around Y axis by [member angle]. + </member> <member name="radial_accel" type="float" setter="set_param" getter="get_param" default="0.0"> Radial acceleration applied to each particle. Makes particle accelerate away from origin. </member> @@ -243,6 +253,14 @@ <member name="spread" type="float" setter="set_spread" getter="get_spread" default="45.0"> Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees. Applied to X/Z plane and Y/Z planes. </member> + <member name="sub_emitter_amount_at_end" type="int" setter="set_sub_emitter_amount_at_end" getter="get_sub_emitter_amount_at_end"> + </member> + <member name="sub_emitter_frequency" type="float" setter="set_sub_emitter_frequency" getter="get_sub_emitter_frequency"> + </member> + <member name="sub_emitter_keep_velocity" type="bool" setter="set_sub_emitter_keep_velocity" getter="get_sub_emitter_keep_velocity" default="false"> + </member> + <member name="sub_emitter_mode" type="int" setter="set_sub_emitter_mode" getter="get_sub_emitter_mode" enum="ParticlesMaterial.SubEmitterMode" default="0"> + </member> <member name="tangential_accel" type="float" setter="set_param" getter="get_param" default="0.0"> Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion. </member> @@ -252,15 +270,6 @@ <member name="tangential_accel_random" type="float" setter="set_param_randomness" getter="get_param_randomness" default="0.0"> Tangential acceleration randomness ratio. </member> - <member name="trail_color_modifier" type="GradientTexture" setter="set_trail_color_modifier" getter="get_trail_color_modifier"> - Trail particles' color will vary along this [GradientTexture]. - </member> - <member name="trail_divisor" type="int" setter="set_trail_divisor" getter="get_trail_divisor" default="1"> - Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] particles. The remaining particles will be used as trail(s). - </member> - <member name="trail_size_modifier" type="CurveTexture" setter="set_trail_size_modifier" getter="get_trail_size_modifier"> - Trail particles' size will vary along this [CurveTexture]. - </member> </members> <constants> <constant name="PARAM_INITIAL_LINEAR_VELOCITY" value="0" enum="Parameter"> @@ -302,17 +311,17 @@ <constant name="PARAM_MAX" value="12" enum="Parameter"> Represents the size of the [enum Parameter] enum. </constant> - <constant name="FLAG_ALIGN_Y_TO_VELOCITY" value="0" enum="Flags"> - Use with [method set_flag] to set [member flag_align_y]. + <constant name="PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY" value="0" enum="ParticleFlags"> + Use with [method set_particle_flag] to set [member particle_flag_align_y]. </constant> - <constant name="FLAG_ROTATE_Y" value="1" enum="Flags"> - Use with [method set_flag] to set [member flag_rotate_y]. + <constant name="PARTICLE_FLAG_ROTATE_Y" value="1" enum="ParticleFlags"> + Use with [method set_particle_flag] to set [member particle_flag_rotate_y]. </constant> - <constant name="FLAG_DISABLE_Z" value="2" enum="Flags"> - Use with [method set_flag] to set [member flag_disable_z]. + <constant name="PARTICLE_FLAG_DISABLE_Z" value="2" enum="ParticleFlags"> + Use with [method set_particle_flag] to set [member particle_flag_disable_z]. </constant> - <constant name="FLAG_MAX" value="3" enum="Flags"> - Represents the size of the [enum Flags] enum. + <constant name="PARTICLE_FLAG_MAX" value="3" enum="ParticleFlags"> + Represents the size of the [enum ParticleFlags] enum. </constant> <constant name="EMISSION_SHAPE_POINT" value="0" enum="EmissionShape"> All particles will be emitted from a single point. @@ -332,5 +341,15 @@ <constant name="EMISSION_SHAPE_MAX" value="5" enum="EmissionShape"> Represents the size of the [enum EmissionShape] enum. </constant> + <constant name="SUB_EMITTER_DISABLED" value="0" enum="SubEmitterMode"> + </constant> + <constant name="SUB_EMITTER_CONSTANT" value="1" enum="SubEmitterMode"> + </constant> + <constant name="SUB_EMITTER_AT_END" value="2" enum="SubEmitterMode"> + </constant> + <constant name="SUB_EMITTER_AT_COLLISION" value="3" enum="SubEmitterMode"> + </constant> + <constant name="SUB_EMITTER_MAX" value="4" enum="SubEmitterMode"> + </constant> </constants> </class> diff --git a/doc/classes/PathFollow2D.xml b/doc/classes/PathFollow2D.xml index bbaeca12da..4b55e7b781 100644 --- a/doc/classes/PathFollow2D.xml +++ b/doc/classes/PathFollow2D.xml @@ -29,8 +29,8 @@ <member name="offset" type="float" setter="set_offset" getter="get_offset" default="0.0"> The distance along the path in pixels. </member> - <member name="rotate" type="bool" setter="set_rotate" getter="is_rotating" default="true"> - If [code]true[/code], this node rotates to follow the path, making its descendants rotate. + <member name="rotates" type="bool" setter="set_rotates" getter="is_rotating" default="true"> + If [code]true[/code], this node rotates to follow the path, with the +X direction facing forward on the path. </member> <member name="unit_offset" type="float" setter="set_unit_offset" getter="get_unit_offset" default="0.0"> The distance along the path as a number in the range 0.0 (for the first vertex) to 1.0 (for the last). This is just another way of expressing the offset within the path, as the offset supplied is multiplied internally by the path's length. diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index 2a0c153267..9e9c5063ae 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -5,12 +5,94 @@ </brief_description> <description> This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel. By using the [method get_monitor] method of this class, you can access this data from your code. + You can add custom monitors using the [method add_custom_monitor] method. Custom monitors are available in [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel together with built-in monitors. [b]Note:[/b] A few of these monitors are only available in debug mode and will always return 0 when used in a release build. [b]Note:[/b] Many of these monitors are not updated in real-time, so there may be a short delay between changes. + [b]Note:[/b] Custom monitors do not support negative values. Negative values are clamped to 0. </description> <tutorials> </tutorials> <methods> + <method name="add_custom_monitor"> + <return type="void"> + </return> + <argument index="0" name="id" type="StringName"> + </argument> + <argument index="1" name="callable" type="Callable"> + </argument> + <argument index="2" name="arguments" type="Array" default="[ ]"> + </argument> + <description> + Adds a custom monitor with name same as id. You can specify the category of monitor using '/' in id. If there are more than one '/' then default category is used. Default category is "Custom". + [codeblocks] + [gdscript] + func _ready(): + var monitor_value = Callable(self, "get_monitor_value") + + # Adds monitor with name "MyName" to category "MyCategory". + Performance.add_custom_monitor("MyCategory/MyMonitor", monitor_value) + + # Adds monitor with name "MyName" to category "Custom". + # Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid. + Performance.add_custom_monitor("MyMonitor", monitor_value) + + # Adds monitor with name "MyName" to category "Custom". + # Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid. + Performance.add_custom_monitor("Custom/MyMonitor", monitor_value) + + # Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom". + Performance.add_custom_monitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitor_value) + + func get_monitor_value(): + return randi() % 25 + [/gdscript] + [csharp] + public override void _Ready() + { + var monitorValue = new Callable(this, nameof(GetMonitorValue)); + + // Adds monitor with name "MyName" to category "MyCategory". + Performance.AddCustomMonitor("MyCategory/MyMonitor", monitorValue); + // Adds monitor with name "MyName" to category "Custom". + // Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid. + Performance.AddCustomMonitor("MyMonitor", monitorValue); + + // Adds monitor with name "MyName" to category "Custom". + // Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid. + Performance.AddCustomMonitor("Custom/MyMonitor", monitorValue); + + // Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom". + Performance.AddCustomMonitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitorValue); + } + + public int GetMonitorValue() + { + return GD.Randi() % 25; + } + [/csharp] + [/codeblocks] + The debugger calls the callable to get the value of custom monitor. The callable must return a number. + Callables are called with arguments supplied in argument array. + [b]Note:[/b] It throws an error if given id is already present. + </description> + </method> + <method name="get_custom_monitor"> + <return type="Variant"> + </return> + <argument index="0" name="id" type="StringName"> + </argument> + <description> + Returns the value of custom monitor with given id. The callable is called to get the value of custom monitor. + [b]Note:[/b] It throws an error if the given id is absent. + </description> + </method> + <method name="get_custom_monitor_names"> + <return type="Array"> + </return> + <description> + Returns the names of active custom monitors in an array. + </description> + </method> <method name="get_monitor" qualifiers="const"> <return type="float"> </return> @@ -18,9 +100,40 @@ </argument> <description> Returns the value of one of the available monitors. You should provide one of the [enum Monitor] constants as the argument, like this: - [codeblock] - print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console - [/codeblock] + [codeblocks] + [gdscript] + print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console. + [/gdscript] + [csharp] + GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // Prints the FPS to the console. + [/csharp] + [/codeblocks] + </description> + </method> + <method name="get_monitor_modification_time"> + <return type="int"> + </return> + <description> + Returns the last tick in which custom monitor was added/removed. + </description> + </method> + <method name="has_custom_monitor"> + <return type="bool"> + </return> + <argument index="0" name="id" type="StringName"> + </argument> + <description> + Returns true if custom monitor with the given id is present otherwise returns false. + </description> + </method> + <method name="remove_custom_monitor"> + <return type="void"> + </return> + <argument index="0" name="id" type="StringName"> + </argument> + <description> + Removes the custom monitor with given id. + [b]Note:[/b] It throws an error if the given id is already absent. </description> </method> </methods> diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml index 58930aae37..dcf24c1d32 100644 --- a/doc/classes/PhysicalBone3D.xml +++ b/doc/classes/PhysicalBone3D.xml @@ -18,9 +18,9 @@ <method name="apply_impulse"> <return type="void"> </return> - <argument index="0" name="position" type="Vector3"> + <argument index="0" name="impulse" type="Vector3"> </argument> - <argument index="1" name="impulse" type="Vector3"> + <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> </description> @@ -117,9 +117,6 @@ <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> The body's mass. </member> - <member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8"> - The body's weight based on its mass and the global 3D gravity. Global values are set in [b]Project > Project Settings > Physics > 3d[/b]. - </member> </members> <constants> <constant name="JOINT_TYPE_NONE" value="0" enum="JointType"> diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index 89b43158dc..2e0f9c52f2 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -31,6 +31,9 @@ <member name="mie_eccentricity" type="float" setter="set_mie_eccentricity" getter="get_mie_eccentricity" default="0.8"> Controls the direction of the mie scattering. A value of [code]1[/code] means that when light hits a particle it passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards. </member> + <member name="night_sky" type="Texture2D" setter="set_night_sky" getter="get_night_sky"> + [Texture2D] for the night sky. This is added to the sky, so if it is bright enough, it may be visible during the day. + </member> <member name="rayleigh_coefficient" type="float" setter="set_rayleigh_coefficient" getter="get_rayleigh_coefficient" default="2.0"> Controls the strength of the rayleigh scattering. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky. </member> diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 6afbd1ee8e..9c3c47afba 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -7,7 +7,7 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> @@ -80,15 +80,12 @@ <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans for collisions. + The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" /> - <member name="layers" type="int" setter="_set_layers" getter="_get_layers"> - Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified. - </member> </members> <constants> </constants> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 2301a07a5c..7de65603f9 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -7,7 +7,7 @@ PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> @@ -80,10 +80,10 @@ <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans for collisions. + The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> </members> <constants> diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 46205fecd1..dfc0ab909a 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -7,7 +7,7 @@ Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_central_force"> @@ -22,9 +22,9 @@ <method name="add_force"> <return type="void"> </return> - <argument index="0" name="offset" type="Vector2"> + <argument index="0" name="force" type="Vector2"> </argument> - <argument index="1" name="force" type="Vector2"> + <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. @@ -51,9 +51,9 @@ <method name="apply_impulse"> <return type="void"> </return> - <argument index="0" name="offset" type="Vector2"> + <argument index="0" name="impulse" type="Vector2"> </argument> - <argument index="1" name="impulse" type="Vector2"> + <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin. diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 1ee520fe5f..eea681e696 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -12,7 +12,7 @@ <method name="add_central_force"> <return type="void"> </return> - <argument index="0" name="force" type="Vector3"> + <argument index="0" name="force" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Adds a constant directional force without affecting rotation. @@ -24,7 +24,7 @@ </return> <argument index="0" name="force" type="Vector3"> </argument> - <argument index="1" name="position" type="Vector3"> + <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. @@ -42,7 +42,7 @@ <method name="apply_central_impulse"> <return type="void"> </return> - <argument index="0" name="j" type="Vector3"> + <argument index="0" name="impulse" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Applies a single directional impulse without affecting rotation. @@ -52,9 +52,9 @@ <method name="apply_impulse"> <return type="void"> </return> - <argument index="0" name="position" type="Vector3"> + <argument index="0" name="impulse" type="Vector3"> </argument> - <argument index="1" name="j" type="Vector3"> + <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin. @@ -63,7 +63,7 @@ <method name="apply_torque_impulse"> <return type="void"> </return> - <argument index="0" name="j" type="Vector3"> + <argument index="0" name="impulse" type="Vector3"> </argument> <description> Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector [code]j[/code] passed as parameter. diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml index d85d7794dd..b6f95305ed 100644 --- a/doc/classes/PhysicsDirectSpaceState2D.xml +++ b/doc/classes/PhysicsDirectSpaceState2D.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-Casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="cast_motion"> @@ -16,8 +16,9 @@ <argument index="0" name="shape" type="PhysicsShapeQueryParameters2D"> </argument> <description> - Checks how far the shape can travel toward a point. If the shape can not move, the array will be empty. - [b]Note:[/b] Both the shape and the motion are supplied through a [PhysicsShapeQueryParameters2D] object. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code]. + Checks how far a [Shape2D] can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a [PhysicsShapeQueryParameters2D] object. + Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned. + [b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape2D]s that the shape is already colliding with. </description> </method> <method name="collide_shape"> @@ -64,13 +65,14 @@ <argument index="5" name="collide_with_areas" type="bool" default="false"> </argument> <description> - Checks whether a point is inside any shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields: + Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields: [code]collider[/code]: The colliding object. [code]collider_id[/code]: The colliding object's ID. [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data]. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. + [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected. </description> </method> <method name="intersect_point_on_canvas"> diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index ea094dcd90..243d071c56 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="cast_motion"> @@ -18,8 +18,9 @@ <argument index="1" name="motion" type="Vector3"> </argument> <description> - Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code]. - If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics3D. + Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] object. + Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned. + [b]Note:[/b] Any [Shape3D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape3D]s that the shape is already colliding with. </description> </method> <method name="collide_shape"> diff --git a/doc/classes/PhysicsMaterial.xml b/doc/classes/PhysicsMaterial.xml index 6410626496..0889c238dc 100644 --- a/doc/classes/PhysicsMaterial.xml +++ b/doc/classes/PhysicsMaterial.xml @@ -12,6 +12,7 @@ </methods> <members> <member name="absorbent" type="bool" setter="set_absorbent" getter="is_absorbent" default="false"> + If [code]true[/code], subtracts the bounciness from the colliding object's bounciness instead of adding it. </member> <member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0"> The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). @@ -20,6 +21,7 @@ The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). </member> <member name="rough" type="bool" setter="set_rough" getter="is_rough" default="false"> + If [code]true[/code], the physics engine will use the friction of the object marked as "rough" when two objects collide. If [code]false[/code], the physics engine will use the lowest friction of all colliding objects instead. If [code]true[/code] for both colliding objects, the physics engine will use the highest friction. </member> </members> <constants> diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index 9da739e57a..6a1508b0e3 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -331,9 +331,9 @@ </return> <argument index="0" name="body" type="RID"> </argument> - <argument index="1" name="offset" type="Vector2"> + <argument index="1" name="force" type="Vector2"> </argument> - <argument index="2" name="force" type="Vector2"> + <argument index="2" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Adds a positioned force to the applied force and torque. As with [method body_apply_impulse], both the force and the offset from the body origin are in global coordinates. A force differs from an impulse in that, while the two are forces, the impulse clears itself after being applied. @@ -379,9 +379,9 @@ </return> <argument index="0" name="body" type="RID"> </argument> - <argument index="1" name="position" type="Vector2"> + <argument index="1" name="impulse" type="Vector2"> </argument> - <argument index="2" name="impulse" type="Vector2"> + <argument index="2" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Adds a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates. @@ -804,6 +804,7 @@ </argument> <description> Sets a body state using one of the [enum BodyState] constants. + Note that the method doesn't take effect immediately. The state will change on the next physics frame. </description> </method> <method name="body_test_motion"> @@ -864,28 +865,28 @@ Creates a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself. </description> </method> - <method name="damped_string_joint_get_param" qualifiers="const"> + <method name="damped_spring_joint_get_param" qualifiers="const"> <return type="float"> </return> <argument index="0" name="joint" type="RID"> </argument> - <argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedStringParam"> + <argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam"> </argument> <description> - Returns the value of a damped spring joint parameter. + Returns the value of a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters. </description> </method> - <method name="damped_string_joint_set_param"> + <method name="damped_spring_joint_set_param"> <return type="void"> </return> <argument index="0" name="joint" type="RID"> </argument> - <argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedStringParam"> + <argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam"> </argument> <argument index="2" name="value" type="float"> </argument> <description> - Sets a damped spring joint parameter. See [enum DampedStringParam] for a list of available parameters. + Sets a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters. </description> </method> <method name="free_rid"> @@ -1247,13 +1248,13 @@ </constant> <constant name="JOINT_PARAM_MAX_FORCE" value="2" enum="JointParam"> </constant> - <constant name="DAMPED_STRING_REST_LENGTH" value="0" enum="DampedStringParam"> + <constant name="DAMPED_SPRING_REST_LENGTH" value="0" enum="DampedSpringParam"> Sets the resting length of the spring joint. The joint will always try to go to back this length when pulled apart. </constant> - <constant name="DAMPED_STRING_STIFFNESS" value="1" enum="DampedStringParam"> + <constant name="DAMPED_SPRING_STIFFNESS" value="1" enum="DampedSpringParam"> Sets the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length. </constant> - <constant name="DAMPED_STRING_DAMPING" value="2" enum="DampedStringParam"> + <constant name="DAMPED_SPRING_DAMPING" value="2" enum="DampedSpringParam"> Sets the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping). </constant> <constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode"> diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index e9e1552c92..5fd3ef5db2 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -334,7 +334,7 @@ </argument> <argument index="1" name="force" type="Vector3"> </argument> - <argument index="2" name="position" type="Vector3"> + <argument index="2" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> </description> @@ -379,9 +379,9 @@ </return> <argument index="0" name="body" type="RID"> </argument> - <argument index="1" name="position" type="Vector3"> + <argument index="1" name="impulse" type="Vector3"> </argument> - <argument index="2" name="impulse" type="Vector3"> + <argument index="2" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Gives the body a push at a [code]position[/code] in the direction of the [code]impulse[/code]. diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml index 9a162dabbb..4d7fc61517 100644 --- a/doc/classes/PhysicsShapeQueryParameters2D.xml +++ b/doc/classes/PhysicsShapeQueryParameters2D.xml @@ -9,15 +9,6 @@ <tutorials> </tutorials> <methods> - <method name="set_shape"> - <return type="void"> - </return> - <argument index="0" name="shape" type="Resource"> - </argument> - <description> - Sets the [Shape2D] that will be used for collision/intersection queries. - </description> - </method> </methods> <members> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> @@ -27,7 +18,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="2147483647"> - The physics layer(s) the query will take into account (as a bitmask). + The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]"> The list of objects or object [RID]s that will be excluded from collisions. @@ -38,8 +29,39 @@ <member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2( 0, 0 )"> The motion of the shape being queried for. </member> + <member name="shape" type="Resource" setter="set_shape" getter="get_shape"> + The [Shape2D] that will be used for collision/intersection queries. This stores the actual reference which avoids the shape to be released while being used for queries, so always prefer using this over [member shape_rid]. + </member> <member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid"> - The queried shape's [RID]. See also [method set_shape]. + The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API: + [codeblocks] + [gdscript] + var shape_rid = PhysicsServer2D.circle_shape_create() + var radius = 64 + PhysicsServer2D.shape_set_data(shape_rid, radius) + + var params = PhysicsShapeQueryParameters2D.new() + params.shape_rid = shape_rid + + # Execute physics queries here... + + # Release the shape when done with physics queries. + PhysicsServer2D.free_rid(shape_rid) + [/gdscript] + [csharp] + RID shapeRid = PhysicsServer2D.CircleShapeCreate(); + int radius = 64; + PhysicsServer2D.ShapeSetData(shapeRid, radius); + + var params = new PhysicsShapeQueryParameters2D(); + params.ShapeRid = shapeRid; + + // Execute physics queries here... + + // Release the shape when done with physics queries. + PhysicsServer2D.FreeRid(shapeRid); + [/csharp] + [/codeblocks] </member> <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D( 1, 0, 0, 1, 0, 0 )"> The queried shape's transform matrix. diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml index 6606cfbc59..4b43ea66fc 100644 --- a/doc/classes/PhysicsShapeQueryParameters3D.xml +++ b/doc/classes/PhysicsShapeQueryParameters3D.xml @@ -9,15 +9,6 @@ <tutorials> </tutorials> <methods> - <method name="set_shape"> - <return type="void"> - </return> - <argument index="0" name="shape" type="Resource"> - </argument> - <description> - Sets the [Shape3D] that will be used for collision/intersection queries. - </description> - </method> </methods> <members> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> @@ -27,7 +18,7 @@ If [code]true[/code], the query will take [PhysicsBody3D]s into account. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647"> - The physics layer(s) the query will take into account (as a bitmask). + The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]"> The list of objects or object [RID]s that will be excluded from collisions. @@ -35,8 +26,39 @@ <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The collision margin for the shape. </member> + <member name="shape" type="Resource" setter="set_shape" getter="get_shape"> + The [Shape3D] that will be used for collision/intersection queries. This stores the actual reference which avoids the shape to be released while being used for queries, so always prefer using this over [member shape_rid]. + </member> <member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid"> - The queried shape's [RID]. See also [method set_shape]. + The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API: + [codeblocks] + [gdscript] + var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE) + var radius = 2.0 + PhysicsServer3D.shape_set_data(shape_rid, radius) + + var params = PhysicsShapeQueryParameters3D.new() + params.shape_rid = shape_rid + + # Execute physics queries here... + + # Release the shape when done with physics queries. + PhysicsServer3D.free_rid(shape_rid) + [/gdscript] + [csharp] + RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere); + float radius = 2.0f; + PhysicsServer3D.ShapeSetData(shapeRid, radius); + + var params = new PhysicsShapeQueryParameters3D(); + params.ShapeRid = shapeRid; + + // Execute physics queries here... + + // Release the shape when done with physics queries. + PhysicsServer3D.FreeRid(shapeRid); + [/csharp] + [/codeblocks] </member> <member name="transform" type="Transform" setter="set_transform" getter="get_transform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )"> The queried shape's transform matrix. diff --git a/doc/classes/PinJoint3D.xml b/doc/classes/PinJoint3D.xml index 0af1e60839..267ea38873 100644 --- a/doc/classes/PinJoint3D.xml +++ b/doc/classes/PinJoint3D.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="PinJoint3D" inherits="Joint3D" version="4.0"> <brief_description> - Pin joint for 3D shapes. + Pin joint for 3D PhysicsBodies. </brief_description> <description> - Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. + Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. See also [Generic6DOFJoint3D]. </description> <tutorials> </tutorials> diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index 292acd8b5d..ed96f753c2 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -7,10 +7,26 @@ Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> - <method name="Plane"> + <method name="Plane" qualifiers="constructor"> + <return type="Plane"> + </return> + <description> + Constructs a default-initialized [Plane] with all components set to [code]0[/code]. + </description> + </method> + <method name="Plane" qualifiers="constructor"> + <return type="Plane"> + </return> + <argument index="0" name="from" type="Plane"> + </argument> + <description> + Constructs a [Plane] as a copy of the given [Plane]. + </description> + </method> + <method name="Plane" qualifiers="constructor"> <return type="Plane"> </return> <argument index="0" name="a" type="float"> @@ -25,28 +41,39 @@ Creates a plane from the four parameters. The three components of the resulting plane's [member normal] are [code]a[/code], [code]b[/code] and [code]c[/code], and the plane has a distance of [code]d[/code] from the origin. </description> </method> - <method name="Plane"> + <method name="Plane" qualifiers="constructor"> <return type="Plane"> </return> - <argument index="0" name="v1" type="Vector3"> + <argument index="0" name="normal" type="Vector3"> </argument> - <argument index="1" name="v2" type="Vector3"> + <argument index="1" name="d" type="float"> + </argument> + <description> + Creates a plane from the normal and the plane's distance to the origin. + </description> + </method> + <method name="Plane" qualifiers="constructor"> + <return type="Plane"> + </return> + <argument index="0" name="point" type="Vector3"> </argument> - <argument index="2" name="v3" type="Vector3"> + <argument index="1" name="normal" type="Vector3"> </argument> <description> - Creates a plane from the three points, given in clockwise order. + Creates a plane from the given position and a plane normal. </description> </method> - <method name="Plane"> + <method name="Plane" qualifiers="constructor"> <return type="Plane"> </return> - <argument index="0" name="normal" type="Vector3"> + <argument index="0" name="point1" type="Vector3"> </argument> - <argument index="1" name="d" type="float"> + <argument index="1" name="point2" type="Vector3"> + </argument> + <argument index="2" name="point3" type="Vector3"> </argument> <description> - Creates a plane from the normal and the plane's distance to the origin. + Creates a plane from the three points, given in clockwise order. </description> </method> <method name="center"> @@ -65,13 +92,6 @@ Returns the shortest distance from the plane to the position [code]point[/code]. </description> </method> - <method name="get_any_point"> - <return type="Vector3"> - </return> - <description> - Returns a point on the plane. - </description> - </method> <method name="has_point"> <return type="bool"> </return> @@ -80,11 +100,11 @@ <argument index="1" name="epsilon" type="float" default="1e-05"> </argument> <description> - Returns [code]true[/code] if [code]point[/code] is inside the plane (by a very minimum [code]epsilon[/code] threshold). + Returns [code]true[/code] if [code]point[/code] is inside the plane. Comparison uses a custom minimum [code]epsilon[/code] threshold. </description> </method> <method name="intersect_3"> - <return type="Vector3"> + <return type="Variant"> </return> <argument index="0" name="b" type="Plane"> </argument> @@ -95,7 +115,7 @@ </description> </method> <method name="intersects_ray"> - <return type="Vector3"> + <return type="Variant"> </return> <argument index="0" name="from" type="Vector3"> </argument> @@ -106,11 +126,11 @@ </description> </method> <method name="intersects_segment"> - <return type="Vector3"> + <return type="Variant"> </return> - <argument index="0" name="begin" type="Vector3"> + <argument index="0" name="from" type="Vector3"> </argument> - <argument index="1" name="end" type="Vector3"> + <argument index="1" name="to" type="Vector3"> </argument> <description> Returns the intersection point of a segment from position [code]begin[/code] to position [code]end[/code] with this plane. If no intersection is found, [code]null[/code] is returned. @@ -119,16 +139,16 @@ <method name="is_equal_approx"> <return type="bool"> </return> - <argument index="0" name="plane" type="Plane"> + <argument index="0" name="to_plane" type="Plane"> </argument> <description> - Returns [code]true[/code] if this plane and [code]plane[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component. + Returns [code]true[/code] if this plane and [code]plane[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. </description> </method> <method name="is_point_over"> <return type="bool"> </return> - <argument index="0" name="point" type="Vector3"> + <argument index="0" name="plane" type="Vector3"> </argument> <description> Returns [code]true[/code] if [code]point[/code] is located above the plane. @@ -141,42 +161,72 @@ Returns a copy of the plane, normalized. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Plane"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Plane"> + </return> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Plane"> + </return> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Plane"> + </argument> + <description> + </description> + </method> <method name="project"> <return type="Vector3"> </return> <argument index="0" name="point" type="Vector3"> </argument> <description> - Returns the orthogonal projection of point [code]p[/code] into a point in the plane. + Returns the orthogonal projection of [code]point[/code] into a point in the plane. </description> </method> </methods> <members> <member name="d" type="float" setter="" getter="" default="0.0"> - Distance from the origin to the plane, in the direction of [member normal]. + The distance from the origin to the plane, in the direction of [member normal]. This value is typically non-negative. + In the scalar equation of the plane [code]ax + by + cz = d[/code], this is [code]d[/code], while the [code](a, b, c)[/code] coordinates are represented by the [member normal] property. </member> <member name="normal" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - The normal of the plane. "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. + The normal of the plane, which must be normalized. + In the scalar equation of the plane [code]ax + by + cz = d[/code], this is the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] property. </member> <member name="x" type="float" setter="" getter="" default="0.0"> - The [member normal]'s X component. + The X component of the plane's [member normal] vector. </member> <member name="y" type="float" setter="" getter="" default="0.0"> - The [member normal]'s Y component. + The Y component of the plane's [member normal] vector. </member> <member name="z" type="float" setter="" getter="" default="0.0"> - The [member normal]'s Z component. + The Z component of the plane's [member normal] vector. </member> </members> <constants> <constant name="PLANE_YZ" value="Plane( 1, 0, 0, 0 )"> - A plane that extends in the Y and Z axes. + A plane that extends in the Y and Z axes (normal vector points +X). </constant> <constant name="PLANE_XZ" value="Plane( 0, 1, 0, 0 )"> - A plane that extends in the X and Z axes. + A plane that extends in the X and Z axes (normal vector points +Y). </constant> <constant name="PLANE_XY" value="Plane( 0, 0, 1, 0 )"> - A plane that extends in the X and Y axes. + A plane that extends in the X and Y axes (normal vector points +Z). </constant> </constants> </class> diff --git a/doc/classes/PlaneMesh.xml b/doc/classes/PlaneMesh.xml index 2081442e04..333d687e91 100644 --- a/doc/classes/PlaneMesh.xml +++ b/doc/classes/PlaneMesh.xml @@ -5,6 +5,7 @@ </brief_description> <description> Class representing a planar [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, use [QuadMesh] instead. + [b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth] and [member subdivide_width] until you no longer notice UV jittering. </description> <tutorials> </tutorials> diff --git a/doc/classes/PointLight2D.xml b/doc/classes/PointLight2D.xml new file mode 100644 index 0000000000..9337bc8351 --- /dev/null +++ b/doc/classes/PointLight2D.xml @@ -0,0 +1,27 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PointLight2D" inherits="Light2D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="height" type="float" setter="set_height" getter="get_height" default="0.0"> + The height of the light. Used with 2D normal mapping. + </member> + <member name="offset" type="Vector2" setter="set_texture_offset" getter="get_texture_offset" default="Vector2( 0, 0 )"> + The offset of the light's [member texture]. + </member> + <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> + [Texture2D] used for the light's appearance. + </member> + <member name="texture_scale" type="float" setter="set_texture_scale" getter="get_texture_scale" default="1.0"> + The [member texture]'s scale factor. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/Polygon2D.xml b/doc/classes/Polygon2D.xml index 335df1ac3f..3aca83658d 100644 --- a/doc/classes/Polygon2D.xml +++ b/doc/classes/Polygon2D.xml @@ -101,10 +101,6 @@ <member name="invert_enable" type="bool" setter="set_invert" getter="get_invert" default="false"> If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code]. </member> - <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> - The normal map gives depth to the Polygon2D. - [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. - </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )"> The offset applied to each vertex. </member> @@ -114,14 +110,8 @@ </member> <member name="polygons" type="Array" setter="set_polygons" getter="get_polygons" default="[ ]"> </member> - <member name="shininess" type="float" setter="set_shininess" getter="get_shininess" default="1.0"> - </member> <member name="skeleton" type="NodePath" setter="set_skeleton" getter="get_skeleton" default="NodePath("")"> </member> - <member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color( 1, 1, 1, 1 )"> - </member> - <member name="specular_map" type="Texture2D" setter="set_specular_map" getter="get_specular_map"> - </member> <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> The polygon's fill texture. Use [code]uv[/code] to set texture coordinates. </member> diff --git a/doc/classes/Popup.xml b/doc/classes/Popup.xml index 6f77f3371d..b8d8a55412 100644 --- a/doc/classes/Popup.xml +++ b/doc/classes/Popup.xml @@ -12,6 +12,8 @@ </methods> <members> <member name="borderless" type="bool" setter="set_flag" getter="get_flag" override="true" default="true" /> + <member name="close_on_parent_focus" type="bool" setter="set_close_on_parent_focus" getter="get_close_on_parent_focus" default="true"> + </member> <member name="transient" type="bool" setter="set_transient" getter="is_transient" override="true" default="true" /> <member name="unresizable" type="bool" setter="set_flag" getter="get_flag" override="true" default="true" /> <member name="visible" type="bool" setter="set_visible" getter="is_visible" override="true" default="false" /> diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml index 569da5c58b..2532af9a0c 100644 --- a/doc/classes/PopupMenu.xml +++ b/doc/classes/PopupMenu.xml @@ -5,6 +5,8 @@ </brief_description> <description> [PopupMenu] is a [Control] that displays a list of options. They are popular in toolbars or context menus. + The size of a [PopupMenu] can be limited by using [member Window.max_size]. If the height of the list of items is larger than the maximum height of the [PopupMenu], a [ScrollContainer] within the popup will allow the user to scroll the contents. + If no maximum size is set, or if it is set to 0, the [PopupMenu] height will be limited by its parent rect. </description> <tutorials> </tutorials> @@ -27,14 +29,14 @@ <method name="add_check_shortcut"> <return type="void"> </return> - <argument index="0" name="shortcut" type="ShortCut"> + <argument index="0" name="shortcut" type="Shortcut"> </argument> <argument index="1" name="id" type="int" default="-1"> </argument> <argument index="2" name="global" type="bool" default="false"> </argument> <description> - Adds a new checkable item and assigns the specified [ShortCut] to it. Sets the label of the checkbox to the [ShortCut]'s name. + Adds a new checkable item and assigns the specified [Shortcut] to it. Sets the label of the checkbox to the [Shortcut]'s name. An [code]id[/code] can optionally be provided. If no [code]id[/code] is provided, one will be created from the index. [b]Note:[/b] Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method set_item_checked] for more info on how to control it. </description> @@ -61,14 +63,14 @@ </return> <argument index="0" name="texture" type="Texture2D"> </argument> - <argument index="1" name="shortcut" type="ShortCut"> + <argument index="1" name="shortcut" type="Shortcut"> </argument> <argument index="2" name="id" type="int" default="-1"> </argument> <argument index="3" name="global" type="bool" default="false"> </argument> <description> - Adds a new checkable item and assigns the specified [ShortCut] and icon [code]texture[/code] to it. Sets the label of the checkbox to the [ShortCut]'s name. + Adds a new checkable item and assigns the specified [Shortcut] and icon [code]texture[/code] to it. Sets the label of the checkbox to the [Shortcut]'s name. An [code]id[/code] can optionally be provided. If no [code]id[/code] is provided, one will be created from the index. [b]Note:[/b] Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method set_item_checked] for more info on how to control it. </description> @@ -109,7 +111,7 @@ </return> <argument index="0" name="texture" type="Texture2D"> </argument> - <argument index="1" name="shortcut" type="ShortCut"> + <argument index="1" name="shortcut" type="Shortcut"> </argument> <argument index="2" name="id" type="int" default="-1"> </argument> @@ -124,14 +126,14 @@ </return> <argument index="0" name="texture" type="Texture2D"> </argument> - <argument index="1" name="shortcut" type="ShortCut"> + <argument index="1" name="shortcut" type="Shortcut"> </argument> <argument index="2" name="id" type="int" default="-1"> </argument> <argument index="3" name="global" type="bool" default="false"> </argument> <description> - Adds a new item and assigns the specified [ShortCut] and icon [code]texture[/code] to it. Sets the label of the checkbox to the [ShortCut]'s name. + Adds a new item and assigns the specified [Shortcut] and icon [code]texture[/code] to it. Sets the label of the checkbox to the [Shortcut]'s name. An [code]id[/code] can optionally be provided. If no [code]id[/code] is provided, one will be created from the index. </description> </method> @@ -186,14 +188,14 @@ <method name="add_radio_check_shortcut"> <return type="void"> </return> - <argument index="0" name="shortcut" type="ShortCut"> + <argument index="0" name="shortcut" type="Shortcut"> </argument> <argument index="1" name="id" type="int" default="-1"> </argument> <argument index="2" name="global" type="bool" default="false"> </argument> <description> - Adds a new radio check button and assigns a [ShortCut] to it. Sets the label of the checkbox to the [ShortCut]'s name. + Adds a new radio check button and assigns a [Shortcut] to it. Sets the label of the checkbox to the [Shortcut]'s name. An [code]id[/code] can optionally be provided. If no [code]id[/code] is provided, one will be created from the index. [b]Note:[/b] Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See [method set_item_checked] for more info on how to control it. </description> @@ -203,21 +205,24 @@ </return> <argument index="0" name="label" type="String" default=""""> </argument> + <argument index="1" name="id" type="int" default="-1"> + </argument> <description> - Adds a separator between items. Separators also occupy an index. + Adds a separator between items. Separators also occupy an index, which you can set by using the [code]id[/code] parameter. + A [code]label[/code] can optionally be provided, which will appear at the center of the separator. </description> </method> <method name="add_shortcut"> <return type="void"> </return> - <argument index="0" name="shortcut" type="ShortCut"> + <argument index="0" name="shortcut" type="Shortcut"> </argument> <argument index="1" name="id" type="int" default="-1"> </argument> <argument index="2" name="global" type="bool" default="false"> </argument> <description> - Adds a [ShortCut]. + Adds a [Shortcut]. An [code]id[/code] can optionally be provided. If no [code]id[/code] is provided, one will be created from the index. </description> </method> @@ -242,6 +247,21 @@ Removes all items from the [PopupMenu]. </description> </method> + <method name="clear_item_opentype_features"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + Removes all OpenType features form the item's text. + </description> + </method> + <method name="get_current_index" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> <method name="get_item_accelerator" qualifiers="const"> <return type="int"> </return> @@ -285,6 +305,15 @@ Returns the index of the item containing the specified [code]id[/code]. Index is automatically assigned to each item by the engine. Index can not be set manually. </description> </method> + <method name="get_item_language" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + Returns item's text language code. + </description> + </method> <method name="get_item_metadata" qualifiers="const"> <return type="Variant"> </return> @@ -294,13 +323,24 @@ Returns the metadata of the specified item, which might be of any type. You can set it with [method set_item_metadata], which provides a simple way of assigning context data to items. </description> </method> + <method name="get_item_opentype_feature" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="tag" type="String"> + </argument> + <description> + Returns OpenType feature [code]tag[/code] of the item's text. + </description> + </method> <method name="get_item_shortcut" qualifiers="const"> - <return type="ShortCut"> + <return type="Shortcut"> </return> <argument index="0" name="idx" type="int"> </argument> <description> - Returns the [ShortCut] associated with the specified [code]idx[/code] item. + Returns the [Shortcut] associated with the specified [code]idx[/code] item. </description> </method> <method name="get_item_submenu" qualifiers="const"> @@ -321,6 +361,15 @@ Returns the text of the item at index [code]idx[/code]. </description> </method> + <method name="get_item_text_direction" qualifiers="const"> + <return type="int" enum="Control.TextDirection"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + Returns item's text base writing direction. + </description> + </method> <method name="get_item_tooltip" qualifiers="const"> <return type="String"> </return> @@ -486,6 +535,17 @@ Sets the [code]id[/code] of the item at index [code]idx[/code]. </description> </method> + <method name="set_item_language"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="language" type="String"> + </argument> + <description> + Sets language code of item's text used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </description> + </method> <method name="set_item_metadata"> <return type="void"> </return> @@ -508,17 +568,30 @@ Sets the state of an multistate item. See [method add_multistate_item] for details. </description> </method> + <method name="set_item_opentype_feature"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="tag" type="String"> + </argument> + <argument index="2" name="value" type="int"> + </argument> + <description> + Sets OpenType feature [code]tag[/code] for the item's text. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]. + </description> + </method> <method name="set_item_shortcut"> <return type="void"> </return> <argument index="0" name="idx" type="int"> </argument> - <argument index="1" name="shortcut" type="ShortCut"> + <argument index="1" name="shortcut" type="Shortcut"> </argument> <argument index="2" name="global" type="bool" default="false"> </argument> <description> - Sets a [ShortCut] for the specified item [code]idx[/code]. + Sets a [Shortcut] for the specified item [code]idx[/code]. </description> </method> <method name="set_item_shortcut_disabled"> @@ -529,7 +602,7 @@ <argument index="1" name="disabled" type="bool"> </argument> <description> - Disables the [ShortCut] of the specified index [code]idx[/code]. + Disables the [Shortcut] of the specified index [code]idx[/code]. </description> </method> <method name="set_item_submenu"> @@ -554,6 +627,17 @@ Sets the text of the item at index [code]idx[/code]. </description> </method> + <method name="set_item_text_direction"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="direction" type="int" enum="Control.TextDirection"> + </argument> + <description> + Sets item's text base writing direction. + </description> + </method> <method name="set_item_tooltip"> <return type="void"> </return> @@ -585,7 +669,7 @@ </method> </methods> <members> - <member name="allow_search" type="bool" setter="set_allow_search" getter="get_allow_search" default="false"> + <member name="allow_search" type="bool" setter="set_allow_search" getter="get_allow_search" default="true"> If [code]true[/code], allows to navigate [PopupMenu] with letter keys. </member> <member name="hide_on_checkable_item_selection" type="bool" setter="set_hide_on_checkable_item_selection" getter="is_hide_on_checkable_item_selection" default="true"> @@ -645,6 +729,12 @@ <theme_item name="font_color_hover" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )"> [Color] used for the hovered text. </theme_item> + <theme_item name="font_color_separator" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )"> + [Color] used for labeled separators' text. See [method add_separator]. + </theme_item> + <theme_item name="font_size" type="int"> + Font size of the menu items. + </theme_item> <theme_item name="hover" type="StyleBox"> [StyleBox] displayed when the [PopupMenu] item is hovered. </theme_item> @@ -673,7 +763,10 @@ [StyleBox] used for the separators. See [method add_separator]. </theme_item> <theme_item name="submenu" type="Texture2D"> - [Texture2D] icon for the submenu arrow. + [Texture2D] icon for the submenu arrow (for left-to-right layouts). + </theme_item> + <theme_item name="submenu_mirrored" type="Texture2D"> + [Texture2D] icon for the submenu arrow (for right-to-left layouts). </theme_item> <theme_item name="unchecked" type="Texture2D"> [Texture2D] icon for the unchecked checkbox items. diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml index 77915bc538..25943f6d47 100644 --- a/doc/classes/PrimitiveMesh.xml +++ b/doc/classes/PrimitiveMesh.xml @@ -4,7 +4,7 @@ Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. </brief_description> <description> - Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]. + Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]. </description> <tutorials> </tutorials> @@ -13,7 +13,19 @@ <return type="Array"> </return> <description> - Returns mesh arrays used to constitute surface of [Mesh]. Mesh arrays can be used with [ArrayMesh] to create new surfaces. + Returns mesh arrays used to constitute surface of [Mesh]. The result can be passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. For example: + [codeblocks] + [gdscript] + var c = CylinderMesh.new() + var arr_mesh = ArrayMesh.new() + arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays()) + [/gdscript] + [csharp] + var c = new CylinderMesh(); + var arrMesh = new ArrayMesh(); + arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, c.GetMeshArrays()); + [/csharp] + [/codeblocks] </description> </method> </methods> diff --git a/doc/classes/ProgressBar.xml b/doc/classes/ProgressBar.xml index c957d6f182..c05cbf4413 100644 --- a/doc/classes/ProgressBar.xml +++ b/doc/classes/ProgressBar.xml @@ -35,5 +35,8 @@ <theme_item name="font_color_shadow" type="Color" default="Color( 0, 0, 0, 1 )"> The color of the text's shadow. </theme_item> + <theme_item name="font_size" type="int"> + Font size used to draw the fill percentage if [member percent_visible] is [code]true[/code]. + </theme_item> </theme_items> </class> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index ded72e796b..a82cf9a2a9 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -9,6 +9,9 @@ [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. </description> <tutorials> + <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> + <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> </tutorials> <methods> <method name="add_property_info"> @@ -22,7 +25,8 @@ - [code]type[/code]: [int] (see [enum Variant.Type]) - optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and [code]hint_string[/code]: [String] [b]Example:[/b] - [codeblock] + [codeblocks] + [gdscript] ProjectSettings.set("category/property_name", 0) var property_info = { @@ -33,7 +37,21 @@ } ProjectSettings.add_property_info(property_info) - [/codeblock] + [/gdscript] + [csharp] + ProjectSettings.Singleton.Set("category/property_name", 0); + + var propertyInfo = new Godot.Collections.Dictionary + { + {"name", "category/propertyName"}, + {"type", Variant.Type.Int}, + {"hint", PropertyHint.Enum}, + {"hint_string", "one,two,three"}, + }; + + ProjectSettings.AddPropertyInfo(propertyInfo); + [/csharp] + [/codeblocks] </description> </method> <method name="clear"> @@ -62,9 +80,14 @@ <description> Returns the value of a setting. [b]Example:[/b] - [codeblock] + [codeblocks] + [gdscript] print(ProjectSettings.get_setting("application/config/name")) - [/codeblock] + [/gdscript] + [csharp] + GD.Print(ProjectSettings.GetSetting("application/config/name")); + [/csharp] + [/codeblocks] </description> </method> <method name="globalize_path" qualifiers="const"> @@ -73,7 +96,21 @@ <argument index="0" name="path" type="String"> </argument> <description> - Converts a localized path ([code]res://[/code]) to a full native OS path. + Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path]. + [b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project: + [codeblock] + var path = "" + if OS.has_feature("editor"): + # Running from an editor binary. + # `path` will contain the absolute path to `hello.txt` located in the project root. + path = ProjectSettings.globalize_path("res://hello.txt") + else: + # Running from an exported project. + # `path` will contain the absolute path to `hello.txt` next to the executable. + # This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path, + # but is close enough in spirit. + path = OS.get_executable_path().get_base_dir().plus_file("hello.txt") + [/codeblock] </description> </method> <method name="has_setting" qualifiers="const"> @@ -92,9 +129,12 @@ </argument> <argument index="1" name="replace_files" type="bool" default="true"> </argument> + <argument index="2" name="offset" type="int" default="0"> + </argument> <description> Loads the contents of the .pck or .zip file specified by [code]pack[/code] into the resource filesystem ([code]res://[/code]). Returns [code]true[/code] on success. [b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from [code]pack[/code] unless [code]replace_files[/code] is set to [code]false[/code]. + [b]Note:[/b] The optional [code]offset[/code] parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files. </description> </method> <method name="localize_path" qualifiers="const"> @@ -103,7 +143,7 @@ <argument index="0" name="path" type="String"> </argument> <description> - Convert a path to a localized path ([code]res://[/code] path). + Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [code]path[/code]. See also [method globalize_path]. </description> </method> <method name="property_can_revert"> @@ -137,7 +177,7 @@ <argument index="0" name="file" type="String"> </argument> <description> - Saves the configuration to a custom file. + Saves the configuration to a custom file. The file extension must be [code].godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/code] (to save in binary format). </description> </method> <method name="set_initial_value"> @@ -172,9 +212,14 @@ <description> Sets the value of a setting. [b]Example:[/b] - [codeblock] + [codeblocks] + [gdscript] ProjectSettings.set_setting("application/config/name", "Example") - [/codeblock] + [/gdscript] + [csharp] + ProjectSettings.SetSetting("application/config/name", "Example"); + [/csharp] + [/codeblocks] </description> </method> </methods> @@ -205,7 +250,8 @@ Icon set in [code].icns[/code] format used on macOS to set the game's icon. This is done automatically on start by calling [method DisplayServer.set_native_icon]. </member> <member name="application/config/name" type="String" setter="" getter="" default=""""> - The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. + The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup. + [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. </member> <member name="application/config/project_settings_override" type="String" setter="" getter="" default=""""> Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. @@ -223,6 +269,14 @@ <member name="application/run/disable_stdout" type="bool" setter="" getter="" default="false"> If [code]true[/code], disables printing to standard output in an exported build. </member> + <member name="application/run/flush_stdout_on_print" type="bool" setter="" getter="" default="false"> + If [code]true[/code], flushes the standard output stream every time a line is printed. This affects both terminal logging and file logging. + When running a project, this setting must be enabled if you want logs to be collected by service managers such as systemd/journalctl. This setting is disabled by default on release builds, since flushing on every printed line will negatively affect performance if lots of lines are printed in a rapid succession. Also, if this setting is enabled, logged files will still be written successfully if the application crashes or is otherwise killed by the user (without being closed "normally"). + [b]Note:[/b] Regardless of this setting, the standard error stream ([code]stderr[/code]) is always flushed when a line is printed to it. + </member> + <member name="application/run/flush_stdout_on_print.debug" type="bool" setter="" getter="" default="true"> + Debug build override for [member application/run/flush_stdout_on_print], as performance is less important during debugging. + </member> <member name="application/run/frame_delay_msec" type="int" setter="" getter="" default="0"> Forces a delay between frames in the main loop (in milliseconds). This may be useful if you plan to disable vertical synchronization. </member> @@ -244,7 +298,7 @@ <member name="audio/default_bus_layout" type="String" setter="" getter="" default=""res://default_bus_layout.tres""> Default [AudioBusLayout] resource file to use in the project, unless overridden by the scene. </member> - <member name="audio/driver" type="String" setter="" getter="" default=""PulseAudio""> + <member name="audio/driver" type="String" setter="" getter=""> Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used. </member> <member name="audio/enable_audio_input" type="bool" setter="" getter="" default="false"> @@ -256,6 +310,9 @@ <member name="audio/output_latency" type="int" setter="" getter="" default="15"> Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware. </member> + <member name="audio/output_latency.web" type="int" setter="" getter="" default="50"> + Safer override for [member audio/output_latency] in the Web platform, to avoid audio issues especially on mobile devices. + </member> <member name="audio/video_delay_compensation_ms" type="int" setter="" getter="" default="0"> Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing. </member> @@ -277,6 +334,10 @@ <member name="debug/gdscript/completion/autocomplete_setters_and_getters" type="bool" setter="" getter="" default="false"> If [code]true[/code], displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards. </member> + <member name="debug/gdscript/warnings/assert_always_false" type="bool" setter="" getter="" default="true"> + </member> + <member name="debug/gdscript/warnings/assert_always_true" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/constant_used_as_function" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when a constant is used as a function. </member> @@ -289,15 +350,6 @@ <member name="debug/gdscript/warnings/exclude_addons" type="bool" setter="" getter="" default="true"> If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings. </member> - <member name="debug/gdscript/warnings/function_conflicts_constant" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a function is declared with the same name as a constant. - </member> - <member name="debug/gdscript/warnings/function_conflicts_variable" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a function is declared with the same name as a variable. This will turn into an error in a future version when first-class functions become supported in GDScript. - </member> - <member name="debug/gdscript/warnings/function_may_yield" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a function assigned to a variable may yield and return a function state instead of a value. - </member> <member name="debug/gdscript/warnings/function_used_as_property" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when using a function as if it was a property. </member> @@ -313,12 +365,16 @@ <member name="debug/gdscript/warnings/property_used_as_function" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when using a property as if it was a function. </member> + <member name="debug/gdscript/warnings/redundant_await" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/return_value_discarded" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum. </member> <member name="debug/gdscript/warnings/shadowed_variable" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable). </member> + <member name="debug/gdscript/warnings/shadowed_variable_base_class" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/standalone_expression" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement. </member> @@ -337,6 +393,8 @@ <member name="debug/gdscript/warnings/unreachable_code" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed). </member> + <member name="debug/gdscript/warnings/unreachable_pattern" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/unsafe_call_argument" type="bool" setter="" getter="" default="false"> If [code]true[/code], enables warnings when using an expression whose type may not be compatible with the function parameter expected. </member> @@ -349,11 +407,11 @@ <member name="debug/gdscript/warnings/unsafe_property_access" type="bool" setter="" getter="" default="false"> If [code]true[/code], enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class. </member> - <member name="debug/gdscript/warnings/unused_argument" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a function parameter is unused. + <member name="debug/gdscript/warnings/unused_local_constant" type="bool" setter="" getter="" default="true"> + </member> + <member name="debug/gdscript/warnings/unused_parameter" type="bool" setter="" getter="" default="true"> </member> - <member name="debug/gdscript/warnings/unused_class_variable" type="bool" setter="" getter="" default="false"> - If [code]true[/code], enables warnings when a member variable is unused. + <member name="debug/gdscript/warnings/unused_private_class_variable" type="bool" setter="" getter="" default="true"> </member> <member name="debug/gdscript/warnings/unused_signal" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when a signal is unused. @@ -361,9 +419,6 @@ <member name="debug/gdscript/warnings/unused_variable" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when a local variable is unused. </member> - <member name="debug/gdscript/warnings/variable_conflicts_function" type="bool" setter="" getter="" default="true"> - If [code]true[/code], enables warnings when a variable is declared with the same name as a function. This will turn into an error in a future version when first-class functions become supported in GDScript. - </member> <member name="debug/gdscript/warnings/void_assignment" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when assigning the result of a function that returns [code]void[/code] to a variable. </member> @@ -414,15 +469,15 @@ <member name="display/mouse_cursor/tooltip_position_offset" type="Vector2" setter="" getter="" default="Vector2( 10, 10 )"> Position offset for tooltips, relative to the mouse cursor's hotspot. </member> - <member name="display/window/disable_wintab_api" type="bool" setter="" getter="" default="false"> - Disables WinTab API and always use Windows Ink API for the pen input (Windows only). - </member> <member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="false"> If [code]true[/code], allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there. </member> <member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true"> If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms. </member> + <member name="display/window/force_right_to_left_layout_direction" type="bool" setter="" getter="" default="false"> + Force layout direction and text writing direction to RTL for all locales. + </member> <member name="display/window/handheld/orientation" type="String" setter="" getter="" default=""landscape""> Default orientation on mobile devices. </member> @@ -430,19 +485,24 @@ If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button. </member> <member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false"> - Force the window to be always on top. + Forces the main window to be always on top. + [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5. </member> <member name="display/window/size/borderless" type="bool" setter="" getter="" default="false"> - Force the window to be borderless. + Forces the main window to be borderless. + [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5. </member> <member name="display/window/size/fullscreen" type="bool" setter="" getter="" default="false"> - Sets the window to full screen when it starts. + Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. + [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5. </member> <member name="display/window/size/height" type="int" setter="" getter="" default="600"> Sets the game's main viewport height. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled. </member> <member name="display/window/size/resizable" type="bool" setter="" getter="" default="true"> Allows the window to be resizable by default. + [b]Note:[/b] This setting is ignored on iOS and Android. </member> <member name="display/window/size/test_height" type="int" setter="" getter="" default="0"> If greater than zero, overrides the window height when running the game. Useful for testing stretch modes. @@ -453,6 +513,12 @@ <member name="display/window/size/width" type="int" setter="" getter="" default="1024"> Sets the game's main viewport width. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled. </member> + <member name="display/window/tablet_driver" type="String" setter="" getter=""> + Specifies the tablet driver to use. If left empty, the default driver will be used. + </member> + <member name="display/window/text_name" type="String" setter="" getter="" default=""""> + Specifies the [TextServer] to use. If left empty, the default will be used. + </member> <member name="display/window/vsync/use_vsync" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If [code]false[/code], vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5). </member> @@ -461,7 +527,7 @@ [b]Note:[/b] This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it. </member> <member name="editor/script_templates_search_path" type="String" setter="" getter="" default=""res://script_templates""> - Search path for project-specific script templates. Script templates will be search both in the editor-specific path and in this project-specific path. + Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path. </member> <member name="editor/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray( "gd", "shader" )"> Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files. @@ -469,8 +535,8 @@ <member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0"> Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden. </member> - <member name="gui/common/swap_ok_cancel" type="bool" setter="" getter="" default="false"> - If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions. + <member name="gui/common/swap_cancel_ok" type="bool" setter="" getter=""> + If [code]true[/code], swaps Cancel and OK buttons in dialogs on Windows and UWP to follow interface conventions. </member> <member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024"> </member> @@ -550,245 +616,248 @@ <member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false"> If [code]true[/code], sends touch input events when clicking or dragging the mouse. </member> + <member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15"> + Default delay for touch events. This only affects iOS devices. + </member> + <member name="layer_names/2d_physics/layer_0" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 0. If left empty, the layer will display as "Layer 0". + </member> <member name="layer_names/2d_physics/layer_1" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 1. + Optional name for the 2D physics layer 1. If left empty, the layer will display as "Layer 1". </member> <member name="layer_names/2d_physics/layer_10" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 10. + Optional name for the 2D physics layer 10. If left empty, the layer will display as "Layer 10". </member> <member name="layer_names/2d_physics/layer_11" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 11. + Optional name for the 2D physics layer 11. If left empty, the layer will display as "Layer 11". </member> <member name="layer_names/2d_physics/layer_12" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 12. + Optional name for the 2D physics layer 12. If left empty, the layer will display as "Layer 12". </member> <member name="layer_names/2d_physics/layer_13" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 13. + Optional name for the 2D physics layer 13. If left empty, the layer will display as "Layer 13". </member> <member name="layer_names/2d_physics/layer_14" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 14. + Optional name for the 2D physics layer 14. If left empty, the layer will display as "Layer 14". </member> <member name="layer_names/2d_physics/layer_15" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 15. + Optional name for the 2D physics layer 15. If left empty, the layer will display as "Layer 15". </member> <member name="layer_names/2d_physics/layer_16" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 16. + Optional name for the 2D physics layer 16. If left empty, the layer will display as "Layer 16". </member> <member name="layer_names/2d_physics/layer_17" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 17. + Optional name for the 2D physics layer 17. If left empty, the layer will display as "Layer 17". </member> <member name="layer_names/2d_physics/layer_18" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 18. + Optional name for the 2D physics layer 18. If left empty, the layer will display as "Layer 18". </member> <member name="layer_names/2d_physics/layer_19" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 19. + Optional name for the 2D physics layer 19. If left empty, the layer will display as "Layer 19". </member> <member name="layer_names/2d_physics/layer_2" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 2. - </member> - <member name="layer_names/2d_physics/layer_20" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 20. + Optional name for the 2D physics layer 2. If left empty, the layer will display as "Layer 2". </member> <member name="layer_names/2d_physics/layer_3" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 3. + Optional name for the 2D physics layer 3. If left empty, the layer will display as "Layer 3". </member> <member name="layer_names/2d_physics/layer_4" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 4. + Optional name for the 2D physics layer 4. If left empty, the layer will display as "Layer 4". </member> <member name="layer_names/2d_physics/layer_5" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 5. + Optional name for the 2D physics layer 5. If left empty, the layer will display as "Layer 5". </member> <member name="layer_names/2d_physics/layer_6" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 6. + Optional name for the 2D physics layer 6. If left empty, the layer will display as "Layer 6". </member> <member name="layer_names/2d_physics/layer_7" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 7. + Optional name for the 2D physics layer 7. If left empty, the layer will display as "Layer 7". </member> <member name="layer_names/2d_physics/layer_8" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 8. + Optional name for the 2D physics layer 8. If left empty, the layer will display as "Layer 8". </member> <member name="layer_names/2d_physics/layer_9" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 9. + Optional name for the 2D physics layer 9. If left empty, the layer will display as "Layer 9". + </member> + <member name="layer_names/2d_render/layer_0" type="String" setter="" getter="" default=""""> + Optional name for the 2D render layer 0. If left empty, the layer will display as "Layer 0". </member> <member name="layer_names/2d_render/layer_1" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 1. + Optional name for the 2D render layer 1. If left empty, the layer will display as "Layer 1". </member> <member name="layer_names/2d_render/layer_10" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 10. + Optional name for the 2D render layer 10. If left empty, the layer will display as "Layer 10". </member> <member name="layer_names/2d_render/layer_11" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 11. + Optional name for the 2D render layer 11. If left empty, the layer will display as "Layer 11". </member> <member name="layer_names/2d_render/layer_12" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 12. + Optional name for the 2D render layer 12. If left empty, the layer will display as "Layer 12". </member> <member name="layer_names/2d_render/layer_13" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 13. + Optional name for the 2D render layer 13. If left empty, the layer will display as "Layer 13". </member> <member name="layer_names/2d_render/layer_14" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 14. + Optional name for the 2D render layer 14. If left empty, the layer will display as "Layer 14". </member> <member name="layer_names/2d_render/layer_15" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 15. + Optional name for the 2D render layer 15. If left empty, the layer will display as "Layer 15". </member> <member name="layer_names/2d_render/layer_16" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 16. + Optional name for the 2D render layer 16. If left empty, the layer will display as "Layer 16". </member> <member name="layer_names/2d_render/layer_17" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 17. + Optional name for the 2D render layer 17. If left empty, the layer will display as "Layer 17". </member> <member name="layer_names/2d_render/layer_18" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 18. + Optional name for the 2D render layer 18. If left empty, the layer will display as "Layer 18". </member> <member name="layer_names/2d_render/layer_19" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 19. + Optional name for the 2D render layer 19. If left empty, the layer will display as "Layer 19". </member> <member name="layer_names/2d_render/layer_2" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 2. - </member> - <member name="layer_names/2d_render/layer_20" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 20. + Optional name for the 2D render layer 2. If left empty, the layer will display as "Layer 2". </member> <member name="layer_names/2d_render/layer_3" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 3. + Optional name for the 2D render layer 3. If left empty, the layer will display as "Layer 3". </member> <member name="layer_names/2d_render/layer_4" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 4. + Optional name for the 2D render layer 4. If left empty, the layer will display as "Layer 4". </member> <member name="layer_names/2d_render/layer_5" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 5. + Optional name for the 2D render layer 5. If left empty, the layer will display as "Layer 5". </member> <member name="layer_names/2d_render/layer_6" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 6. + Optional name for the 2D render layer 6. If left empty, the layer will display as "Layer 6". </member> <member name="layer_names/2d_render/layer_7" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 7. + Optional name for the 2D render layer 7. If left empty, the layer will display as "Layer 7". </member> <member name="layer_names/2d_render/layer_8" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 8. + Optional name for the 2D render layer 8. If left empty, the layer will display as "Layer 8". </member> <member name="layer_names/2d_render/layer_9" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 9. + Optional name for the 2D render layer 9. If left empty, the layer will display as "Layer 9". + </member> + <member name="layer_names/3d_physics/layer_0" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 0. If left empty, the layer will display as "Layer 0". </member> <member name="layer_names/3d_physics/layer_1" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 1. + Optional name for the 3D physics layer 1. If left empty, the layer will display as "Layer 1". </member> <member name="layer_names/3d_physics/layer_10" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 10. + Optional name for the 3D physics layer 10. If left empty, the layer will display as "Layer 10". </member> <member name="layer_names/3d_physics/layer_11" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 11. + Optional name for the 3D physics layer 11. If left empty, the layer will display as "Layer 11". </member> <member name="layer_names/3d_physics/layer_12" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 12. + Optional name for the 3D physics layer 12. If left empty, the layer will display as "Layer 12". </member> <member name="layer_names/3d_physics/layer_13" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 13. + Optional name for the 3D physics layer 13. If left empty, the layer will display as "Layer 13". </member> <member name="layer_names/3d_physics/layer_14" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 14. + Optional name for the 3D physics layer 14. If left empty, the layer will display as "Layer 14". </member> <member name="layer_names/3d_physics/layer_15" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 15. + Optional name for the 3D physics layer 15. If left empty, the layer will display as "Layer 15". </member> <member name="layer_names/3d_physics/layer_16" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 16. + Optional name for the 3D physics layer 16. If left empty, the layer will display as "Layer 16". </member> <member name="layer_names/3d_physics/layer_17" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 17. + Optional name for the 3D physics layer 17. If left empty, the layer will display as "Layer 17". </member> <member name="layer_names/3d_physics/layer_18" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 18. + Optional name for the 3D physics layer 18. If left empty, the layer will display as "Layer 18". </member> <member name="layer_names/3d_physics/layer_19" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 19. + Optional name for the 3D physics layer 19. If left empty, the layer will display as "Layer 19". </member> <member name="layer_names/3d_physics/layer_2" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 2. - </member> - <member name="layer_names/3d_physics/layer_20" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 20. + Optional name for the 3D physics layer 2. If left empty, the layer will display as "Layer 2". </member> <member name="layer_names/3d_physics/layer_3" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 3. + Optional name for the 3D physics layer 3. If left empty, the layer will display as "Layer 3". </member> <member name="layer_names/3d_physics/layer_4" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 4. + Optional name for the 3D physics layer 4. If left empty, the layer will display as "Layer 4". </member> <member name="layer_names/3d_physics/layer_5" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 5. + Optional name for the 3D physics layer 5. If left empty, the layer will display as "Layer 5". </member> <member name="layer_names/3d_physics/layer_6" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 6. + Optional name for the 3D physics layer 6. If left empty, the layer will display as "Layer 6". </member> <member name="layer_names/3d_physics/layer_7" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 7. + Optional name for the 3D physics layer 7. If left empty, the layer will display as "Layer 7". </member> <member name="layer_names/3d_physics/layer_8" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 8. + Optional name for the 3D physics layer 8. If left empty, the layer will display as "Layer 8". </member> <member name="layer_names/3d_physics/layer_9" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 9. + Optional name for the 3D physics layer 9. If left empty, the layer will display as "Layer 9". + </member> + <member name="layer_names/3d_render/layer_0" type="String" setter="" getter="" default=""""> + Optional name for the 2D render layer 0. If left empty, the layer will display as "Layer 0". </member> <member name="layer_names/3d_render/layer_1" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 1. + Optional name for the 3D render layer 1. If left empty, the layer will display as "Layer 1". </member> <member name="layer_names/3d_render/layer_10" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 10. + Optional name for the 3D render layer 10. If left empty, the layer will display as "Layer 10". </member> <member name="layer_names/3d_render/layer_11" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 11. + Optional name for the 3D render layer 11. If left empty, the layer will display as "Layer 11". </member> <member name="layer_names/3d_render/layer_12" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 12. + Optional name for the 3D render layer 12. If left empty, the layer will display as "Layer 12". </member> <member name="layer_names/3d_render/layer_13" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 13. + Optional name for the 3D render layer 13. If left empty, the layer will display as "Layer 13". </member> <member name="layer_names/3d_render/layer_14" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 14 + Optional name for the 3D render layer 14. If left empty, the layer will display as "Layer 14" </member> <member name="layer_names/3d_render/layer_15" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 15. + Optional name for the 3D render layer 15. If left empty, the layer will display as "Layer 15". </member> <member name="layer_names/3d_render/layer_16" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 16. + Optional name for the 3D render layer 16. If left empty, the layer will display as "Layer 16". </member> <member name="layer_names/3d_render/layer_17" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 17. + Optional name for the 3D render layer 17. If left empty, the layer will display as "Layer 17". </member> <member name="layer_names/3d_render/layer_18" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 18. + Optional name for the 3D render layer 18. If left empty, the layer will display as "Layer 18". </member> <member name="layer_names/3d_render/layer_19" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 19. + Optional name for the 3D render layer 19. If left empty, the layer will display as "Layer 19". </member> <member name="layer_names/3d_render/layer_2" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 2. - </member> - <member name="layer_names/3d_render/layer_20" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 20. + Optional name for the 3D render layer 2. If left empty, the layer will display as "Layer 2". </member> <member name="layer_names/3d_render/layer_3" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 3. + Optional name for the 3D render layer 3. If left empty, the layer will display as "Layer 3". </member> <member name="layer_names/3d_render/layer_4" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 4. + Optional name for the 3D render layer 4. If left empty, the layer will display as "Layer 4". </member> <member name="layer_names/3d_render/layer_5" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 5. + Optional name for the 3D render layer 5. If left empty, the layer will display as "Layer 5". </member> <member name="layer_names/3d_render/layer_6" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 6. + Optional name for the 3D render layer 6. If left empty, the layer will display as "Layer 6". </member> <member name="layer_names/3d_render/layer_7" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 7. + Optional name for the 3D render layer 7. If left empty, the layer will display as "Layer 7". </member> <member name="layer_names/3d_render/layer_8" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 8. + Optional name for the 3D render layer 8. If left empty, the layer will display as "Layer 8". </member> <member name="layer_names/3d_render/layer_9" type="String" setter="" getter="" default=""""> - Optional name for the 3D render layer 9. + Optional name for the 3D render layer 9. If left empty, the layer will display as "Layer 9". </member> <member name="locale/fallback" type="String" setter="" getter="" default=""en""> The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used. @@ -799,13 +868,18 @@ <member name="logging/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false"> If [code]true[/code], logs all output to files. </member> - <member name="logging/file_logging/log_path" type="String" setter="" getter="" default=""user://logs/log.txt""> + <member name="logging/file_logging/enable_file_logging.pc" type="bool" setter="" getter="" default="true"> + Desktop override for [member logging/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms. + </member> + <member name="logging/file_logging/log_path" type="String" setter="" getter="" default=""user://logs/godot.log""> Path to logs within the project. Using an [code]user://[/code] path is recommended. </member> - <member name="logging/file_logging/max_log_files" type="int" setter="" getter="" default="10"> + <member name="logging/file_logging/max_log_files" type="int" setter="" getter="" default="5"> Specifies the maximum amount of log files allowed (used for rotation). </member> - <member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="" default="1024"> + <member name="memory/limits/command_queue/multithreading_queue_size_kb" type="int" setter="" getter="" default="256"> + </member> + <member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="" default="4096"> Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here. </member> <member name="memory/limits/multithreaded_server/rid_pool_prealloc" type="int" setter="" getter="" default="60"> @@ -821,6 +895,8 @@ </member> <member name="mono/profiler/enabled" type="bool" setter="" getter="" default="false"> </member> + <member name="mono/project/auto_update_project" type="bool" setter="" getter="" default="true"> + </member> <member name="mono/unhandled_exception_policy" type="int" setter="" getter="" default="0"> </member> <member name="network/limits/debugger/max_chars_per_second" type="int" setter="" getter="" default="32768"> @@ -836,7 +912,7 @@ Maximum number of warnings allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. </member> <member name="network/limits/packet_peer_stream/max_buffer_po2" type="int" setter="" getter="" default="16"> - Default size of packet peer stream for deserializing Godot data. Over this size, data is dropped. + Default size of packet peer stream for deserializing Godot data (in bytes, specified as a power of two). The default value [code]16[/code] is equal to 65,536 bytes. Over this size, data is dropped. </member> <member name="network/limits/tcp/connect_timeout_seconds" type="int" setter="" getter="" default="30"> Timeout (in seconds) for connection attempts using TCP. @@ -844,38 +920,15 @@ <member name="network/limits/webrtc/max_channel_in_buffer_kb" type="int" setter="" getter="" default="64"> Maximum size (in kiB) for the [WebRTCDataChannel] input buffer. </member> - <member name="network/limits/websocket_client/max_in_buffer_kb" type="int" setter="" getter="" default="64"> - Maximum size (in kiB) for the [WebSocketClient] input buffer. - </member> - <member name="network/limits/websocket_client/max_in_packets" type="int" setter="" getter="" default="1024"> - Maximum number of concurrent input packets for [WebSocketClient]. - </member> - <member name="network/limits/websocket_client/max_out_buffer_kb" type="int" setter="" getter="" default="64"> - Maximum size (in kiB) for the [WebSocketClient] output buffer. - </member> - <member name="network/limits/websocket_client/max_out_packets" type="int" setter="" getter="" default="1024"> - Maximum number of concurrent output packets for [WebSocketClient]. - </member> - <member name="network/limits/websocket_server/max_in_buffer_kb" type="int" setter="" getter="" default="64"> - Maximum size (in kiB) for the [WebSocketServer] input buffer. - </member> - <member name="network/limits/websocket_server/max_in_packets" type="int" setter="" getter="" default="1024"> - Maximum number of concurrent input packets for [WebSocketServer]. - </member> - <member name="network/limits/websocket_server/max_out_buffer_kb" type="int" setter="" getter="" default="64"> - Maximum size (in kiB) for the [WebSocketServer] output buffer. - </member> - <member name="network/limits/websocket_server/max_out_packets" type="int" setter="" getter="" default="1024"> - Maximum number of concurrent output packets for [WebSocketServer]. - </member> <member name="network/remote_fs/page_read_ahead" type="int" setter="" getter="" default="4"> Amount of read ahead used by remote filesystem. Higher values decrease the effects of latency at the cost of higher bandwidth usage. </member> <member name="network/remote_fs/page_size" type="int" setter="" getter="" default="65536"> Page size used by remote filesystem (in bytes). </member> - <member name="network/ssl/certificates" type="String" setter="" getter="" default=""""> - CA certificates bundle to use for SSL connections. If not defined, Godot's internal CA certificates are used. + <member name="network/ssl/certificate_bundle_override" type="String" setter="" getter="" default=""""> + The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used. + If in doubt, leave this setting empty. </member> <member name="node/name_casing" type="int" setter="" getter="" default="0"> When creating node names automatically, set the type of casing in this project. This is mostly an editor setting. @@ -887,29 +940,43 @@ Size of the hash table used for the broad-phase 2D hash grid algorithm. </member> <member name="physics/2d/cell_size" type="int" setter="" getter="" default="128"> - Cell size used for the broad-phase 2D hash grid algorithm. + Cell size used for the broad-phase 2D hash grid algorithm (in pixels). </member> <member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0"> The default angular damp in 2D. + [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. </member> <member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98"> The default gravity strength in 2D. [b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample: - [codeblock] + [codeblocks] + [gdscript] # Set the default gravity strength to 98. - PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), PhysicsServer2D.AREA_PARAM_GRAVITY, 98) - [/codeblock] + PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY, 98) + [/gdscript] + [csharp] + // Set the default gravity strength to 98. + PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.Gravity, 98); + [/csharp] + [/codeblocks] </member> <member name="physics/2d/default_gravity_vector" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )"> The default gravity direction in 2D. [b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample: - [codeblock] + [codeblocks] + [gdscript] # Set the default gravity direction to `Vector2(0, 1)`. - PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1)) - [/codeblock] + PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN) + [/gdscript] + [csharp] + // Set the default gravity direction to `Vector2(0, 1)`. + PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down) + [/csharp] + [/codeblocks] </member> <member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1"> The default linear damp in 2D. + [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. </member> <member name="physics/2d/large_object_surface_threshold_in_cells" type="int" setter="" getter="" default="512"> Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm. @@ -936,25 +1003,39 @@ </member> <member name="physics/3d/default_angular_damp" type="float" setter="" getter="" default="0.1"> The default angular damp in 3D. + [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. </member> <member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8"> The default gravity strength in 3D. [b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample: - [codeblock] + [codeblocks] + [gdscript] # Set the default gravity strength to 9.8. - PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8) - [/codeblock] + PhysicsServer3D.area_set_param(get_viewport().find_world().space, PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8) + [/gdscript] + [csharp] + // Set the default gravity strength to 9.8. + PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D.AreaParameter.Gravity, 9.8); + [/csharp] + [/codeblocks] </member> <member name="physics/3d/default_gravity_vector" type="Vector3" setter="" getter="" default="Vector3( 0, -1, 0 )"> The default gravity direction in 3D. [b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample: - [codeblock] + [codeblocks] + [gdscript] # Set the default gravity direction to `Vector3(0, -1, 0)`. - PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0)) - [/codeblock] + PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN) + [/gdscript] + [csharp] + // Set the default gravity direction to `Vector3(0, -1, 0)`. + PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down) + [/csharp] + [/codeblocks] </member> <member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1"> The default linear damp in 3D. + [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. </member> <member name="physics/3d/physics_engine" type="String" setter="" getter="" default=""DEFAULT""> Sets which physics engine to use for 3D physics. @@ -977,19 +1058,48 @@ <member name="rendering/environment/default_environment" type="String" setter="" getter="" default=""""> [Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here. </member> + <member name="rendering/forward_renderer/threaded_render_minimum_instances" type="int" setter="" getter="" default="500"> + </member> + <member name="rendering/gpu_lightmapper/performance/max_rays_per_pass" type="int" setter="" getter="" default="32"> + </member> + <member name="rendering/gpu_lightmapper/performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64"> + </member> + <member name="rendering/gpu_lightmapper/performance/region_size" type="int" setter="" getter="" default="512"> + </member> + <member name="rendering/gpu_lightmapper/quality/high_quality_probe_ray_count" type="int" setter="" getter="" default="512"> + </member> + <member name="rendering/gpu_lightmapper/quality/high_quality_ray_count" type="int" setter="" getter="" default="256"> + </member> + <member name="rendering/gpu_lightmapper/quality/low_quality_probe_ray_count" type="int" setter="" getter="" default="64"> + </member> + <member name="rendering/gpu_lightmapper/quality/low_quality_ray_count" type="int" setter="" getter="" default="16"> + </member> + <member name="rendering/gpu_lightmapper/quality/medium_quality_probe_ray_count" type="int" setter="" getter="" default="256"> + </member> + <member name="rendering/gpu_lightmapper/quality/medium_quality_ray_count" type="int" setter="" getter="" default="64"> + </member> + <member name="rendering/gpu_lightmapper/quality/ultra_quality_probe_ray_count" type="int" setter="" getter="" default="2048"> + </member> + <member name="rendering/gpu_lightmapper/quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024"> + </member> <member name="rendering/high_end/global_shader_variables_buffer_size" type="int" setter="" getter="" default="65536"> </member> + <member name="rendering/lightmapper/probe_capture_update_speed" type="float" setter="" getter="" default="15"> + </member> <member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="" default="128000"> Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves. </member> <member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600"> </member> - <member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false"> - Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details. - If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend, and only desktop platforms. It is not necessary when using the Vulkan backend. + <member name="rendering/quality/2d/snap_2d_transforms_to_pixel" type="bool" setter="" getter="" default="false"> + </member> + <member name="rendering/quality/2d/snap_2d_vertices_to_pixel" type="bool" setter="" getter="" default="false"> + </member> + <member name="rendering/quality/2d_sdf/oversize" type="int" setter="" getter="" default="1"> </member> - <member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="" default="false"> - If [code]true[/code], forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles. + <member name="rendering/quality/2d_sdf/scale" type="int" setter="" getter="" default="1"> + </member> + <member name="rendering/quality/2d_shadow_atlas/size" type="int" setter="" getter="" default="2048"> </member> <member name="rendering/quality/depth_of_field/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="2"> Sets the quality of the depth of field effect. Higher quality takes more samples, which is slower but looks smoother. @@ -1036,12 +1146,21 @@ <member name="rendering/quality/glow/upscale_mode.mobile" type="int" setter="" getter="" default="0"> Lower-end override for [member rendering/quality/glow/upscale_mode] on mobile devices, due to performance concerns or driver support. </member> + <member name="rendering/quality/glow/use_high_quality" type="bool" setter="" getter="" default="false"> + Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long. + </member> <member name="rendering/quality/intended_usage/framebuffer_allocation" type="int" setter="" getter="" default="2"> Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects will not be available in the [Environment]. </member> <member name="rendering/quality/intended_usage/framebuffer_allocation.mobile" type="int" setter="" getter="" default="3"> Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support. </member> + <member name="rendering/quality/mesh_lod/threshold_pixels" type="float" setter="" getter="" default="1.0"> + </member> + <member name="rendering/quality/rd_renderer/use_low_end_renderer" type="bool" setter="" getter="" default="false"> + </member> + <member name="rendering/quality/rd_renderer/use_low_end_renderer.mobile" type="bool" setter="" getter="" default="true"> + </member> <member name="rendering/quality/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64"> Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM. </member> @@ -1070,18 +1189,20 @@ Lower-end override for [member rendering/quality/reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support. </member> <member name="rendering/quality/screen_filters/msaa" type="int" setter="" getter="" default="0"> - Sets the number of MSAA samples to use. MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. + Sets the number of MSAA samples to use (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. [b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend. </member> <member name="rendering/quality/screen_filters/screen_space_aa" type="int" setter="" getter="" default="0"> Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. - Another way to combat specular aliasing is to enable [member rendering/quality/screen_filters/screen_space_roughness_limiter]. + Another way to combat specular aliasing is to enable [member rendering/quality/screen_filters/screen_space_roughness_limiter_enabled]. + </member> + <member name="rendering/quality/screen_filters/screen_space_roughness_limiter_amount" type="float" setter="" getter="" default="0.25"> </member> - <member name="rendering/quality/screen_filters/screen_space_roughness_limiter" type="int" setter="" getter="" default="0"> - Enables the screen-space roughness limiter which increases material roughness in areas with a high normal frequency (i.e. when normals change a lot from pixel to pixel). This helps to reduce the amount of specular aliasing in a scene. Specular aliasing looks like random bright pixels that occur in reflections. + <member name="rendering/quality/screen_filters/screen_space_roughness_limiter_enabled" type="bool" setter="" getter="" default="true"> </member> - <member name="rendering/quality/screen_filters/screen_space_roughness_limiter_curve" type="float" setter="" getter="" default="1.0"> - Curves the amount of the roughness limited effect. A higher value limits the effect to very sharply curved surfaces, while a lower threshold extends the effect to smoother surfaces. + <member name="rendering/quality/screen_filters/screen_space_roughness_limiter_limit" type="float" setter="" getter="" default="0.18"> + </member> + <member name="rendering/quality/screen_filters/use_debanding" type="bool" setter="" getter="" default="false"> </member> <member name="rendering/quality/screen_space_reflection/roughness_quality" type="int" setter="" getter="" default="1"> Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better. @@ -1128,11 +1249,26 @@ <member name="rendering/quality/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0"> Lower-end override for [member rendering/quality/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. </member> + <member name="rendering/quality/ssao/adaptive_target" type="float" setter="" getter="" default="0.5"> + Quality target to use when [member rendering/quality/ssao/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. + </member> + <member name="rendering/quality/ssao/blur_passes" type="int" setter="" getter="" default="2"> + Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail. + </member> + <member name="rendering/quality/ssao/fadeout_from" type="float" setter="" getter="" default="50.0"> + Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion at great distances. + </member> + <member name="rendering/quality/ssao/fadeout_to" type="float" setter="" getter="" default="300.0"> + Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances. + </member> <member name="rendering/quality/ssao/half_size" type="bool" setter="" getter="" default="false"> If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. </member> - <member name="rendering/quality/ssao/quality" type="int" setter="" getter="" default="1"> - Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. + <member name="rendering/quality/ssao/half_size.mobile" type="bool" setter="" getter="" default="true"> + Lower-end override for [member rendering/quality/ssao/half_size] on mobile devices, due to performance concerns. + </member> + <member name="rendering/quality/ssao/quality" type="int" setter="" getter="" default="2"> + Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/quality/ssao/adaptive_target] setting. </member> <member name="rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01"> Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth. @@ -1143,16 +1279,33 @@ <member name="rendering/quality/subsurface_scattering/subsurface_scattering_scale" type="float" setter="" getter="" default="0.05"> Scales the distance over which samples are taken for subsurface scattering effect. Changing this does not impact performance, but higher values will result in significant artifacts as the samples will become obviously spread out. A lower value results in a smaller spread of scattered light. </member> - <member name="rendering/quality/texture_filters/max_anisotropy" type="int" setter="" getter="" default="4"> - Sets the maximum number of samples to take when using anisotropic filtering on textures. A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. - Only power of two values are valid ([code]1[/code], [code]2[/code], [code]4[/code], [code]8[/code], [code]16[/code]). A value of [code]1[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. + <member name="rendering/quality/texture_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2"> + Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. </member> <member name="rendering/quality/texture_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false"> If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used. </member> + <member name="rendering/sdfgi/frames_to_converge" type="int" setter="" getter="" default="1"> + </member> + <member name="rendering/sdfgi/probe_ray_count" type="int" setter="" getter="" default="2"> + </member> + <member name="rendering/spatial_indexer/threaded_cull_minimum_instances" type="int" setter="" getter="" default="1000"> + </member> + <member name="rendering/spatial_indexer/update_iterations_per_frame" type="int" setter="" getter="" default="10"> + </member> <member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1"> Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter. </member> + <member name="rendering/volumetric_fog/directional_shadow_shrink" type="int" setter="" getter="" default="512"> + </member> + <member name="rendering/volumetric_fog/positional_shadow_shrink" type="int" setter="" getter="" default="512"> + </member> + <member name="rendering/volumetric_fog/use_filter" type="int" setter="" getter="" default="0"> + </member> + <member name="rendering/volumetric_fog/volume_depth" type="int" setter="" getter="" default="128"> + </member> + <member name="rendering/volumetric_fog/volume_size" type="int" setter="" getter="" default="64"> + </member> <member name="rendering/vram_compression/import_bptc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer. </member> @@ -1177,7 +1330,7 @@ <member name="rendering/vulkan/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64"> </member> <member name="world/2d/cell_size" type="int" setter="" getter="" default="100"> - Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses. + Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in pixels). </member> </members> <constants> diff --git a/doc/classes/ProximityGroup3D.xml b/doc/classes/ProximityGroup3D.xml index 1714c1ec8d..512d55c9a0 100644 --- a/doc/classes/ProximityGroup3D.xml +++ b/doc/classes/ProximityGroup3D.xml @@ -12,7 +12,7 @@ <method name="broadcast"> <return type="void"> </return> - <argument index="0" name="name" type="String"> + <argument index="0" name="method" type="String"> </argument> <argument index="1" name="parameters" type="Variant"> </argument> @@ -30,7 +30,7 @@ </members> <signals> <signal name="broadcast"> - <argument index="0" name="group_name" type="String"> + <argument index="0" name="method" type="String"> </argument> <argument index="1" name="parameters" type="Array"> </argument> diff --git a/doc/classes/QuadMesh.xml b/doc/classes/QuadMesh.xml index 422add08d1..24a3d76ee2 100644 --- a/doc/classes/QuadMesh.xml +++ b/doc/classes/QuadMesh.xml @@ -7,6 +7,8 @@ Class representing a square [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Y axes; this default rotation is more suited for use with billboarded materials. Unlike [PlaneMesh], this mesh doesn't provide subdivision options. </description> <tutorials> + <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link> + <link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml index 327fa882e5..ef83ae7fb9 100644 --- a/doc/classes/Quat.xml +++ b/doc/classes/Quat.xml @@ -4,33 +4,42 @@ Quaternion. </brief_description> <description> - A unit quaternion used for representing 3D rotations. - It is similar to [Basis], which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. But due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. - Quaternions need to be (re)normalized. + A unit quaternion used for representing 3D rotations. Quaternions need to be normalized to be used for rotation. + It is similar to Basis, which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. Basis stores rotation, scale, and shearing, while Quat only stores rotation. + Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> + <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> - <method name="Quat"> + <method name="Quat" qualifiers="constructor"> <return type="Quat"> </return> - <argument index="0" name="from" type="Basis"> + <description> + Constructs a default-initialized quaternion with all components set to [code]0[/code]. + </description> + </method> + <method name="Quat" qualifiers="constructor"> + <return type="Quat"> + </return> + <argument index="0" name="from" type="Quat"> </argument> <description> - Returns the rotation matrix corresponding to the given quaternion. + Constructs a [Quat] as a copy of the given [Quat]. </description> </method> - <method name="Quat"> + <method name="Quat" qualifiers="constructor"> <return type="Quat"> </return> - <argument index="0" name="euler" type="Vector3"> + <argument index="0" name="arc_from" type="Vector3"> + </argument> + <argument index="1" name="arc_to" type="Vector3"> </argument> <description> - Returns a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle). </description> </method> - <method name="Quat"> + <method name="Quat" qualifiers="constructor"> <return type="Quat"> </return> <argument index="0" name="axis" type="Vector3"> @@ -38,10 +47,28 @@ <argument index="1" name="angle" type="float"> </argument> <description> - Returns a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector. + Constructs a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector. + </description> + </method> + <method name="Quat" qualifiers="constructor"> + <return type="Quat"> + </return> + <argument index="0" name="euler" type="Vector3"> + </argument> + <description> + Constructs a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle). + </description> + </method> + <method name="Quat" qualifiers="constructor"> + <return type="Quat"> + </return> + <argument index="0" name="from" type="Basis"> + </argument> + <description> + Constructs a quaternion from the given [Basis]. </description> </method> - <method name="Quat"> + <method name="Quat" qualifiers="constructor"> <return type="Quat"> </return> <argument index="0" name="x" type="float"> @@ -53,7 +80,7 @@ <argument index="3" name="w" type="float"> </argument> <description> - Returns a quaternion defined by these values. + Constructs a quaternion defined by the given values. </description> </method> <method name="cubic_slerp"> @@ -65,16 +92,16 @@ </argument> <argument index="2" name="post_b" type="Quat"> </argument> - <argument index="3" name="t" type="float"> + <argument index="3" name="weight" type="float"> </argument> <description> - Performs a cubic spherical-linear interpolation with another quaternion. + Performs a cubic spherical interpolation between quaternions [code]pre_a[/code], this vector, [code]b[/code], and [code]post_b[/code], by the given amount [code]weight[/code]. </description> </method> <method name="dot"> <return type="float"> </return> - <argument index="0" name="b" type="Quat"> + <argument index="0" name="with" type="Quat"> </argument> <description> Returns the dot product of two quaternions. @@ -84,7 +111,7 @@ <return type="Vector3"> </return> <description> - Returns Euler angles (in the YXZ convention: first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). + Returns Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). </description> </method> <method name="inverse"> @@ -97,10 +124,10 @@ <method name="is_equal_approx"> <return type="bool"> </return> - <argument index="0" name="quat" type="Quat"> + <argument index="0" name="to" type="Quat"> </argument> <description> - Returns [code]true[/code] if this quaterion and [code]quat[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component. + Returns [code]true[/code] if this quaterion and [code]quat[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. </description> </method> <method name="is_normalized"> @@ -131,75 +158,151 @@ Returns a copy of the quaternion, normalized to unit length. </description> </method> - <method name="set_axis_angle"> - <return type="void"> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> </return> - <argument index="0" name="axis" type="Vector3"> + <argument index="0" name="right" type="Quat"> </argument> - <argument index="1" name="angle" type="float"> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Quat"> + </return> + <argument index="0" name="right" type="Quat"> </argument> <description> - Sets the quaternion to a rotation which rotates around axis by the specified angle, in radians. The axis must be a normalized vector. </description> </method> - <method name="set_euler"> - <return type="void"> + <method name="operator *" qualifiers="operator"> + <return type="Vector3"> </return> - <argument index="0" name="euler" type="Vector3"> + <argument index="0" name="right" type="Vector3"> </argument> <description> - Sets the quaternion to a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle). </description> </method> - <method name="slerp"> + <method name="operator *" qualifiers="operator"> <return type="Quat"> </return> - <argument index="0" name="b" type="Quat"> + <argument index="0" name="right" type="float"> </argument> - <argument index="1" name="t" type="float"> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Quat"> + </return> + <argument index="0" name="right" type="int"> </argument> <description> - Performs a spherical-linear interpolation with another quaternion. </description> </method> - <method name="slerpni"> + <method name="operator +" qualifiers="operator"> <return type="Quat"> </return> - <argument index="0" name="b" type="Quat"> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Quat"> + </return> + <argument index="0" name="right" type="Quat"> </argument> - <argument index="1" name="t" type="float"> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Quat"> + </return> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Quat"> + </return> + <argument index="0" name="right" type="Quat"> </argument> <description> - Performs a spherical-linear interpolation with another quaterion without checking if the rotation path is not bigger than 90°. </description> </method> - <method name="xform"> - <return type="Vector3"> + <method name="operator /" qualifiers="operator"> + <return type="Quat"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Quat"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Quat"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="float"> </return> - <argument index="0" name="v" type="Vector3"> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> + <method name="slerp"> + <return type="Quat"> + </return> + <argument index="0" name="to" type="Quat"> + </argument> + <argument index="1" name="weight" type="float"> + </argument> + <description> + Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code]. + [b]Note:[/b] Both quaternions must be normalized. + </description> + </method> + <method name="slerpni"> + <return type="Quat"> + </return> + <argument index="0" name="to" type="Quat"> + </argument> + <argument index="1" name="weight" type="float"> </argument> <description> - Transforms the vector [code]v[/code] by this quaternion. + Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code], but without checking if the rotation path is not bigger than 90 degrees. </description> </method> </methods> <members> <member name="w" type="float" setter="" getter="" default="1.0"> - W component of the quaternion. + W component of the quaternion (real part). + Quaternion components should usually not be manipulated directly. </member> <member name="x" type="float" setter="" getter="" default="0.0"> - X component of the quaternion. + X component of the quaternion (imaginary [code]i[/code] axis part). + Quaternion components should usually not be manipulated directly. </member> <member name="y" type="float" setter="" getter="" default="0.0"> - Y component of the quaternion. + Y component of the quaternion (imaginary [code]j[/code] axis part). + Quaternion components should usually not be manipulated directly. </member> <member name="z" type="float" setter="" getter="" default="0.0"> - Z component of the quaternion. + Z component of the quaternion (imaginary [code]k[/code] axis part). + Quaternion components should usually not be manipulated directly. </member> </members> <constants> <constant name="IDENTITY" value="Quat( 0, 0, 0, 1 )"> - The identity rotation. Equivalent to an identity matrix. If a vector is transformed by an identity quaternion, it will not change. + The identity quaternion, representing no rotation. Equivalent to an identity [Basis] matrix. If a vector is transformed by an identity quaternion, it will not change. </constant> </constants> </class> diff --git a/doc/classes/RDTextureFormat.xml b/doc/classes/RDTextureFormat.xml index 664d4cadff..e41ddff368 100644 --- a/doc/classes/RDTextureFormat.xml +++ b/doc/classes/RDTextureFormat.xml @@ -37,7 +37,7 @@ </member> <member name="samples" type="int" setter="set_samples" getter="get_samples" enum="RenderingDevice.TextureSamples" default="0"> </member> - <member name="type" type="int" setter="set_type" getter="get_type" enum="RenderingDevice.TextureType" default="1"> + <member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="RenderingDevice.TextureType" default="1"> </member> <member name="usage_bits" type="int" setter="set_usage_bits" getter="get_usage_bits" default="0"> </member> diff --git a/doc/classes/RDUniform.xml b/doc/classes/RDUniform.xml index e5bace32af..bc8a21e985 100644 --- a/doc/classes/RDUniform.xml +++ b/doc/classes/RDUniform.xml @@ -31,7 +31,7 @@ <members> <member name="binding" type="int" setter="set_binding" getter="get_binding" default="0"> </member> - <member name="type" type="int" setter="set_type" getter="get_type" enum="RenderingDevice.UniformType" default="3"> + <member name="uniform_type" type="int" setter="set_uniform_type" getter="get_uniform_type" enum="RenderingDevice.UniformType" default="3"> </member> </members> <constants> diff --git a/doc/classes/RID.xml b/doc/classes/RID.xml index 644c427120..0ee34d4194 100644 --- a/doc/classes/RID.xml +++ b/doc/classes/RID.xml @@ -9,13 +9,20 @@ <tutorials> </tutorials> <methods> - <method name="RID"> + <method name="RID" qualifiers="constructor"> <return type="RID"> </return> - <argument index="0" name="from" type="Object"> + <description> + Constructs an empty [RID] with the invalid ID [code]0[/code]. + </description> + </method> + <method name="RID" qualifiers="constructor"> + <return type="RID"> + </return> + <argument index="0" name="from" type="RID"> </argument> <description> - Creates a new RID instance with the ID of a given resource. When not handed a valid resource, silently stores the unused ID 0. + Constructs a [RID] as a copy of the given [RID]. </description> </method> <method name="get_id"> @@ -25,6 +32,54 @@ Returns the ID of the referenced resource. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="RID"> + </argument> + <description> + </description> + </method> + <method name="operator <" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="RID"> + </argument> + <description> + </description> + </method> + <method name="operator <=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="RID"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="RID"> + </argument> + <description> + </description> + </method> + <method name="operator >" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="RID"> + </argument> + <description> + </description> + </method> + <method name="operator >=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="RID"> + </argument> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/RandomNumberGenerator.xml b/doc/classes/RandomNumberGenerator.xml index ec0f1a96b2..6312cd18aa 100644 --- a/doc/classes/RandomNumberGenerator.xml +++ b/doc/classes/RandomNumberGenerator.xml @@ -13,8 +13,10 @@ rng.randomize() var my_random_number = rng.randf_range(-10.0, 10.0) [/codeblock] + [b]Note:[/b] The default values of [member seed] and [member state] properties are pseudo-random, and changes when calling [method randomize]. The [code]0[/code] value documented here is a placeholder, and not the actual default seed. </description> <tutorials> + <link title="Random number generation">https://docs.godotengine.org/en/latest/tutorials/math/random_number_generation.html</link> </tutorials> <methods> <method name="randf"> @@ -73,9 +75,27 @@ </method> </methods> <members> - <member name="seed" type="int" setter="set_seed" getter="get_seed" default="-6398989897141750821"> - The seed used by the random number generator. A given seed will give a reproducible sequence of pseudo-random numbers. + <member name="seed" type="int" setter="set_seed" getter="get_seed" default="0"> + Initializes the random number generator state based on the given seed value. A given seed will give a reproducible sequence of pseudo-random numbers. [b]Note:[/b] The RNG does not have an avalanche effect, and can output similar random streams given similar seeds. Consider using a hash function to improve your seed quality if they're sourced externally. + [b]Note:[/b] Setting this property produces a side effect of changing the internal [member state], so make sure to initialize the seed [i]before[/i] modifying the [member state]: + [codeblock] + var rng = RandomNumberGenerator.new() + rng.seed = hash("Godot") + rng.state = 100 # Restore to some previously saved state. + [/codeblock] + </member> + <member name="state" type="int" setter="set_state" getter="get_state" default="0"> + The current state of the random number generator. Save and restore this property to restore the generator to a previous state: + [codeblock] + var rng = RandomNumberGenerator.new() + print(rng.randf()) + var saved_state = rng.state # Store current state. + print(rng.randf()) # Advance internal state. + rng.state = saved_state # Restore the state. + print(rng.randf()) # Prints the same value as in previous. + [/codeblock] + [b]Note:[/b] Do not set state to arbitrary values, since the random number generator requires the state to have certain qualities to behave properly. It should only be set to values that came from the state property itself. To initialize the random number generator with arbitrary input, use [member seed] instead. </member> </members> <constants> diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index 51f3f0334d..e30d7df63f 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -4,14 +4,14 @@ Query the closest object intersecting a ray. </brief_description> <description> - A RayCast represents a line from its origin to its destination position, [code]cast_to[/code]. It is used to query the 2D space in order to find the closest object along the path of the ray. - RayCast2D can ignore some objects by adding them to the exception list via [code]add_exception[/code], by setting proper filtering with collision layers, or by filtering object types with type masks. + A RayCast represents a line from its origin to its destination position, [member target_position]. It is used to query the 2D space in order to find the closest object along the path of the ray. + RayCast2D can ignore some objects by adding them to the exception list via [method add_exception], by setting proper filtering with collision layers, or by filtering object types with type masks. RayCast2D can be configured to report collisions with [Area2D]s ([member collide_with_areas]) and/or [PhysicsBody2D]s ([member collide_with_bodies]). Only enabled raycasts will be able to query the space and report collisions. RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_exception"> @@ -44,7 +44,7 @@ </return> <description> Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state. - [b]Note:[/b] [code]enabled == true[/code] is not required for this to work. + [b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work. </description> </method> <method name="get_collider" qualifiers="const"> @@ -123,9 +123,6 @@ </method> </methods> <members> - <member name="cast_to" type="Vector2" setter="set_cast_to" getter="get_cast_to" default="Vector2( 0, 50 )"> - The ray's destination point, relative to the RayCast's [code]position[/code]. - </member> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> If [code]true[/code], collision with [Area2D]s will be reported. </member> @@ -133,14 +130,17 @@ If [code]true[/code], collision with [PhysicsBody2D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> - <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="false"> + <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], collisions will be reported. </member> <member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true"> If [code]true[/code], the parent node will be excluded from collision detection. </member> + <member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2( 0, 50 )"> + The ray's destination point, relative to the RayCast's [code]position[/code]. + </member> </members> <constants> </constants> diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index 08c6d6f40c..d24e86a08b 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -4,14 +4,15 @@ Query the closest object intersecting a ray. </brief_description> <description> - A RayCast represents a line from its origin to its destination position, [code]cast_to[/code]. It is used to query the 3D space in order to find the closest object along the path of the ray. - RayCast3D can ignore some objects by adding them to the exception list via [code]add_exception[/code] or by setting proper filtering with collision layers and masks. + A RayCast represents a line from its origin to its destination position, [member target_position]. It is used to query the 3D space in order to find the closest object along the path of the ray. + RayCast3D can ignore some objects by adding them to the exception list via [method add_exception] or by setting proper filtering with collision layers and masks. RayCast3D can be configured to report collisions with [Area3D]s ([member collide_with_areas]) and/or [PhysicsBody3D]s ([member collide_with_bodies]). Only enabled raycasts will be able to query the space and report collisions. RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> <method name="add_exception"> @@ -45,7 +46,7 @@ <description> Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state. - [b]Note:[/b] [code]enabled == true[/code] is not required for this to work. + [b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work. </description> </method> <method name="get_collider" qualifiers="const"> @@ -126,9 +127,6 @@ </method> </methods> <members> - <member name="cast_to" type="Vector3" setter="set_cast_to" getter="get_cast_to" default="Vector3( 0, -1, 0 )"> - The ray's destination point, relative to the RayCast's [code]position[/code]. - </member> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> If [code]true[/code], collision with [Area3D]s will be reported. </member> @@ -136,14 +134,17 @@ If [code]true[/code], collision with [PhysicsBody3D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> - <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="false"> + <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], collisions will be reported. </member> <member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true"> If [code]true[/code], collisions will be ignored for this RayCast3D's immediate parent. </member> + <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3( 0, -1, 0 )"> + The ray's destination point, relative to the RayCast's [code]position[/code]. + </member> </members> <constants> </constants> diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index dbf461cdf1..5d7ff39587 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -5,13 +5,41 @@ </brief_description> <description> [Rect2] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. - It uses floating point coordinates. + It uses floating-point coordinates. If you need integer coordinates, use [Rect2i] instead. + The 3D counterpart to [Rect2] is [AABB]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> + <link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> </tutorials> <methods> - <method name="Rect2"> + <method name="Rect2" qualifiers="constructor"> + <return type="Rect2"> + </return> + <description> + Constructs a default-initialized [Rect2] with default (zero) values of [member position] and [member size]. + </description> + </method> + <method name="Rect2" qualifiers="constructor"> + <return type="Rect2"> + </return> + <argument index="0" name="from" type="Rect2"> + </argument> + <description> + Constructs a [Rect2] as a copy of the given [Rect2]. + </description> + </method> + <method name="Rect2" qualifiers="constructor"> + <return type="Rect2"> + </return> + <argument index="0" name="from" type="Rect2i"> + </argument> + <description> + Constructs a [Rect2] from a [Rect2i]. + </description> + </method> + <method name="Rect2" qualifiers="constructor"> <return type="Rect2"> </return> <argument index="0" name="position" type="Vector2"> @@ -22,7 +50,7 @@ Constructs a [Rect2] by position and size. </description> </method> - <method name="Rect2"> + <method name="Rect2" qualifiers="constructor"> <return type="Rect2"> </return> <argument index="0" name="x" type="float"> @@ -37,15 +65,6 @@ Constructs a [Rect2] by x, y, width, and height. </description> </method> - <method name="Rect2"> - <return type="Rect2"> - </return> - <argument index="0" name="from" type="Rect2i"> - </argument> - <description> - Constructs a [Rect2] from a [Rect2i]. - </description> - </method> <method name="abs"> <return type="Rect2"> </return> @@ -53,15 +72,6 @@ Returns a [Rect2] with equivalent position and area, modified so that the top-left corner is the origin and [code]width[/code] and [code]height[/code] are positive. </description> </method> - <method name="clip"> - <return type="Rect2"> - </return> - <argument index="0" name="b" type="Rect2"> - </argument> - <description> - Returns the intersection of this [Rect2] and b. - </description> - </method> <method name="encloses"> <return type="bool"> </return> @@ -90,10 +100,10 @@ <method name="grow"> <return type="Rect2"> </return> - <argument index="0" name="by" type="float"> + <argument index="0" name="amount" type="float"> </argument> <description> - Returns a copy of the [Rect2] grown a given amount of units towards all the sides. + Returns a copy of the [Rect2] grown by the specified [code]amount[/code] on all sides. </description> </method> <method name="grow_individual"> @@ -105,21 +115,21 @@ </argument> <argument index="2" name="right" type="float"> </argument> - <argument index="3" name=" bottom" type="float"> + <argument index="3" name="bottom" type="float"> </argument> <description> - Returns a copy of the [Rect2] grown a given amount of units towards each direction individually. + Returns a copy of the [Rect2] grown by the specified amount on each side individually. </description> </method> - <method name="grow_margin"> + <method name="grow_side"> <return type="Rect2"> </return> - <argument index="0" name="margin" type="int"> + <argument index="0" name="side" type="int"> </argument> - <argument index="1" name="by" type="float"> + <argument index="1" name="amount" type="float"> </argument> <description> - Returns a copy of the [Rect2] grown a given amount of units towards the [enum Margin] direction. + Returns a copy of the [Rect2] grown by the specified [code]amount[/code] on the specified [enum Side]. </description> </method> <method name="has_no_area"> @@ -138,6 +148,16 @@ Returns [code]true[/code] if the [Rect2] contains a point. </description> </method> + <method name="intersection"> + <return type="Rect2"> + </return> + <argument index="0" name="b" type="Rect2"> + </argument> + <description> + Returns the intersection of this [Rect2] and [code]b[/code]. + If the rectangles do not intersect, an empty [Rect2] is returned. + </description> + </method> <method name="intersects"> <return type="bool"> </return> @@ -168,16 +188,41 @@ Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Rect2"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Rect2"> + </return> + <argument index="0" name="right" type="Transform2D"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Rect2"> + </argument> + <description> + </description> + </method> </methods> <members> <member name="end" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> - Ending corner. + Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size. </member> <member name="position" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> - Position (starting corner). + Beginning corner. Typically has values lower than [member end]. </member> <member name="size" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> - Size from position to end. + Size from [member position] to [member end]. Typically all components are positive. + If the size is negative, you can use [method abs] to fix it. </member> </members> <constants> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index 2e8be384c1..e581ccdb11 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -5,24 +5,50 @@ </brief_description> <description> [Rect2i] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. - It uses integer coordinates. + It uses integer coordinates. If you need floating-point coordinates, use [Rect2] instead. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> </tutorials> <methods> - <method name="Rect2i"> + <method name="Rect2i" qualifiers="constructor"> <return type="Rect2i"> </return> - <argument index="0" name="position" type="Vector2"> + <description> + Constructs a default-initialized [Rect2i] with default (zero) values of [member position] and [member size]. + </description> + </method> + <method name="Rect2i" qualifiers="constructor"> + <return type="Rect2i"> + </return> + <argument index="0" name="from" type="Rect2i"> + </argument> + <description> + Constructs a [Rect2i] as a copy of the given [Rect2i]. + </description> + </method> + <method name="Rect2i" qualifiers="constructor"> + <return type="Rect2i"> + </return> + <argument index="0" name="from" type="Rect2"> </argument> - <argument index="1" name="size" type="Vector2"> + <description> + Constructs a new [Rect2i] from [Rect2]. The floating point coordinates will be truncated. + </description> + </method> + <method name="Rect2i" qualifiers="constructor"> + <return type="Rect2i"> + </return> + <argument index="0" name="position" type="Vector2i"> + </argument> + <argument index="1" name="size" type="Vector2i"> </argument> <description> Constructs a [Rect2i] by position and size. </description> </method> - <method name="Rect2i"> + <method name="Rect2i" qualifiers="constructor"> <return type="Rect2i"> </return> <argument index="0" name="x" type="int"> @@ -37,16 +63,147 @@ Constructs a [Rect2i] by x, y, width, and height. </description> </method> - <method name="Rect2i"> + <method name="abs"> <return type="Rect2i"> </return> - <argument index="0" name="from" type="Rect2"> + <description> + Returns a [Rect2i] with equivalent position and area, modified so that the top-left corner is the origin and [code]width[/code] and [code]height[/code] are positive. + </description> + </method> + <method name="encloses"> + <return type="bool"> + </return> + <argument index="0" name="b" type="Rect2i"> + </argument> + <description> + Returns [code]true[/code] if this [Rect2i] completely encloses another one. + </description> + </method> + <method name="expand"> + <return type="Rect2i"> + </return> + <argument index="0" name="to" type="Vector2i"> + </argument> + <description> + Returns this [Rect2i] expanded to include a given point. + </description> + </method> + <method name="get_area"> + <return type="int"> + </return> + <description> + Returns the area of the [Rect2i]. + </description> + </method> + <method name="grow"> + <return type="Rect2i"> + </return> + <argument index="0" name="amount" type="int"> + </argument> + <description> + Returns a copy of the [Rect2i] grown by the specified [code]amount[/code] on all sides. + </description> + </method> + <method name="grow_individual"> + <return type="Rect2i"> + </return> + <argument index="0" name="left" type="int"> + </argument> + <argument index="1" name="top" type="int"> + </argument> + <argument index="2" name="right" type="int"> + </argument> + <argument index="3" name="bottom" type="int"> + </argument> + <description> + Returns a copy of the [Rect2i] grown by the specified amount on each side individually. + </description> + </method> + <method name="grow_side"> + <return type="Rect2i"> + </return> + <argument index="0" name="side" type="int"> + </argument> + <argument index="1" name="amount" type="int"> + </argument> + <description> + Returns a copy of the [Rect2i] grown by the specified [code]amount[/code] on the specified [enum Side]. + </description> + </method> + <method name="has_no_area"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the [Rect2i] is flat or empty. + </description> + </method> + <method name="has_point"> + <return type="bool"> + </return> + <argument index="0" name="point" type="Vector2i"> + </argument> + <description> + Returns [code]true[/code] if the [Rect2i] contains a point. + </description> + </method> + <method name="intersection"> + <return type="Rect2i"> + </return> + <argument index="0" name="b" type="Rect2i"> + </argument> + <description> + Returns the intersection of this [Rect2i] and [code]b[/code]. + If the rectangles do not intersect, an empty [Rect2i] is returned. + </description> + </method> + <method name="intersects"> + <return type="bool"> + </return> + <argument index="0" name="b" type="Rect2i"> + </argument> + <description> + Returns [code]true[/code] if the [Rect2i] overlaps with [code]b[/code] (i.e. they have at least one point in common). + If [code]include_borders[/code] is [code]true[/code], they will also be considered overlapping if their borders touch, even without intersection. + </description> + </method> + <method name="merge"> + <return type="Rect2i"> + </return> + <argument index="0" name="b" type="Rect2i"> + </argument> + <description> + Returns a larger [Rect2i] that contains this [Rect2i] and [code]b[/code]. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Rect2i"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Rect2i"> </argument> <description> - Constructs a new [Rect2i] from [Rect2]. The floating point coordinates will be truncated. </description> </method> </methods> + <members> + <member name="end" type="Vector2i" setter="" getter="" default="Vector2i( 0, 0 )"> + Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size. + </member> + <member name="position" type="Vector2i" setter="" getter="" default="Vector2i( 0, 0 )"> + Beginning corner. Typically has values lower than [member end]. + </member> + <member name="size" type="Vector2i" setter="" getter="" default="Vector2i( 0, 0 )"> + Size from [member position] to [member end]. Typically all components are positive. + If the size is negative, you can use [method abs] to fix it. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/RectangleShape2D.xml b/doc/classes/RectangleShape2D.xml index b42cc48d43..8e37fbad6f 100644 --- a/doc/classes/RectangleShape2D.xml +++ b/doc/classes/RectangleShape2D.xml @@ -7,12 +7,14 @@ Rectangle shape for 2D collisions. This shape is useful for modeling box-like 2D objects. </description> <tutorials> + <link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link> + <link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link> </tutorials> <methods> </methods> <members> - <member name="extents" type="Vector2" setter="set_extents" getter="get_extents" default="Vector2( 10, 10 )"> - The rectangle's half extents. The width and height of this shape is twice the half extents. + <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2( 20, 20 )"> + The rectangle's width and height. </member> </members> <constants> diff --git a/doc/classes/Reference.xml b/doc/classes/Reference.xml index 860a47798c..724d2db924 100644 --- a/doc/classes/Reference.xml +++ b/doc/classes/Reference.xml @@ -5,10 +5,12 @@ </brief_description> <description> Base class for any object that keeps a reference count. [Resource] and many other helper objects inherit this class. - References keep an internal reference counter so that they are automatically released when no longer in use, and only then. References therefore do not need to be freed manually with [method Object.free]. + Unlike other [Object] types, References keep an internal reference counter so that they are automatically released when no longer in use, and only then. References therefore do not need to be freed manually with [method Object.free]. In the vast majority of use cases, instantiating and using [Reference]-derived types is all you need to do. The methods provided in this class are only for advanced users, and can cause issues if misused. + [b]Note:[/b] In C#, references will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free references that are no longer in use. This means that unused references will linger on for a while before being removed. </description> <tutorials> + <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="init_ref"> diff --git a/doc/classes/ReferenceRect.xml b/doc/classes/ReferenceRect.xml index 4f8f71b3db..1a3fbbdfc5 100644 --- a/doc/classes/ReferenceRect.xml +++ b/doc/classes/ReferenceRect.xml @@ -4,7 +4,7 @@ Reference frame for GUI. </brief_description> <description> - A rectangle box that displays only a [member border_color] border color around its rectangle. [ReferenceRect] has no fill [Color]. + A rectangle box that displays only a [member border_color] border color around its rectangle. [ReferenceRect] has no fill [Color]. If you need to display a rectangle filled with a solid color, consider using [ColorRect] instead. </description> <tutorials> </tutorials> @@ -14,6 +14,9 @@ <member name="border_color" type="Color" setter="set_border_color" getter="get_border_color" default="Color( 1, 0, 0, 1 )"> Sets the border [Color] of the [ReferenceRect]. </member> + <member name="border_width" type="float" setter="set_border_width" getter="get_border_width" default="1.0"> + Sets the border width of the [ReferenceRect]. The border grows both inwards and outwards with respect to the rectangle box. + </member> <member name="editor_only" type="bool" setter="set_editor_only" getter="get_editor_only" default="true"> If set to [code]true[/code], the [ReferenceRect] will only be visible while in editor. Otherwise, [ReferenceRect] will be visible in game. </member> diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 84f87c3e71..cd08778c89 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -8,11 +8,17 @@ The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [GIProbe]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link> + <link title="Reflection probes">https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link> </tutorials> <methods> </methods> <members> + <member name="ambient_color" type="Color" setter="set_ambient_color" getter="get_ambient_color" default="Color( 0, 0, 0, 1 )"> + </member> + <member name="ambient_color_energy" type="float" setter="set_ambient_color_energy" getter="get_ambient_color_energy" default="1.0"> + </member> + <member name="ambient_mode" type="int" setter="set_ambient_mode" getter="get_ambient_mode" enum="ReflectionProbe.AmbientMode" default="1"> + </member> <member name="box_projection" type="bool" setter="set_enable_box_projection" getter="is_box_projection_enabled" default="false"> If [code]true[/code], enables box projection. This makes reflections look more correct in rectangle-shaped rooms by offsetting the reflection center depending on the camera's location. </member> @@ -28,17 +34,10 @@ <member name="intensity" type="float" setter="set_intensity" getter="get_intensity" default="1.0"> Defines the reflection intensity. Intensity modulates the strength of the reflection. </member> - <member name="interior_ambient_color" type="Color" setter="set_interior_ambient" getter="get_interior_ambient" default="Color( 0, 0, 0, 1 )"> - Sets the ambient light color to be used when this probe is set to [member interior_enable]. - </member> - <member name="interior_ambient_contrib" type="float" setter="set_interior_ambient_probe_contribution" getter="get_interior_ambient_probe_contribution" default="0.0"> - Sets the contribution value for how much the reflection affects the ambient light for this reflection probe when set to [member interior_enable]. Useful so that ambient light matches the color of the room. + <member name="interior" type="bool" setter="set_as_interior" getter="is_set_as_interior" default="false"> + If [code]true[/code], reflections will ignore sky contribution. </member> - <member name="interior_ambient_energy" type="float" setter="set_interior_ambient_energy" getter="get_interior_ambient_energy" default="1.0"> - Sets the energy multiplier for this reflection probe's ambient light contribution when set to [member interior_enable]. - </member> - <member name="interior_enable" type="bool" setter="set_as_interior" getter="is_set_as_interior" default="false"> - If [code]true[/code], reflections will ignore sky contribution. Ambient lighting is then controlled by the [code]interior_ambient_*[/code] properties. + <member name="lod_threshold" type="float" setter="set_lod_threshold" getter="get_lod_threshold" default="1.0"> </member> <member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0"> Sets the max distance away from the probe an object can be before it is culled. @@ -57,5 +56,11 @@ <constant name="UPDATE_ALWAYS" value="1" enum="UpdateMode"> Update the probe every frame. This is needed when you want to capture dynamic objects. However, it results in an increased render time. Use [constant UPDATE_ONCE] whenever possible. </constant> + <constant name="AMBIENT_DISABLED" value="0" enum="AmbientMode"> + </constant> + <constant name="AMBIENT_ENVIRONMENT" value="1" enum="AmbientMode"> + </constant> + <constant name="AMBIENT_COLOR" value="2" enum="AmbientMode"> + </constant> </constants> </class> diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index 8a44d213e8..7cdc9ffaca 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -152,6 +152,8 @@ </argument> <argument index="8" name="region" type="Rect2" default="Rect2i( 0, 0, 0, 0 )"> </argument> + <argument index="9" name="storage_textures" type="Array" default="[ ]"> + </argument> <description> </description> </method> @@ -188,6 +190,8 @@ </argument> <argument index="9" name="region" type="Rect2" default="Rect2i( 0, 0, 0, 0 )"> </argument> + <argument index="10" name="storage_textures" type="RID[]" default="[ ]"> + </argument> <description> </description> </method> @@ -293,6 +297,16 @@ <description> </description> </method> + <method name="framebuffer_create_empty"> + <return type="RID"> + </return> + <argument index="0" name="size" type="Vector2i"> + </argument> + <argument index="1" name="validate_with_format" type="int" default="-1"> + </argument> + <description> + </description> + </method> <method name="framebuffer_format_create"> <return type="int"> </return> @@ -301,6 +315,14 @@ <description> </description> </method> + <method name="framebuffer_format_create_empty"> + <return type="int"> + </return> + <argument index="0" name="size" type="Vector2i"> + </argument> + <description> + </description> + </method> <method name="framebuffer_format_get_texture_samples"> <return type="int" enum="RenderingDevice.TextureSamples"> </return> @@ -496,6 +518,8 @@ </argument> <argument index="1" name="data" type="PackedByteArray" default="PackedByteArray( )"> </argument> + <argument index="2" name="usage" type="int" default="0"> + </argument> <description> </description> </method> @@ -706,6 +730,8 @@ </argument> <argument index="1" name="data" type="PackedByteArray" default="PackedByteArray( )"> </argument> + <argument index="2" name="use_as_storage" type="bool" default="false"> + </argument> <description> </description> </method> @@ -1285,6 +1311,8 @@ </constant> <constant name="INDEX_BUFFER_FORMAT_UINT32" value="1" enum="IndexBufferFormat"> </constant> + <constant name="STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT" value="1" enum="StorageBufferUsage"> + </constant> <constant name="UNIFORM_TYPE_SAMPLER" value="0" enum="UniformType"> </constant> <constant name="UNIFORM_TYPE_SAMPLER_WITH_TEXTURE" value="1" enum="UniformType"> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 648f4d0107..4be97b7d3d 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -15,7 +15,7 @@ In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link> + <link title="Optimization using Servers">https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link> </tutorials> <methods> <method name="black_bars_set_images"> @@ -404,28 +404,6 @@ The mode of the light, see [enum CanvasLightMode] constants. </description> </method> - <method name="canvas_light_set_scale"> - <return type="void"> - </return> - <argument index="0" name="light" type="RID"> - </argument> - <argument index="1" name="scale" type="float"> - </argument> - <description> - Sets the texture's scale factor of the light. Equivalent to [member Light2D.texture_scale]. - </description> - </method> - <method name="canvas_light_set_shadow_buffer_size"> - <return type="void"> - </return> - <argument index="0" name="light" type="RID"> - </argument> - <argument index="1" name="size" type="int"> - </argument> - <description> - Sets the width of the shadow buffer, size gets scaled to the next power of two for this. - </description> - </method> <method name="canvas_light_set_shadow_color"> <return type="void"> </return> @@ -478,7 +456,7 @@ <argument index="1" name="texture" type="RID"> </argument> <description> - Sets texture to be used by light. Equivalent to [member Light2D.texture]. + Sets the texture to be used by a [PointLight2D]. Equivalent to [member PointLight2D.texture]. </description> </method> <method name="canvas_light_set_texture_offset"> @@ -489,7 +467,18 @@ <argument index="1" name="offset" type="Vector2"> </argument> <description> - Sets the offset of the light's texture. Equivalent to [member Light2D.offset]. + Sets the offset of a [PointLight2D]'s texture. Equivalent to [member PointLight2D.offset]. + </description> + </method> + <method name="canvas_light_set_texture_scale"> + <return type="void"> + </return> + <argument index="0" name="light" type="RID"> + </argument> + <argument index="1" name="scale" type="float"> + </argument> + <description> + Sets the scale factor of a [PointLight2D]'s texture. Equivalent to [member PointLight2D.texture_scale]. </description> </method> <method name="canvas_light_set_transform"> @@ -548,17 +537,6 @@ Sets the shape of the occluder polygon. </description> </method> - <method name="canvas_occluder_polygon_set_shape_as_lines"> - <return type="void"> - </return> - <argument index="0" name="occluder_polygon" type="RID"> - </argument> - <argument index="1" name="shape" type="PackedVector2Array"> - </argument> - <description> - Sets the shape of the occluder polygon as lines. - </description> - </method> <method name="canvas_set_item_mirroring"> <return type="void"> </return> @@ -583,6 +561,12 @@ Modulates all colors in the given canvas. </description> </method> + <method name="create_local_rendering_device" qualifiers="const"> + <return type="RenderingDevice"> + </return> + <description> + </description> + </method> <method name="directional_light_create"> <return type="RID"> </return> @@ -613,7 +597,9 @@ </argument> <argument index="4" name="saturation" type="float"> </argument> - <argument index="5" name="ramp" type="RID"> + <argument index="5" name="use_1d_color_correction" type="bool"> + </argument> + <argument index="6" name="color_correction" type="RID"> </argument> <description> Sets the values to be used with the "Adjustment" post-process effect. See [Environment] for more details. @@ -690,52 +676,21 @@ </argument> <argument index="1" name="enable" type="bool"> </argument> - <argument index="2" name="color" type="Color"> + <argument index="2" name="light_color" type="Color"> </argument> - <argument index="3" name="sun_color" type="Color"> + <argument index="3" name="light_energy" type="float"> </argument> - <argument index="4" name="sun_amount" type="float"> - </argument> - <description> - Sets the variables to be used with the scene fog. See [Environment] for more details. - </description> - </method> - <method name="environment_set_fog_depth"> - <return type="void"> - </return> - <argument index="0" name="env" type="RID"> - </argument> - <argument index="1" name="enable" type="bool"> - </argument> - <argument index="2" name="depth_begin" type="float"> - </argument> - <argument index="3" name="depth_end" type="float"> - </argument> - <argument index="4" name="depth_curve" type="float"> - </argument> - <argument index="5" name="transmit" type="bool"> - </argument> - <argument index="6" name="transmit_curve" type="float"> - </argument> - <description> - Sets the variables to be used with the fog depth effect. See [Environment] for more details. - </description> - </method> - <method name="environment_set_fog_height"> - <return type="void"> - </return> - <argument index="0" name="env" type="RID"> + <argument index="4" name="sun_scatter" type="float"> </argument> - <argument index="1" name="enable" type="bool"> + <argument index="5" name="density" type="float"> </argument> - <argument index="2" name="min_height" type="float"> + <argument index="6" name="height" type="float"> </argument> - <argument index="3" name="max_height" type="float"> + <argument index="7" name="height_density" type="float"> </argument> - <argument index="4" name="height_curve" type="float"> + <argument index="8" name="aerial_perspective" type="float"> </argument> <description> - Sets the variables to be used with the fog height effect. See [Environment] for more details. </description> </method> <method name="environment_set_glow"> @@ -745,7 +700,7 @@ </argument> <argument index="1" name="enable" type="bool"> </argument> - <argument index="2" name="level_flags" type="int"> + <argument index="2" name="levels" type="PackedFloat32Array"> </argument> <argument index="3" name="intensity" type="float"> </argument> @@ -810,17 +765,20 @@ </argument> <argument index="3" name="intensity" type="float"> </argument> - <argument index="4" name="bias" type="float"> + <argument index="4" name="power" type="float"> + </argument> + <argument index="5" name="detail" type="float"> </argument> - <argument index="5" name="light_affect" type="float"> + <argument index="6" name="horizon" type="float"> </argument> - <argument index="6" name="ao_channel_affect" type="float"> + <argument index="7" name="sharpness" type="float"> </argument> - <argument index="7" name="blur" type="int" enum="RenderingServer.EnvironmentSSAOBlur"> + <argument index="8" name="light_affect" type="float"> </argument> - <argument index="8" name="bilateral_sharpness" type="float"> + <argument index="9" name="ao_channel_affect" type="float"> </argument> <description> + Sets the variables to be used with the "screen space ambient occlusion" post-process effect. See [Environment] for more details. </description> </method> <method name="environment_set_ssr"> @@ -901,6 +859,12 @@ Tries to free an object in the RenderingServer. </description> </method> + <method name="get_frame_setup_time_cpu" qualifiers="const"> + <return type="float"> + </return> + <description> + </description> + </method> <method name="get_render_info"> <return type="int"> </return> @@ -1282,7 +1246,7 @@ <argument index="1" name="base" type="RID"> </argument> <description> - Sets the base of the instance. A base can be any of the 3D objects that are created in the RenderingServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap capture, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario. + Sets the base of the instance. A base can be any of the 3D objects that are created in the RenderingServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario. </description> </method> <method name="instance_set_blend_shape_weight"> @@ -1377,19 +1341,6 @@ Sets the world space transform of the instance. Equivalent to [member Node3D.transform]. </description> </method> - <method name="instance_set_use_lightmap"> - <return type="void"> - </return> - <argument index="0" name="instance" type="RID"> - </argument> - <argument index="1" name="lightmap_instance" type="RID"> - </argument> - <argument index="2" name="lightmap" type="RID"> - </argument> - <description> - Sets the lightmap to use with this instance. - </description> - </method> <method name="instance_set_visible"> <return type="void"> </return> @@ -1409,7 +1360,7 @@ <argument index="1" name="scenario" type="RID"> </argument> <description> - Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. + Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision. </description> </method> @@ -1421,7 +1372,7 @@ <argument index="1" name="scenario" type="RID"> </argument> <description> - Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. + Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision. </description> </method> @@ -1435,7 +1386,7 @@ <argument index="2" name="scenario" type="RID"> </argument> <description> - Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. + Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision. </description> </method> @@ -1472,6 +1423,17 @@ Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight3D.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options. </description> </method> + <method name="light_directional_set_sky_only"> + <return type="void"> + </return> + <argument index="0" name="light" type="RID"> + </argument> + <argument index="1" name="enable" type="bool"> + </argument> + <description> + If [code]true[/code], this light will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon. + </description> + </method> <method name="light_omni_set_shadow_mode"> <return type="void"> </return> @@ -1483,6 +1445,16 @@ Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to [member OmniLight3D.omni_shadow_mode]. </description> </method> + <method name="light_set_bake_mode"> + <return type="void"> + </return> + <argument index="0" name="light" type="RID"> + </argument> + <argument index="1" name="bake_mode" type="int" enum="RenderingServer.LightBakeMode"> + </argument> + <description> + </description> + </method> <method name="light_set_color"> <return type="void"> </return> @@ -1573,126 +1545,6 @@ Sets the color of the shadow cast by the light. Equivalent to [member Light3D.shadow_color]. </description> </method> - <method name="light_set_use_gi"> - <return type="void"> - </return> - <argument index="0" name="light" type="RID"> - </argument> - <argument index="1" name="enabled" type="bool"> - </argument> - <description> - Sets whether GI probes capture light information from this light. - </description> - </method> - <method name="lightmap_capture_create"> - <return type="RID"> - </return> - <description> - Creates a lightmap capture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]lightmap_capture_*[/code] RenderingServer functions. - Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. - To place in a scene, attach this lightmap capture to an instance using [method instance_set_base] using the returned RID. - </description> - </method> - <method name="lightmap_capture_get_bounds" qualifiers="const"> - <return type="AABB"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <description> - Returns the size of the lightmap capture area. - </description> - </method> - <method name="lightmap_capture_get_energy" qualifiers="const"> - <return type="float"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <description> - Returns the energy multiplier used by the lightmap capture. - </description> - </method> - <method name="lightmap_capture_get_octree" qualifiers="const"> - <return type="PackedByteArray"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <description> - Returns the octree used by the lightmap capture. - </description> - </method> - <method name="lightmap_capture_get_octree_cell_subdiv" qualifiers="const"> - <return type="int"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <description> - Returns the cell subdivision amount used by this lightmap capture's octree. - </description> - </method> - <method name="lightmap_capture_get_octree_cell_transform" qualifiers="const"> - <return type="Transform"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <description> - Returns the cell transform for this lightmap capture's octree. - </description> - </method> - <method name="lightmap_capture_set_bounds"> - <return type="void"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <argument index="1" name="bounds" type="AABB"> - </argument> - <description> - Sets the size of the area covered by the lightmap capture. - </description> - </method> - <method name="lightmap_capture_set_energy"> - <return type="void"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <argument index="1" name="energy" type="float"> - </argument> - <description> - Sets the energy multiplier for this lightmap capture. - </description> - </method> - <method name="lightmap_capture_set_octree"> - <return type="void"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <argument index="1" name="octree" type="PackedByteArray"> - </argument> - <description> - Sets the octree to be used by this lightmap capture. - </description> - </method> - <method name="lightmap_capture_set_octree_cell_subdiv"> - <return type="void"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <argument index="1" name="subdiv" type="int"> - </argument> - <description> - Sets the subdivision level of this lightmap capture's octree. - </description> - </method> - <method name="lightmap_capture_set_octree_cell_transform"> - <return type="void"> - </return> - <argument index="0" name="capture" type="RID"> - </argument> - <argument index="1" name="xform" type="Transform"> - </argument> - <description> - Sets the octree cell transform for this lightmap capture's octree. - </description> - </method> <method name="make_sphere_mesh"> <return type="RID"> </return> @@ -1771,26 +1623,6 @@ Sets a shader material's shader. </description> </method> - <method name="mesh_add_surface_from_arrays"> - <return type="void"> - </return> - <argument index="0" name="mesh" type="RID"> - </argument> - <argument index="1" name="primitive" type="int" enum="RenderingServer.PrimitiveType"> - </argument> - <argument index="2" name="arrays" type="Array"> - </argument> - <argument index="3" name="blend_shapes" type="Array" default="[ ]"> - </argument> - <argument index="4" name="lods" type="Dictionary" default="{ - -}"> - </argument> - <argument index="5" name="compress_format" type="int" default="31744"> - </argument> - <description> - </description> - </method> <method name="mesh_clear"> <return type="void"> </return> @@ -1889,32 +1721,46 @@ Returns a mesh's surface's arrays for blend shapes. </description> </method> - <method name="mesh_surface_get_format_offset" qualifiers="const"> + <method name="mesh_surface_get_format_attribute_stride" qualifiers="const"> <return type="int"> </return> <argument index="0" name="format" type="int"> </argument> - <argument index="1" name="vertex_len" type="int"> + <argument index="1" name="vertex_count" type="int"> + </argument> + <description> + </description> + </method> + <method name="mesh_surface_get_format_offset" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="format" type="int"> </argument> - <argument index="2" name="index_len" type="int"> + <argument index="1" name="vertex_count" type="int"> </argument> - <argument index="3" name="array_index" type="int"> + <argument index="2" name="array_index" type="int"> </argument> <description> - Function is unused in Godot 3.x. </description> </method> - <method name="mesh_surface_get_format_stride" qualifiers="const"> + <method name="mesh_surface_get_format_skin_stride" qualifiers="const"> <return type="int"> </return> <argument index="0" name="format" type="int"> </argument> - <argument index="1" name="vertex_len" type="int"> + <argument index="1" name="vertex_count" type="int"> </argument> - <argument index="2" name="index_len" type="int"> + <description> + </description> + </method> + <method name="mesh_surface_get_format_vertex_stride" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="format" type="int"> + </argument> + <argument index="1" name="vertex_count" type="int"> </argument> <description> - Function is unused in Godot 3.x. </description> </method> <method name="mesh_surface_get_material" qualifiers="const"> @@ -2414,40 +2260,37 @@ To place in a scene, attach this reflection probe to an instance using [method instance_set_base] using the returned RID. </description> </method> - <method name="reflection_probe_set_as_interior"> + <method name="reflection_probe_set_ambient_color"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="enable" type="bool"> + <argument index="1" name="color" type="Color"> </argument> <description> - If [code]true[/code], reflections will ignore sky contribution. Equivalent to [member ReflectionProbe.interior_enable]. </description> </method> - <method name="reflection_probe_set_cull_mask"> + <method name="reflection_probe_set_ambient_energy"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="layers" type="int"> + <argument index="1" name="energy" type="float"> </argument> <description> - Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to [member ReflectionProbe.cull_mask]. </description> </method> - <method name="reflection_probe_set_enable_box_projection"> + <method name="reflection_probe_set_ambient_mode"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="enable" type="bool"> + <argument index="1" name="mode" type="int" enum="RenderingServer.ReflectionProbeAmbientMode"> </argument> <description> - If [code]true[/code], uses box projection. This can make reflections look more correct in certain situations. Equivalent to [member ReflectionProbe.box_projection]. </description> </method> - <method name="reflection_probe_set_enable_shadows"> + <method name="reflection_probe_set_as_interior"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> @@ -2455,62 +2298,62 @@ <argument index="1" name="enable" type="bool"> </argument> <description> - If [code]true[/code], computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to [member ReflectionProbe.enable_shadows]. + If [code]true[/code], reflections will ignore sky contribution. Equivalent to [member ReflectionProbe.interior]. </description> </method> - <method name="reflection_probe_set_extents"> + <method name="reflection_probe_set_cull_mask"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="extents" type="Vector3"> + <argument index="1" name="layers" type="int"> </argument> <description> - Sets the size of the area that the reflection probe will capture. Equivalent to [member ReflectionProbe.extents]. + Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to [member ReflectionProbe.cull_mask]. </description> </method> - <method name="reflection_probe_set_intensity"> + <method name="reflection_probe_set_enable_box_projection"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="intensity" type="float"> + <argument index="1" name="enable" type="bool"> </argument> <description> - Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to [member ReflectionProbe.intensity]. + If [code]true[/code], uses box projection. This can make reflections look more correct in certain situations. Equivalent to [member ReflectionProbe.box_projection]. </description> </method> - <method name="reflection_probe_set_interior_ambient"> + <method name="reflection_probe_set_enable_shadows"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="color" type="Color"> + <argument index="1" name="enable" type="bool"> </argument> <description> - Sets the ambient light color for this reflection probe when set to interior mode. Equivalent to [member ReflectionProbe.interior_ambient_color]. + If [code]true[/code], computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to [member ReflectionProbe.enable_shadows]. </description> </method> - <method name="reflection_probe_set_interior_ambient_energy"> + <method name="reflection_probe_set_extents"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="energy" type="float"> + <argument index="1" name="extents" type="Vector3"> </argument> <description> - Sets the energy multiplier for this reflection probes ambient light contribution when set to interior mode. Equivalent to [member ReflectionProbe.interior_ambient_energy]. + Sets the size of the area that the reflection probe will capture. Equivalent to [member ReflectionProbe.extents]. </description> </method> - <method name="reflection_probe_set_interior_ambient_probe_contribution"> + <method name="reflection_probe_set_intensity"> <return type="void"> </return> <argument index="0" name="probe" type="RID"> </argument> - <argument index="1" name="contrib" type="float"> + <argument index="1" name="intensity" type="float"> </argument> <description> - Sets the contribution value for how much the reflection affects the ambient light for this reflection probe when set to interior mode. Useful so that ambient light matches the color of the room. Equivalent to [member ReflectionProbe.interior_ambient_contrib]. + Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to [member ReflectionProbe.intensity]. </description> </method> <method name="reflection_probe_set_max_distance"> @@ -2878,6 +2721,22 @@ Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. </description> </method> + <method name="viewport_get_measured_render_time_cpu" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="viewport" type="RID"> + </argument> + <description> + </description> + </method> + <method name="viewport_get_measured_render_time_gpu" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="viewport" type="RID"> + </argument> + <description> + </description> + </method> <method name="viewport_get_render_info"> <return type="int"> </return> @@ -3015,6 +2874,16 @@ Currently unimplemented in Godot 3.x. </description> </method> + <method name="viewport_set_measure_render_time"> + <return type="void"> + </return> + <argument index="0" name="viewport" type="RID"> + </argument> + <argument index="1" name="enable" type="bool"> + </argument> + <description> + </description> + </method> <method name="viewport_set_msaa"> <return type="void"> </return> @@ -3119,6 +2988,16 @@ Sets when the viewport should be updated. See [enum ViewportUpdateMode] constants for options. </description> </method> + <method name="viewport_set_use_debanding"> + <return type="void"> + </return> + <argument index="0" name="viewport" type="RID"> + </argument> + <argument index="1" name="enable" type="bool"> + </argument> + <description> + </description> + </method> <method name="viewport_set_use_xr"> <return type="void"> </return> @@ -3131,6 +3010,11 @@ </description> </method> </methods> + <members> + <member name="render_loop_enabled" type="bool" setter="set_render_loop_enabled" getter="is_render_loop_enabled"> + If [code]false[/code], disables rendering completely, but the engine logic is still being processed. You can call [method force_draw] to draw a frame even with rendering disabled. + </member> + </members> <signals> <signal name="frame_post_draw"> <description> @@ -3219,16 +3103,24 @@ <constant name="ARRAY_TEX_UV2" value="5" enum="ArrayType"> Array is an UV coordinates array for the second UV coordinates. </constant> - <constant name="ARRAY_BONES" value="6" enum="ArrayType"> + <constant name="ARRAY_CUSTOM0" value="6" enum="ArrayType"> + </constant> + <constant name="ARRAY_CUSTOM1" value="7" enum="ArrayType"> + </constant> + <constant name="ARRAY_CUSTOM2" value="8" enum="ArrayType"> + </constant> + <constant name="ARRAY_CUSTOM3" value="9" enum="ArrayType"> + </constant> + <constant name="ARRAY_BONES" value="10" enum="ArrayType"> Array contains bone information. </constant> - <constant name="ARRAY_WEIGHTS" value="7" enum="ArrayType"> + <constant name="ARRAY_WEIGHTS" value="11" enum="ArrayType"> Array is weight information. </constant> - <constant name="ARRAY_INDEX" value="8" enum="ArrayType"> + <constant name="ARRAY_INDEX" value="12" enum="ArrayType"> Array is index array. </constant> - <constant name="ARRAY_MAX" value="9" enum="ArrayType"> + <constant name="ARRAY_MAX" value="13" enum="ArrayType"> Represents the size of the [enum ArrayType] enum. </constant> <constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat"> @@ -3249,40 +3141,45 @@ <constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat"> Flag used to mark an UV coordinates array for the second UV coordinates. </constant> - <constant name="ARRAY_FORMAT_BONES" value="64" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_CUSTOM0" value="64" enum="ArrayFormat"> + </constant> + <constant name="ARRAY_FORMAT_CUSTOM1" value="128" enum="ArrayFormat"> + </constant> + <constant name="ARRAY_FORMAT_CUSTOM2" value="256" enum="ArrayFormat"> + </constant> + <constant name="ARRAY_FORMAT_CUSTOM3" value="512" enum="ArrayFormat"> + </constant> + <constant name="ARRAY_FORMAT_BONES" value="1024" enum="ArrayFormat"> Flag used to mark a bone information array. </constant> - <constant name="ARRAY_FORMAT_WEIGHTS" value="128" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_WEIGHTS" value="2048" enum="ArrayFormat"> Flag used to mark a weights array. </constant> - <constant name="ARRAY_FORMAT_INDEX" value="256" enum="ArrayFormat"> + <constant name="ARRAY_FORMAT_INDEX" value="4096" enum="ArrayFormat"> Flag used to mark an index array. </constant> - <constant name="ARRAY_COMPRESS_NORMAL" value="1024" enum="ArrayFormat"> - Flag used to mark a compressed (half float) normal array. + <constant name="ARRAY_FORMAT_BLEND_SHAPE_MASK" value="2147475463" enum="ArrayFormat"> + </constant> + <constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat"> </constant> - <constant name="ARRAY_COMPRESS_TANGENT" value="2048" enum="ArrayFormat"> - Flag used to mark a compressed (half float) tangent array. + <constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat"> </constant> - <constant name="ARRAY_COMPRESS_COLOR" value="4096" enum="ArrayFormat"> - Flag used to mark a compressed (half float) color array. + <constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat"> </constant> - <constant name="ARRAY_COMPRESS_TEX_UV" value="8192" enum="ArrayFormat"> - Flag used to mark a compressed (half float) UV coordinates array. + <constant name="ARRAY_FORMAT_CUSTOM2_SHIFT" value="19" enum="ArrayFormat"> </constant> - <constant name="ARRAY_COMPRESS_TEX_UV2" value="16384" enum="ArrayFormat"> - Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates. + <constant name="ARRAY_FORMAT_CUSTOM3_SHIFT" value="22" enum="ArrayFormat"> </constant> - <constant name="ARRAY_COMPRESS_INDEX" value="131072" enum="ArrayFormat"> - Flag used to mark a compressed index array. + <constant name="ARRAY_FORMAT_CUSTOM_MASK" value="7" enum="ArrayFormat"> </constant> - <constant name="ARRAY_COMPRESS_DEFAULT" value="31744" enum="ArrayFormat"> - Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV] and [constant ARRAY_COMPRESS_TEX_UV2] quickly. + <constant name="ARRAY_COMPRESS_FLAGS_BASE" value="25" enum="ArrayFormat"> </constant> - <constant name="ARRAY_FLAG_USE_2D_VERTICES" value="262144" enum="ArrayFormat"> + <constant name="ARRAY_FLAG_USE_2D_VERTICES" value="33554432" enum="ArrayFormat"> Flag used to mark that the array contains 2D vertices. </constant> - <constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="1048576" enum="ArrayFormat"> + <constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat"> + </constant> + <constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat"> </constant> <constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType"> Primitive to draw consists of points. @@ -3373,11 +3270,17 @@ <constant name="LIGHT_PARAM_SHADOW_BLUR" value="16" enum="LightParam"> Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible. </constant> - <constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="17" enum="LightParam"> + <constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="18" enum="LightParam"> </constant> - <constant name="LIGHT_PARAM_MAX" value="18" enum="LightParam"> + <constant name="LIGHT_PARAM_MAX" value="19" enum="LightParam"> Represents the size of the [enum LightParam] enum. </constant> + <constant name="LIGHT_BAKE_DISABLED" value="0" enum="LightBakeMode"> + </constant> + <constant name="LIGHT_BAKE_DYNAMIC" value="1" enum="LightBakeMode"> + </constant> + <constant name="LIGHT_BAKE_STATIC" value="2" enum="LightBakeMode"> + </constant> <constant name="LIGHT_OMNI_SHADOW_DUAL_PARABOLOID" value="0" enum="LightOmniShadowMode"> Use a dual paraboloid shadow map for omni lights. </constant> @@ -3405,6 +3308,12 @@ <constant name="REFLECTION_PROBE_UPDATE_ALWAYS" value="1" enum="ReflectionProbeUpdateMode"> Reflection probe will update each frame. This mode is necessary to capture moving objects. </constant> + <constant name="REFLECTION_PROBE_AMBIENT_DISABLED" value="0" enum="ReflectionProbeAmbientMode"> + </constant> + <constant name="REFLECTION_PROBE_AMBIENT_ENVIRONMENT" value="1" enum="ReflectionProbeAmbientMode"> + </constant> + <constant name="REFLECTION_PROBE_AMBIENT_COLOR" value="2" enum="ReflectionProbeAmbientMode"> + </constant> <constant name="DECAL_TEXTURE_ALBEDO" value="0" enum="DecalTexture"> </constant> <constant name="DECAL_TEXTURE_NORMAL" value="1" enum="DecalTexture"> @@ -3501,7 +3410,8 @@ Objects are displayed with only light information. </constant> <constant name="VIEWPORT_DEBUG_DRAW_OVERDRAW" value="3" enum="ViewportDebugDraw"> - Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others. + Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw (represented by brighter colors) means you are wasting performance on drawing pixels that are being hidden behind others. + [b]Note:[/b] When using this debug draw mode, custom shaders will be ignored. This means vertex displacement won't be visible anymore. </constant> <constant name="VIEWPORT_DEBUG_DRAW_WIREFRAME" value="4" enum="ViewportDebugDraw"> Debug draw draws objects in wireframe. @@ -3529,18 +3439,21 @@ <constant name="VIEWPORT_DEBUG_DRAW_SSAO" value="12" enum="ViewportDebugDraw"> Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment]. </constant> - <constant name="VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER" value="13" enum="ViewportDebugDraw"> - Draws the roughness limiter post process over the Viewport so you can see where it has an effect. It must be enabled in [member ProjectSettings.rendering/quality/screen_filters/screen_space_roughness_limiter] to work. - </constant> - <constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="14" enum="ViewportDebugDraw"> + <constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="13" enum="ViewportDebugDraw"> Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow. </constant> - <constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="15" enum="ViewportDebugDraw"> + <constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="14" enum="ViewportDebugDraw"> + </constant> + <constant name="VIEWPORT_DEBUG_DRAW_SDFGI" value="15" enum="ViewportDebugDraw"> </constant> - <constant name="SKY_MODE_QUALITY" value="0" enum="SkyMode"> + <constant name="VIEWPORT_DEBUG_DRAW_SDFGI_PROBES" value="16" enum="ViewportDebugDraw"> + </constant> + <constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="17" enum="ViewportDebugDraw"> + </constant> + <constant name="SKY_MODE_QUALITY" value="1" enum="SkyMode"> Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant Sky.PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples]. </constant> - <constant name="SKY_MODE_REALTIME" value="1" enum="SkyMode"> + <constant name="SKY_MODE_REALTIME" value="3" enum="SkyMode"> Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. [b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so [member Sky.radiance_size] must be set to [constant Sky.RADIANCE_SIZE_256]. </constant> @@ -3621,29 +3534,20 @@ </constant> <constant name="ENV_SSR_ROUGNESS_QUALITY_HIGH" value="3" enum="EnvironmentSSRRoughnessQuality"> </constant> - <constant name="ENV_SSAO_BLUR_DISABLED" value="0" enum="EnvironmentSSAOBlur"> - Disables the blur set for SSAO. Will make SSAO look noisier. - </constant> - <constant name="ENV_SSAO_BLUR_1x1" value="1" enum="EnvironmentSSAOBlur"> - Perform a 1x1 blur on the SSAO output. - </constant> - <constant name="ENV_SSAO_BLUR_2x2" value="2" enum="EnvironmentSSAOBlur"> - Performs a 2x2 blur on the SSAO output. - </constant> - <constant name="ENV_SSAO_BLUR_3x3" value="3" enum="EnvironmentSSAOBlur"> - Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO. - </constant> - <constant name="ENV_SSAO_QUALITY_LOW" value="0" enum="EnvironmentSSAOQuality"> + <constant name="ENV_SSAO_QUALITY_VERY_LOW" value="0" enum="EnvironmentSSAOQuality"> Lowest quality of screen space ambient occlusion. </constant> - <constant name="ENV_SSAO_QUALITY_MEDIUM" value="1" enum="EnvironmentSSAOQuality"> + <constant name="ENV_SSAO_QUALITY_LOW" value="1" enum="EnvironmentSSAOQuality"> + Low quality screen space ambient occlusion. + </constant> + <constant name="ENV_SSAO_QUALITY_MEDIUM" value="2" enum="EnvironmentSSAOQuality"> Medium quality screen space ambient occlusion. </constant> - <constant name="ENV_SSAO_QUALITY_HIGH" value="2" enum="EnvironmentSSAOQuality"> + <constant name="ENV_SSAO_QUALITY_HIGH" value="3" enum="EnvironmentSSAOQuality"> High quality screen space ambient occlusion. </constant> - <constant name="ENV_SSAO_QUALITY_ULTRA" value="3" enum="EnvironmentSSAOQuality"> - Highest quality screen space ambient occlusion. + <constant name="ENV_SSAO_QUALITY_ULTRA" value="4" enum="EnvironmentSSAOQuality"> + Highest quality screen space ambient occlusion. Uses the adaptive setting which can be dynamically adjusted to smoothly balance performance and visual quality. </constant> <constant name="SUB_SURFACE_SCATTERING_QUALITY_DISABLED" value="0" enum="SubSurfaceScatteringQuality"> </constant> @@ -3713,22 +3617,24 @@ <constant name="INSTANCE_PARTICLES" value="4" enum="InstanceType"> The instance is a particle emitter. </constant> - <constant name="INSTANCE_LIGHT" value="5" enum="InstanceType"> + <constant name="INSTANCE_PARTICLES_COLLISION" value="5" enum="InstanceType"> + </constant> + <constant name="INSTANCE_LIGHT" value="6" enum="InstanceType"> The instance is a light. </constant> - <constant name="INSTANCE_REFLECTION_PROBE" value="6" enum="InstanceType"> + <constant name="INSTANCE_REFLECTION_PROBE" value="7" enum="InstanceType"> The instance is a reflection probe. </constant> - <constant name="INSTANCE_DECAL" value="7" enum="InstanceType"> + <constant name="INSTANCE_DECAL" value="8" enum="InstanceType"> The instance is a decal. </constant> - <constant name="INSTANCE_GI_PROBE" value="8" enum="InstanceType"> + <constant name="INSTANCE_GI_PROBE" value="9" enum="InstanceType"> The instance is a GI probe. </constant> - <constant name="INSTANCE_LIGHTMAP_CAPTURE" value="9" enum="InstanceType"> - The instance is a lightmap capture. + <constant name="INSTANCE_LIGHTMAP" value="10" enum="InstanceType"> + The instance is a lightmap. </constant> - <constant name="INSTANCE_MAX" value="10" enum="InstanceType"> + <constant name="INSTANCE_MAX" value="11" enum="InstanceType"> Represents the size of the [enum InstanceType] enum. </constant> <constant name="INSTANCE_GEOMETRY_MASK" value="30" enum="InstanceType"> @@ -3806,18 +3712,25 @@ <constant name="CANVAS_ITEM_TEXTURE_REPEAT_MAX" value="4" enum="CanvasItemTextureRepeat"> Max value for [enum CanvasItemTextureRepeat] enum. </constant> - <constant name="CANVAS_LIGHT_MODE_ADD" value="0" enum="CanvasLightMode"> + <constant name="CANVAS_GROUP_MODE_DISABLED" value="0" enum="CanvasGroupMode"> + </constant> + <constant name="CANVAS_GROUP_MODE_OPAQUE" value="1" enum="CanvasGroupMode"> + </constant> + <constant name="CANVAS_GROUP_MODE_TRANSPARENT" value="2" enum="CanvasGroupMode"> + </constant> + <constant name="CANVAS_LIGHT_MODE_POINT" value="0" enum="CanvasLightMode"> + </constant> + <constant name="CANVAS_LIGHT_MODE_DIRECTIONAL" value="1" enum="CanvasLightMode"> + </constant> + <constant name="CANVAS_LIGHT_BLEND_MODE_ADD" value="0" enum="CanvasLightBlendMode"> Adds light color additive to the canvas. </constant> - <constant name="CANVAS_LIGHT_MODE_SUB" value="1" enum="CanvasLightMode"> + <constant name="CANVAS_LIGHT_BLEND_MODE_SUB" value="1" enum="CanvasLightBlendMode"> Adds light color subtractive to the canvas. </constant> - <constant name="CANVAS_LIGHT_MODE_MIX" value="2" enum="CanvasLightMode"> + <constant name="CANVAS_LIGHT_BLEND_MODE_MIX" value="2" enum="CanvasLightBlendMode"> The light adds color depending on transparency. </constant> - <constant name="CANVAS_LIGHT_MODE_MASK" value="3" enum="CanvasLightMode"> - The light adds color depending on mask. - </constant> <constant name="CANVAS_LIGHT_FILTER_NONE" value="0" enum="CanvasLightShadowFilter"> Do not apply a filter to canvas light shadows. </constant> diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 5bc34772c8..a9697c7fce 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -4,10 +4,12 @@ Base class for all resources. </brief_description> <description> - Resource is the base class for all Godot-specific resource types, serving primarily as data containers. They are reference counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource. + Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from [Reference], resources are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference-counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource. + [b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/resources.html</link> + <link title="Resources">https://docs.godotengine.org/en/latest/getting_started/step_by_step/resources.html</link> + <link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/node_alternatives.html</link> </tutorials> <methods> <method name="_setup_local_to_scene" qualifiers="virtual"> @@ -23,7 +25,21 @@ <argument index="0" name="subresources" type="bool" default="false"> </argument> <description> - Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency, this can be changed by passing [code]true[/code] to the [code]subresources[/code] argument. + Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources. + [b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. + </description> + </method> + <method name="emit_changed"> + <return type="void"> + </return> + <description> + Emits the [signal changed] signal. + If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties). + The method is equivalent to: + [codeblock] + emit_signal("changed") + [/codeblock] + [b]Note:[/b] This method is called automatically for built-in resources. </description> </method> <method name="get_local_scene" qualifiers="const"> @@ -73,6 +89,7 @@ <signal name="changed"> <description> Emitted whenever the resource changes. + [b]Note:[/b] This signal is not emitted automatically for custom resources, which means that you need to create a setter and emit the signal yourself. </description> </signal> </signals> diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml index 713f2c1726..ad0c438f98 100644 --- a/doc/classes/ResourceFormatLoader.xml +++ b/doc/classes/ResourceFormatLoader.xml @@ -6,7 +6,7 @@ <description> Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the [ResourceLoader] singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine. Extending this class allows you to define your own loader. Be sure to respect the documented return types and values. You should give it a global class name with [code]class_name[/code] for it to be registered. Like built-in ResourceFormatLoaders, it will be called automatically when loading resources of its handled type(s). You may also implement a [ResourceFormatSaver]. - [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with better efficiency on the graphics card. + [b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends if the format is suitable or not for the final exported game. For example, it's better to import [code].png[/code] textures as [code].stex[/code] ([StreamTexture2D]) first, so they can be loaded with better efficiency on the graphics card. </description> <tutorials> </tutorials> diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml index 1cf775f389..c55a51c7ae 100644 --- a/doc/classes/ResourceLoader.xml +++ b/doc/classes/ResourceLoader.xml @@ -6,9 +6,9 @@ <description> Singleton used to load resource files from the filesystem. It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine. - GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios. </description> <tutorials> + <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> </tutorials> <methods> <method name="exists"> @@ -20,7 +20,7 @@ </argument> <description> Returns whether a recognized resource exists for the given [code]path[/code]. - An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. + An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image]. </description> </method> <method name="get_dependencies"> @@ -63,9 +63,10 @@ <description> Loads a resource at the given [code]path[/code], caching the result for further access. The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted. - An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. + An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. Anything that inherits from [Resource] can be used as a type hint, for example [Image]. If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists. - Returns an empty resource if no ResourceFormatLoader could handle the file. + Returns an empty resource if no [ResourceFormatLoader] could handle the file. + GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios. </description> </method> <method name="load_threaded_get"> diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index 34431c5153..726b26fbc7 100644 --- a/doc/classes/RichTextEffect.xml +++ b/doc/classes/RichTextEffect.xml @@ -13,8 +13,8 @@ [b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> - <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> + <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <methods> <method name="_process_custom_fx" qualifiers="virtual"> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index efc0c9d600..a182abc17b 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -6,9 +6,13 @@ <description> Rich text can contain custom text, fonts, images and some basic formatting. The label manages these as an internal tag stack. It also adapts itself to given width/heights. [b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member bbcode_text] will erase previous edits made from other manual sources such as [method append_bbcode] and the [code]push_*[/code] / [method pop] methods. + [b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code]. + [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="GUI Rich Text/BBcode Demo">https://godotengine.org/asset-library/asset/132</link> + <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link> </tutorials> <methods> <method name="add_image"> @@ -20,8 +24,12 @@ </argument> <argument index="2" name="height" type="int" default="0"> </argument> + <argument index="3" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <argument index="4" name="inline_align" type="int" enum="VAlign" default="0"> + </argument> <description> - Adds an image's opening and closing tags to the tag stack, optionally providing a [code]width[/code] and [code]height[/code] to resize the image. + Adds an image's opening and closing tags to the tag stack, optionally providing a [code]width[/code] and [code]height[/code] to resize the image and a [code]color[/code] to tint the image. If [code]width[/code] or [code]height[/code] is set to 0, the image size will be adjusted in order to keep the original aspect ratio. </description> </method> @@ -41,6 +49,7 @@ </argument> <description> Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns the result of the parsing, [constant OK] if successful. + [b]Note:[/b] Using this method, you can't close a tag that was opened in a previous [method append_bbcode] call. This is done to improve performance, especially when updating large RichTextLabels since rebuilding the whole BBCode every time would be slower. If you absolutely need to close a tag in a future method call, append the [member bbcode_text] instead of using [method append_bbcode]. </description> </method> <method name="clear"> @@ -50,7 +59,7 @@ Clears the tag stack and sets [member bbcode_text] to an empty string. </description> </method> - <method name="get_content_height"> + <method name="get_content_height" qualifiers="const"> <return type="int"> </return> <description> @@ -126,15 +135,6 @@ Terminates the current tag. Use after [code]push_*[/code] methods to close BBCodes manually. Does not need to follow [code]add_*[/code] methods. </description> </method> - <method name="push_align"> - <return type="void"> - </return> - <argument index="0" name="align" type="int" enum="RichTextLabel.Align"> - </argument> - <description> - Adds an [code][align][/code] tag based on the given [code]align[/code] value. See [enum Align] for possible values. - </description> - </method> <method name="push_bold"> <return type="void"> </return> @@ -165,6 +165,27 @@ Adds a [code][color][/code] tag to the tag stack. </description> </method> + <method name="push_dropcap"> + <return type="void"> + </return> + <argument index="0" name="string" type="String"> + </argument> + <argument index="1" name="font" type="Font"> + </argument> + <argument index="2" name="size" type="int"> + </argument> + <argument index="3" name="dropcap_margins" type="Rect2" default="Rect2( 0, 0, 0, 0 )"> + </argument> + <argument index="4" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <argument index="5" name="outline_size" type="int" default="0"> + </argument> + <argument index="6" name="outline_color" type="Color" default="Color( 0, 0, 0, 0 )"> + </argument> + <description> + Adds a [code][dropcap][/code] tag to the tag stack. Drop cap (dropped capital) is a decorative element at the beginning of a paragraph that is larger than the rest of the text. + </description> + </method> <method name="push_font"> <return type="void"> </return> @@ -174,6 +195,24 @@ Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for its duration. </description> </method> + <method name="push_font_features"> + <return type="void"> + </return> + <argument index="0" name="opentype_features" type="Dictionary"> + </argument> + <description> + Adds a [code][ot_feature][/code] tag to the tag stack. Overrides default OpenType font feature for its duration. + </description> + </method> + <method name="push_font_size"> + <return type="void"> + </return> + <argument index="0" name="font_size" type="int"> + </argument> + <description> + Adds a [code][font_size][/code] tag to the tag stack. Overrides default font size for its duration. + </description> + </method> <method name="push_indent"> <return type="void"> </return> @@ -193,10 +232,14 @@ <method name="push_list"> <return type="void"> </return> - <argument index="0" name="type" type="int" enum="RichTextLabel.ListType"> + <argument index="0" name="level" type="int"> + </argument> + <argument index="1" name="type" type="int" enum="RichTextLabel.ListType"> + </argument> + <argument index="2" name="capitalize" type="bool"> </argument> <description> - Adds a [code][list][/code] tag to the tag stack. Similar to the BBCodes [code][ol][/code] or [code][ul][/code], but supports more list types. Not fully implemented! + Adds [code][ol][/code] or [code][ul][/code] tag to the tag stack. Multiplies [code]level[/code] by current [member tab_size] to determine new margin length. </description> </method> <method name="push_meta"> @@ -222,6 +265,39 @@ Adds a [code][font][/code] tag with a normal font to the tag stack. </description> </method> + <method name="push_outline_color"> + <return type="void"> + </return> + <argument index="0" name="color" type="Color"> + </argument> + <description> + Adds a [code][outline_color][/code] tag to the tag stack. Adds text outline for its duration. + </description> + </method> + <method name="push_outline_size"> + <return type="void"> + </return> + <argument index="0" name="outline_size" type="int"> + </argument> + <description> + Adds a [code][outline_size][/code] tag to the tag stack. Overrides default text outline size for its duration. + </description> + </method> + <method name="push_paragraph"> + <return type="void"> + </return> + <argument index="0" name="align" type="int" enum="RichTextLabel.Align"> + </argument> + <argument index="1" name="base_direction" type="int" enum="Control.TextDirection" default="0"> + </argument> + <argument index="2" name="language" type="String" default=""""> + </argument> + <argument index="3" name="st_parser" type="int" enum="Control.StructuredTextParser" default="0"> + </argument> + <description> + Adds a [code][p][/code] tag to the tag stack. + </description> + </method> <method name="push_strikethrough"> <return type="void"> </return> @@ -234,8 +310,10 @@ </return> <argument index="0" name="columns" type="int"> </argument> + <argument index="1" name="inline_align" type="int" enum="VAlign" default="0"> + </argument> <description> - Adds a [code][table=columns][/code] tag to the tag stack. + Adds a [code][table=columns,inline_align][/code] tag to the tag stack. </description> </method> <method name="push_underline"> @@ -264,6 +342,46 @@ Scrolls the window's top line to match [code]line[/code]. </description> </method> + <method name="set_cell_border_color"> + <return type="void"> + </return> + <argument index="0" name="color" type="Color"> + </argument> + <description> + Sets color of a table cell border. + </description> + </method> + <method name="set_cell_padding"> + <return type="void"> + </return> + <argument index="0" name="padding" type="Rect2"> + </argument> + <description> + Sets inner padding of a table cell. + </description> + </method> + <method name="set_cell_row_background_color"> + <return type="void"> + </return> + <argument index="0" name="odd_row_bg" type="Color"> + </argument> + <argument index="1" name="even_row_bg" type="Color"> + </argument> + <description> + Sets color of a table cell. Separate colors for alternating rows can be specified. + </description> + </method> + <method name="set_cell_size_override"> + <return type="void"> + </return> + <argument index="0" name="min_size" type="Vector2"> + </argument> + <argument index="1" name="max_size" type="Vector2"> + </argument> + <description> + Sets minimum and maximum size overrides for a table cell. + </description> + </method> <method name="set_table_column_expand"> <return type="void"> </return> @@ -286,12 +404,19 @@ </member> <member name="bbcode_text" type="String" setter="set_bbcode" getter="get_bbcode" default=""""> The label's text in BBCode format. Is not representative of manual modifications to the internal tag stack. Erases changes made by other methods when edited. - [b]Note:[/b] It is unadvised to use [code]+=[/code] operator with [code]bbcode_text[/code] (e.g. [code]bbcode_text += "some string"[/code]) as it replaces the whole text and can cause slowdowns. Use [method append_bbcode] for adding text instead. + [b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with [code]bbcode_text[/code] (e.g. [code]bbcode_text += "some string"[/code]) as it replaces the whole text and can cause slowdowns. Use [method append_bbcode] for adding text instead, unless you absolutely need to close a tag that was opened in an earlier method call. </member> <member name="custom_effects" type="Array" setter="set_effects" getter="get_effects" default="[ ]"> The currently installed custom effects. This is an array of [RichTextEffect]s. To add a custom effect, it's more convenient to use [method install_effect]. </member> + <member name="fit_content_height" type="bool" setter="set_fit_content_height" getter="is_fit_content_height_enabled" default="false"> + If [code]true[/code], the label's height will be automatically updated to fit its content. + [b]Note:[/b] This property is used as a workaround to fix issues with [RichTextLabel] in [Container]s, but it's unreliable in some cases and will be removed in future versions. + </member> + <member name="language" type="String" setter="set_language" getter="get_language" default=""""> + Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </member> <member name="meta_underlined" type="bool" setter="set_meta_underline" getter="is_meta_underlined" default="true"> If [code]true[/code], the label underlines meta tags such as [code][url]{text}[/url][/code]. </member> @@ -312,6 +437,12 @@ <member name="selection_enabled" type="bool" setter="set_selection_enabled" getter="is_selection_enabled" default="false"> If [code]true[/code], the label allows text selection. </member> + <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0"> + Set BiDi algorithm override for the structured text. + </member> + <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[ ]"> + Set additional options for BiDi override. + </member> <member name="tab_size" type="int" setter="set_tab_size" getter="get_tab_size" default="4"> The number of spaces associated with a single tab length. Does not affect [code]\t[/code] in text tags, only indent tags. </member> @@ -319,8 +450,12 @@ The raw text of the label. When set, clears the tag stack and adds a raw text tag to the top of it. Does not parse BBCodes. Does not modify [member bbcode_text]. </member> + <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0"> + Base text writing direction. + </member> <member name="visible_characters" type="int" setter="set_visible_characters" getter="get_visible_characters" default="-1"> The restricted number of characters to display in the label. If [code]-1[/code], all characters will be displayed. + [b]Note:[/b] Setting this property updates [member percent_visible] based on current [method get_total_character_count]. </member> </members> <signals> @@ -365,7 +500,10 @@ <constant name="LIST_LETTERS" value="1" enum="ListType"> Each list item has a letter marker. </constant> - <constant name="LIST_DOTS" value="2" enum="ListType"> + <constant name="LIST_ROMAN" value="2" enum="ListType"> + Each list item has a roman number marker. + </constant> + <constant name="LIST_DOTS" value="3" enum="ListType"> Each list item has a filled circle marker. </constant> <constant name="ITEM_FRAME" value="0" enum="ItemType"> @@ -378,42 +516,58 @@ </constant> <constant name="ITEM_FONT" value="4" enum="ItemType"> </constant> - <constant name="ITEM_COLOR" value="5" enum="ItemType"> + <constant name="ITEM_FONT_SIZE" value="5" enum="ItemType"> </constant> - <constant name="ITEM_UNDERLINE" value="6" enum="ItemType"> + <constant name="ITEM_FONT_FEATURES" value="6" enum="ItemType"> </constant> - <constant name="ITEM_STRIKETHROUGH" value="7" enum="ItemType"> + <constant name="ITEM_COLOR" value="7" enum="ItemType"> </constant> - <constant name="ITEM_ALIGN" value="8" enum="ItemType"> + <constant name="ITEM_OUTLINE_SIZE" value="8" enum="ItemType"> </constant> - <constant name="ITEM_INDENT" value="9" enum="ItemType"> + <constant name="ITEM_OUTLINE_COLOR" value="9" enum="ItemType"> </constant> - <constant name="ITEM_LIST" value="10" enum="ItemType"> + <constant name="ITEM_UNDERLINE" value="10" enum="ItemType"> </constant> - <constant name="ITEM_TABLE" value="11" enum="ItemType"> + <constant name="ITEM_STRIKETHROUGH" value="11" enum="ItemType"> </constant> - <constant name="ITEM_FADE" value="12" enum="ItemType"> + <constant name="ITEM_PARAGRAPH" value="12" enum="ItemType"> </constant> - <constant name="ITEM_SHAKE" value="13" enum="ItemType"> + <constant name="ITEM_INDENT" value="13" enum="ItemType"> </constant> - <constant name="ITEM_WAVE" value="14" enum="ItemType"> + <constant name="ITEM_LIST" value="14" enum="ItemType"> </constant> - <constant name="ITEM_TORNADO" value="15" enum="ItemType"> + <constant name="ITEM_TABLE" value="15" enum="ItemType"> </constant> - <constant name="ITEM_RAINBOW" value="16" enum="ItemType"> + <constant name="ITEM_FADE" value="16" enum="ItemType"> </constant> - <constant name="ITEM_CUSTOMFX" value="18" enum="ItemType"> + <constant name="ITEM_SHAKE" value="17" enum="ItemType"> </constant> - <constant name="ITEM_META" value="17" enum="ItemType"> + <constant name="ITEM_WAVE" value="18" enum="ItemType"> + </constant> + <constant name="ITEM_TORNADO" value="19" enum="ItemType"> + </constant> + <constant name="ITEM_RAINBOW" value="20" enum="ItemType"> + </constant> + <constant name="ITEM_META" value="21" enum="ItemType"> + </constant> + <constant name="ITEM_DROPCAP" value="22" enum="ItemType"> + </constant> + <constant name="ITEM_CUSTOMFX" value="23" enum="ItemType"> </constant> </constants> <theme_items> <theme_item name="bold_font" type="Font"> The font used for bold text. </theme_item> + <theme_item name="bold_font_size" type="int"> + The font size used for bold text. + </theme_item> <theme_item name="bold_italics_font" type="Font"> The font used for bold italics text. </theme_item> + <theme_item name="bold_italics_font_size" type="int"> + The font size used for bold italics text. + </theme_item> <theme_item name="default_color" type="Color" default="Color( 1, 1, 1, 1 )"> The default text color. </theme_item> @@ -429,18 +583,27 @@ <theme_item name="italics_font" type="Font"> The font used for italics text. </theme_item> + <theme_item name="italics_font_size" type="int"> + The font size used for italics text. + </theme_item> <theme_item name="line_separation" type="int" default="1"> The vertical space between lines. </theme_item> <theme_item name="mono_font" type="Font"> The font used for monospace text. </theme_item> + <theme_item name="mono_font_size" type="int"> + The font size used for monospace text. + </theme_item> <theme_item name="normal" type="StyleBox"> The normal background for the [RichTextLabel]. </theme_item> <theme_item name="normal_font" type="Font"> The default text font. </theme_item> + <theme_item name="normal_font_size" type="int"> + The default text font size. + </theme_item> <theme_item name="selection_color" type="Color" default="Color( 0.1, 0.1, 1, 0.8 )"> The color of the selection box. </theme_item> @@ -453,9 +616,18 @@ <theme_item name="shadow_offset_y" type="int" default="1"> The vertical offset of the font's shadow. </theme_item> + <theme_item name="table_border" type="Color" default="Color( 0, 0, 0, 0 )"> + The default cell border color. + </theme_item> + <theme_item name="table_even_row_bg" type="Color" default="Color( 0, 0, 0, 0 )"> + The default background color for even rows. + </theme_item> <theme_item name="table_hseparation" type="int" default="3"> The horizontal separation of elements in a table. </theme_item> + <theme_item name="table_odd_row_bg" type="Color" default="Color( 0, 0, 0, 0 )"> + The default background color for odd rows. + </theme_item> <theme_item name="table_vseparation" type="int" default="3"> The vertical separation of elements in a table. </theme_item> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 8379fc5b58..6b27c77f26 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -9,8 +9,11 @@ [b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime. If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See [member custom_integrator]. + The center of mass is always located at the node's origin without taking into account the [CollisionShape2D] centroid offsets. </description> <tutorials> + <link title="2D Physics Platformer Demo">https://godotengine.org/asset-library/asset/119</link> + <link title="Instancing Demo">https://godotengine.org/asset-library/asset/148</link> </tutorials> <methods> <method name="_integrate_forces" qualifiers="virtual"> @@ -34,9 +37,9 @@ <method name="add_force"> <return type="void"> </return> - <argument index="0" name="offset" type="Vector2"> + <argument index="0" name="force" type="Vector2"> </argument> - <argument index="1" name="force" type="Vector2"> + <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. @@ -54,7 +57,7 @@ <method name="apply_central_impulse"> <return type="void"> </return> - <argument index="0" name="impulse" type="Vector2"> + <argument index="0" name="impulse" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Applies a directional impulse without affecting rotation. @@ -63,9 +66,9 @@ <method name="apply_impulse"> <return type="void"> </return> - <argument index="0" name="offset" type="Vector2"> + <argument index="0" name="impulse" type="Vector2"> </argument> - <argument index="1" name="impulse" type="Vector2"> + <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object's origin. @@ -84,7 +87,7 @@ <return type="Node2D[]"> </return> <description> - Returns a list of the bodies colliding with this one. Use [member contacts_reported] to set the maximum number reported. You must also set [member contact_monitor] to [code]true[/code]. + Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead. </description> </method> @@ -116,6 +119,7 @@ <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0"> Damps the body's [member angular_velocity]. If [code]-1[/code], the body will use the [b]Default Angular Damp[/b] defined in [b]Project > Project Settings > Physics > 2d[/b]. + See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping. </member> <member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0"> The body's rotational velocity. @@ -127,13 +131,15 @@ The body's total applied torque. </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> - If [code]true[/code], the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force]. + If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. + [b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported]. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> - The maximum number of contacts to report. + The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code]. + [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end). </member> <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidBody2D.CCDMode" default="0"> Continuous collision detection mode. @@ -150,6 +156,7 @@ </member> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0"> Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b]. + See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping. </member> <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2( 0, 0 )"> The body's linear velocity. @@ -165,10 +172,7 @@ If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. </member> <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false"> - If [code]true[/code], the body is sleeping and will not calculate forces until woken up by a collision or by using [method apply_impulse] or [method add_force]. - </member> - <member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8"> - The body's weight based on its mass and the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b]. + If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods. </member> </members> <signals> @@ -176,14 +180,16 @@ <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a body enters into contact with this one. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code]. + Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. </description> </signal> <signal name="body_exited"> <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a body exits contact with this one. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code]. + Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. </description> </signal> <signal name="body_shape_entered"> @@ -196,7 +202,11 @@ <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a body enters into contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code]. + Emitted when one of this RigidBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + [code]body_id[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D]. + [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. + [code]body_shape[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. + [code]local_shape[/code] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. </description> </signal> <signal name="body_shape_exited"> @@ -209,12 +219,17 @@ <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a body shape exits contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code]. + Emitted when the collision between one of this RigidBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. + [code]body_id[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D]. + [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. + [code]body_shape[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. + [code]local_shape[/code] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. </description> </signal> <signal name="sleeping_state_changed"> <description> - Emitted when [member sleeping] changes. + Emitted when the physics engine changes the body's sleeping state. + [b]Note:[/b] Changing the value [member sleeping] will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or [code]emit_signal("sleeping_state_changed")[/code] is used. </description> </signal> </signals> diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 1db818d6af..1c6c8852a9 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -8,9 +8,12 @@ A RigidBody3D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic. [b]Note:[/b] Don't change a RigidBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. + With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link> + <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> </tutorials> <methods> <method name="_integrate_forces" qualifiers="virtual"> @@ -37,7 +40,7 @@ </return> <argument index="0" name="force" type="Vector3"> </argument> - <argument index="1" name="position" type="Vector3"> + <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Adds a constant directional force (i.e. acceleration). @@ -66,9 +69,9 @@ <method name="apply_impulse"> <return type="void"> </return> - <argument index="0" name="position" type="Vector3"> + <argument index="0" name="impulse" type="Vector3"> </argument> - <argument index="1" name="impulse" type="Vector3"> + <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </argument> <description> Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin. @@ -96,10 +99,17 @@ <return type="Array"> </return> <description> - Returns a list of the bodies colliding with this one. By default, number of max contacts reported is at 0, see the [member contacts_reported] property to increase it. + Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead. </description> </method> + <method name="get_inverse_inertia_tensor"> + <return type="Basis"> + </return> + <description> + Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D]. + </description> + </method> <method name="set_axis_lock"> <return type="void"> </return> @@ -124,6 +134,7 @@ <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0"> Damps RigidBody3D's rotational forces. + See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. </member> <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )"> RigidBody3D's rotational velocity. @@ -147,13 +158,15 @@ Lock the body's movement in the Z axis. </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> - If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awaken by an external force. + If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. + [b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> - If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. + If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. See also [member contacts_reported]. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> - The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. + The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code]. + [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner). </member> <member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection" default="false"> If [code]true[/code], continuous collision detection is used. @@ -167,6 +180,7 @@ </member> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0"> The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden. + See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping. </member> <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3( 0, 0, 0 )"> The body's linear velocity. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. @@ -182,10 +196,7 @@ If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. </member> <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false"> - If [code]true[/code], the body is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method. - </member> - <member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8"> - The body's weight based on its mass and the global 3D gravity. Global values are set in [b]Project > Project Settings > Physics > 3d[/b]. + If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods. </member> </members> <signals> @@ -193,14 +204,16 @@ <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when a collision with another [PhysicsBody3D] or [GridMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. </description> </signal> <signal name="body_exited"> <argument index="0" name="body" type="Node"> </argument> <description> - Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. + Emitted when the collision with another [PhysicsBody3D] or [GridMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. </description> </signal> <signal name="body_shape_entered"> @@ -213,8 +226,12 @@ <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. - This signal not only receives the body that collided with this one, but also its [RID] ([code]body_id[/code]), the shape index from the colliding body ([code]body_shape[/code]), and the shape index from this body ([code]local_shape[/code]) the other body collided with. + Emitted when one of this RigidBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + [code]body_id[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. + [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. + [code]body_shape[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. + [code]local_shape[/code] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. + [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices. </description> </signal> <signal name="body_shape_exited"> @@ -227,13 +244,18 @@ <argument index="3" name="local_shape" type="int"> </argument> <description> - Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. - This signal not only receives the body that stopped colliding with this one, but also its [RID] ([code]body_id[/code]), the shape index from the colliding body ([code]body_shape[/code]), and the shape index from this body ([code]local_shape[/code]) the other body stopped colliding with. + Emitted when the collision between one of this RigidBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + [code]body_id[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s. + [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. + [code]body_shape[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. + [code]local_shape[/code] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. + [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices. </description> </signal> <signal name="sleeping_state_changed"> <description> - Emitted when the body changes its sleeping state. Either by sleeping or waking up. + Emitted when the physics engine changes the body's sleeping state. + [b]Note:[/b] Changing the value [member sleeping] will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or [code]emit_signal("sleeping_state_changed")[/code] is used. </description> </signal> </signals> diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 00ca5c6e9f..2c99815abf 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -9,8 +9,8 @@ [SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link> + <link title="SceneTree">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link> + <link title="Multiple resolutions">https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link> </tutorials> <methods> <method name="call_group" qualifiers="vararg"> @@ -45,6 +45,7 @@ <description> Changes the running scene to the one at the given [code]path[/code], after loading it into a [PackedScene] and creating a new instance. Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [code]path[/code] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if that scene cannot be instantiated. + [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene] call. </description> </method> <method name="change_scene_to"> @@ -55,6 +56,7 @@ <description> Changes the running scene to a new instance of the given [PackedScene]. Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene cannot be instantiated. + [b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene_to] call. </description> </method> <method name="create_timer"> @@ -181,7 +183,7 @@ <argument index="0" name="exit_code" type="int" default="-1"> </argument> <description> - Quits the application. A process [code]exit_code[/code] can optionally be passed as an argument. If this argument is [code]0[/code] or greater, it will override the [member OS.exit_code] defined before quitting the application. + Quits the application at the end of the current iteration. A process [code]exit_code[/code] can optionally be passed as an argument. If this argument is [code]0[/code] or greater, it will override the [member OS.exit_code] defined before quitting the application. </description> </method> <method name="reload_current_scene"> @@ -258,7 +260,7 @@ The default [MultiplayerAPI] instance for this [SceneTree]. </member> <member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled" default="true"> - If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal idle_frame]. + If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal process_frame]. If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads. </member> <member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer"> @@ -296,11 +298,6 @@ Emitted when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated. </description> </signal> - <signal name="idle_frame"> - <description> - Emitted immediately before [method Node._process] is called on every node in the [SceneTree]. - </description> - </signal> <signal name="network_peer_connected"> <argument index="0" name="id" type="int"> </argument> @@ -348,6 +345,11 @@ Emitted immediately before [method Node._physics_process] is called on every node in the [SceneTree]. </description> </signal> + <signal name="process_frame"> + <description> + Emitted immediately before [method Node._process] is called on every node in the [SceneTree]. + </description> + </signal> <signal name="server_disconnected"> <description> Emitted whenever this [SceneTree]'s [member network_peer] disconnected from server. Only emitted on clients. diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 0d94453e52..56272760bd 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -8,7 +8,7 @@ The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link> + <link title="Scripting">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link> </tutorials> <methods> <method name="can_instance" qualifiers="const"> diff --git a/doc/classes/ScriptEditor.xml b/doc/classes/ScriptEditor.xml index f0ad781f77..d5a32dd20c 100644 --- a/doc/classes/ScriptEditor.xml +++ b/doc/classes/ScriptEditor.xml @@ -33,6 +33,12 @@ <description> </description> </method> + <method name="get_current_editor" qualifiers="const"> + <return type="ScriptEditorBase"> + </return> + <description> + </description> + </method> <method name="get_current_script"> <return type="Script"> </return> @@ -50,6 +56,12 @@ <description> </description> </method> + <method name="get_open_script_editors" qualifiers="const"> + <return type="Array"> + </return> + <description> + </description> + </method> <method name="get_open_scripts" qualifiers="const"> <return type="Array"> </return> @@ -74,6 +86,23 @@ <argument index="1" name="base_path" type="String"> </argument> <description> + Opens the script create dialog. The script will extend [code]base_name[/code]. The file extension can be omitted from [code]base_path[/code]. It will be added based on the selected scripting language. + </description> + </method> + <method name="register_syntax_highlighter"> + <return type="void"> + </return> + <argument index="0" name="syntax_highlighter" type="EditorSyntaxHighlighter"> + </argument> + <description> + </description> + </method> + <method name="unregister_syntax_highlighter"> + <return type="void"> + </return> + <argument index="0" name="syntax_highlighter" type="EditorSyntaxHighlighter"> + </argument> + <description> </description> </method> </methods> diff --git a/doc/classes/ScriptEditorBase.xml b/doc/classes/ScriptEditorBase.xml new file mode 100644 index 0000000000..9968ae06c3 --- /dev/null +++ b/doc/classes/ScriptEditorBase.xml @@ -0,0 +1,67 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="ScriptEditorBase" inherits="VBoxContainer" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_syntax_highlighter" qualifiers="virtual"> + <return type="void"> + </return> + <argument index="0" name="highlighter" type="Object"> + </argument> + <description> + </description> + </method> + </methods> + <signals> + <signal name="edited_script_changed"> + <description> + </description> + </signal> + <signal name="go_to_help"> + <argument index="0" name="what" type="String"> + </argument> + <description> + </description> + </signal> + <signal name="name_changed"> + <description> + </description> + </signal> + <signal name="replace_in_files_requested"> + <argument index="0" name="text" type="String"> + </argument> + <description> + </description> + </signal> + <signal name="request_help"> + <argument index="0" name="topic" type="String"> + </argument> + <description> + </description> + </signal> + <signal name="request_open_script_at_line"> + <argument index="0" name="script" type="Object"> + </argument> + <argument index="1" name="line" type="int"> + </argument> + <description> + </description> + </signal> + <signal name="request_save_history"> + <description> + </description> + </signal> + <signal name="search_in_files_requested"> + <argument index="0" name="text" type="String"> + </argument> + <description> + </description> + </signal> + </signals> + <constants> + </constants> +</class> diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml index c9745acfcd..f311e1c72f 100644 --- a/doc/classes/Semaphore.xml +++ b/doc/classes/Semaphore.xml @@ -7,7 +7,7 @@ A synchronization semaphore which can be used to synchronize multiple [Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see [Mutex]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> + <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> </tutorials> <methods> <method name="post"> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 109c500a63..a717eba438 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -7,8 +7,8 @@ This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link> + <link title="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> + <link title="What are shaders?">https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link> </tutorials> <methods> <method name="get_default_texture_param" qualifiers="const"> diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 7e0e1ce831..b1748703ff 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -7,7 +7,7 @@ A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> + <link title="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> </tutorials> <methods> <method name="get_shader_param" qualifiers="const"> diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 9e913cb44d..65a37314f6 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -7,7 +7,7 @@ Base class for all 2D shapes. All 2D shape types inherit from this. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="collide"> @@ -74,6 +74,17 @@ This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]). </description> </method> + <method name="draw"> + <return type="void"> + </return> + <argument index="0" name="canvas_item" type="RID"> + </argument> + <argument index="1" name="color" type="Color"> + </argument> + <description> + Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API filled with the specified [code]color[/code]. The exact drawing method is specific for each shape and cannot be configured. + </description> + </method> </methods> <members> <member name="custom_solver_bias" type="float" setter="set_custom_solver_bias" getter="get_custom_solver_bias" default="0.0"> diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml index 1af6550dc5..2d8bb5d051 100644 --- a/doc/classes/Shape3D.xml +++ b/doc/classes/Shape3D.xml @@ -7,7 +7,7 @@ Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody3D] or [Area3D] objects. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/ShortCut.xml b/doc/classes/Shortcut.xml index 9a2a761969..55bbb083c9 100644 --- a/doc/classes/ShortCut.xml +++ b/doc/classes/Shortcut.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="ShortCut" inherits="Resource" version="4.0"> +<class name="Shortcut" inherits="Resource" version="4.0"> <brief_description> A shortcut for binding input. </brief_description> diff --git a/doc/classes/Signal.xml b/doc/classes/Signal.xml index 1a05c02b60..b7a2258fc1 100644 --- a/doc/classes/Signal.xml +++ b/doc/classes/Signal.xml @@ -8,15 +8,31 @@ <tutorials> </tutorials> <methods> - <method name="Signal"> + <method name="Signal" qualifiers="constructor"> + <return type="Signal"> + </return> + <description> + Constructs a null [Signal] with no object nor signal name bound. + </description> + </method> + <method name="Signal" qualifiers="constructor"> + <return type="Signal"> + </return> + <argument index="0" name="from" type="Signal"> + </argument> + <description> + Constructs a [Signal] as a copy of the given [Signal]. + </description> + </method> + <method name="Signal" qualifiers="constructor"> <return type="Signal"> </return> <argument index="0" name="object" type="Object"> </argument> - <argument index="1" name="signal_name" type="StringName"> + <argument index="1" name="signal" type="StringName"> </argument> <description> - Creates a new signal named [code]signal_name[/code] in the given object. + Creates a new [Signal] with the name [code]signal[/code] in the specified [code]object[/code]. </description> </method> <method name="connect"> @@ -33,7 +49,7 @@ </description> </method> <method name="disconnect"> - <return type="Variant"> + <return type="void"> </return> <argument index="0" name="callable" type="Callable"> </argument> @@ -91,6 +107,22 @@ <description> </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Signal"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Signal"> + </argument> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index e1b7d60763..0ddbac9ba4 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -7,7 +7,7 @@ Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> + <link title="2D skeletons">https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> </tutorials> <methods> <method name="get_bone"> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 4460b519fc..fe2cc1f5ad 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -9,6 +9,8 @@ Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone. </description> <tutorials> + <link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="add_bone"> @@ -31,6 +33,16 @@ [i]Deprecated soon.[/i] </description> </method> + <method name="bone_transform_to_world_transform"> + <return type="Transform"> + </return> + <argument index="0" name="bone_transform" type="Transform"> + </argument> + <description> + Takes the given bone pose/transform and converts it to a world transform, relative to the [Skeleton3D] node. + This is useful for using the bone transform in calculations with transforms from [Node3D]-based nodes. + </description> + </method> <method name="clear_bones"> <return type="void"> </return> @@ -42,6 +54,7 @@ <return type="void"> </return> <description> + Removes the global pose override on all bones in the skeleton. </description> </method> <method name="find_bone" qualifiers="const"> @@ -106,6 +119,12 @@ Returns the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose. </description> </method> + <method name="get_bone_process_orders"> + <return type="PackedInt32Array"> + </return> + <description> + </description> + </method> <method name="get_bone_rest" qualifiers="const"> <return type="Transform"> </return> @@ -130,12 +149,14 @@ <argument index="0" name="bone_idx" type="int"> </argument> <description> + Returns whether the bone rest for the bone at [code]bone_idx[/code] is disabled. </description> </method> <method name="localize_rests"> <return type="void"> </return> <description> + Returns all bones in the skeleton to their rest poses. </description> </method> <method name="physical_bones_add_collision_exception"> @@ -144,6 +165,8 @@ <argument index="0" name="exception" type="RID"> </argument> <description> + Adds a collision exception to the physical bone. + Works just like the [RigidBody3D] node. </description> </method> <method name="physical_bones_remove_collision_exception"> @@ -152,6 +175,8 @@ <argument index="0" name="exception" type="RID"> </argument> <description> + Removes a collision exception to the physical bone. + Works just like the [RigidBody3D] node. </description> </method> <method name="physical_bones_start_simulation"> @@ -160,12 +185,15 @@ <argument index="0" name="bones" type="StringName[]" default="[ ]"> </argument> <description> + Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and reacting to the physics world. + Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated. </description> </method> <method name="physical_bones_stop_simulation"> <return type="void"> </return> <description> + Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating. </description> </method> <method name="register_skin"> @@ -174,6 +202,7 @@ <argument index="0" name="skin" type="Skin"> </argument> <description> + Binds the given Skin to the Skeleton. </description> </method> <method name="set_bone_custom_pose"> @@ -184,6 +213,8 @@ <argument index="1" name="custom_pose" type="Transform"> </argument> <description> + Sets the custom pose transform, [code]custom_pose[/code], for the bone at [code]bone_idx[/code]. This pose is an addition to the bone rest pose. + [b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space. </description> </method> <method name="set_bone_disable_rest"> @@ -194,6 +225,7 @@ <argument index="1" name="disable" type="bool"> </argument> <description> + Disables the rest pose for the bone at [code]bone_idx[/code] if [code]true[/code], enables the bone rest if [code]false[/code]. </description> </method> <method name="set_bone_global_pose_override"> @@ -208,6 +240,9 @@ <argument index="3" name="persistent" type="bool" default="false"> </argument> <description> + Sets the global pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code]. + [code]amount[/code] is the interpolation strength that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain. + [b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space. </description> </method> <method name="set_bone_parent"> @@ -230,7 +265,8 @@ <argument index="1" name="pose" type="Transform"> </argument> <description> - Returns the pose transform for bone [code]bone_idx[/code]. + Sets the pose transform for bone [code]bone_idx[/code]. + [b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space. </description> </method> <method name="set_bone_rest"> @@ -261,6 +297,17 @@ <argument index="0" name="bone_idx" type="int"> </argument> <description> + Unparents the bone at [code]bone_idx[/code] and sets its rest position to that of it's parent prior to being reset. + </description> + </method> + <method name="world_transform_to_bone_transform"> + <return type="Transform"> + </return> + <argument index="0" name="world_transform" type="Transform"> + </argument> + <description> + Takes the given world transform, relative to the [Skeleton3D], and converts it to a bone pose/transform. + This is useful for using setting bone poses using transforms from [Node3D]-based nodes. </description> </method> </methods> @@ -268,6 +315,12 @@ <member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true"> </member> </members> + <signals> + <signal name="pose_updated"> + <description> + </description> + </signal> + </signals> <constants> <constant name="NOTIFICATION_UPDATE_SKELETON" value="50"> </constant> diff --git a/doc/classes/SkeletonIK3D.xml b/doc/classes/SkeletonIK3D.xml index de83847403..5193109447 100644 --- a/doc/classes/SkeletonIK3D.xml +++ b/doc/classes/SkeletonIK3D.xml @@ -5,6 +5,7 @@ <description> </description> <tutorials> + <link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link> </tutorials> <methods> <method name="get_parent_skeleton" qualifiers="const"> diff --git a/doc/classes/Sky.xml b/doc/classes/Sky.xml index 78c75d9c2b..a77515b3e6 100644 --- a/doc/classes/Sky.xml +++ b/doc/classes/Sky.xml @@ -48,11 +48,17 @@ <constant name="RADIANCE_SIZE_MAX" value="7" enum="RadianceSize"> Represents the size of the [enum RadianceSize] enum. </constant> - <constant name="PROCESS_MODE_QUALITY" value="0" enum="ProcessMode"> + <constant name="PROCESS_MODE_AUTOMATIC" value="0" enum="ProcessMode"> + Automatically selects the appropriate process mode based on your sky shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant PROCESS_MODE_QUALITY]. + </constant> + <constant name="PROCESS_MODE_QUALITY" value="1" enum="ProcessMode"> Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples]. </constant> - <constant name="PROCESS_MODE_REALTIME" value="1" enum="ProcessMode"> - Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. + <constant name="PROCESS_MODE_INCREMENTAL" value="2" enum="ProcessMode"> + Uses the same high quality importance sampling to process the radiance map as [constant PROCESS_MODE_QUALITY], but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/quality/reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly. + </constant> + <constant name="PROCESS_MODE_REALTIME" value="3" enum="ProcessMode"> + Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/quality/reflections/fast_filter_high_quality]. [b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so [member radiance_size] must be set to [constant RADIANCE_SIZE_256]. </constant> </constants> diff --git a/doc/classes/Slider.xml b/doc/classes/Slider.xml index 68776df603..f18b2ce39f 100644 --- a/doc/classes/Slider.xml +++ b/doc/classes/Slider.xml @@ -5,6 +5,7 @@ </brief_description> <description> Base class for GUI sliders. + [b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] signals are part of the [Range] class which this class inherits from. </description> <tutorials> </tutorials> diff --git a/doc/classes/SliderJoint3D.xml b/doc/classes/SliderJoint3D.xml index efd6353e3c..ef9c9a48b6 100644 --- a/doc/classes/SliderJoint3D.xml +++ b/doc/classes/SliderJoint3D.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SliderJoint3D" inherits="Joint3D" version="4.0"> <brief_description> - Piston kind of slider between two bodies in 3D. + Slider between two PhysicsBodies in 3D. </brief_description> <description> - Slides across the X axis of the pivot object. + Slides across the X axis of the pivot object. See also [Generic6DOFJoint3D]. </description> <tutorials> </tutorials> diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml index 24d6609900..d3ab955570 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftBody3D.xml @@ -7,7 +7,7 @@ A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link> + <link title="SoftBody">https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> @@ -82,10 +82,10 @@ <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this SoftBody3D is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this SoftBody3D scans for collisions. + The physics layers this SoftBody3D scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01"> </member> diff --git a/doc/classes/SphereShape3D.xml b/doc/classes/SphereShape3D.xml index 1eaf890639..e90493fca2 100644 --- a/doc/classes/SphereShape3D.xml +++ b/doc/classes/SphereShape3D.xml @@ -7,6 +7,7 @@ Sphere shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. This shape is useful for modeling sphere-like 3D objects. </description> <tutorials> + <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> </tutorials> <methods> </methods> diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index f094818c21..f868503bbd 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -7,11 +7,14 @@ A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> </methods> <members> + <member name="shadow_bias" type="float" setter="set_param" getter="get_param" override="true" default="0.02" /> + <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" override="true" default="1.0" /> <member name="spot_angle" type="float" setter="set_param" getter="get_param" default="45.0"> The spotlight's angle in degrees. </member> @@ -22,7 +25,7 @@ The spotlight's light energy attenuation curve. </member> <member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0"> - The maximal range that can be reached by the spotlight. + The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the [member spot_attenuation] in use. No matter the [member spot_attenuation] in use, the light will never reach anything outside this range. </member> </members> <constants> diff --git a/doc/classes/SpringArm3D.xml b/doc/classes/SpringArm3D.xml index 8305494c2b..3ffdbebae8 100644 --- a/doc/classes/SpringArm3D.xml +++ b/doc/classes/SpringArm3D.xml @@ -32,7 +32,7 @@ <return type="float"> </return> <description> - Returns the proportion between the current arm length (after checking for collisions) and the [member spring_length]. Ranges from 0 to 1. + Returns the spring arm's current length. </description> </method> <method name="remove_excluded_object"> @@ -47,7 +47,7 @@ </methods> <members> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The layers against which the collision check shall be done. + The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.01"> When the collision check is made, a candidate length for the SpringArm3D is given. diff --git a/doc/classes/Sprite2D.xml b/doc/classes/Sprite2D.xml index 92f561d7b5..c56596423d 100644 --- a/doc/classes/Sprite2D.xml +++ b/doc/classes/Sprite2D.xml @@ -7,6 +7,7 @@ A node that displays a 2D texture. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation. </description> <tutorials> + <link title="Instancing Demo">https://godotengine.org/asset-library/asset/148</link> </tutorials> <methods> <method name="get_rect" qualifiers="const"> @@ -44,18 +45,14 @@ If [code]true[/code], texture is flipped vertically. </member> <member name="frame" type="int" setter="set_frame" getter="get_frame" default="0"> - Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1. + Current frame to display from sprite sheet. [member hframes] or [member vframes] must be greater than 1. </member> <member name="frame_coords" type="Vector2" setter="set_frame_coords" getter="get_frame_coords" default="Vector2( 0, 0 )"> - Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member vframes] or [member hframes] must be greater than 1. + Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member hframes] or [member vframes] must be greater than 1. </member> <member name="hframes" type="int" setter="set_hframes" getter="get_hframes" default="1"> The number of columns in the sprite sheet. </member> - <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> - The normal map gives depth to the Sprite2D. - [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. - </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )"> The texture's drawing offset. </member> @@ -68,15 +65,6 @@ <member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2( 0, 0, 0, 0 )"> The region of the atlas texture to display. [member region_enabled] must be [code]true[/code]. </member> - <member name="shininess" type="float" setter="set_shininess" getter="get_shininess" default="1.0"> - Strength of the specular light effect of this [Sprite2D]. - </member> - <member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color( 1, 1, 1, 1 )"> - The color of the specular light effect. - </member> - <member name="specular_map" type="Texture2D" setter="set_specular_map" getter="get_specular_map"> - The specular map is used for more control on the shininess effect. - </member> <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> [Texture2D] object to draw. </member> diff --git a/doc/classes/Sprite3D.xml b/doc/classes/Sprite3D.xml index f59d5130c9..f9b947fa3d 100644 --- a/doc/classes/Sprite3D.xml +++ b/doc/classes/Sprite3D.xml @@ -4,8 +4,7 @@ 2D sprite node in a 3D world. </brief_description> <description> - A node that displays a 2D texture in a 3D environment. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation. - [b]Note:[/b] There are [url=https://github.com/godotengine/godot/issues/20855]known performance issues[/url] when using [Sprite3D]. Consider using a [MeshInstance3D] with a [QuadMesh] as the mesh instead. You can still have billboarding by enabling billboard properties in the QuadMesh's [StandardMaterial3D]. + A node that displays a 2D texture in a 3D environment. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation. See also [SpriteBase3D] where properties such as the billboard mode are defined. </description> <tutorials> </tutorials> @@ -13,10 +12,10 @@ </methods> <members> <member name="frame" type="int" setter="set_frame" getter="get_frame" default="0"> - Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1. + Current frame to display from sprite sheet. [member hframes] or [member vframes] must be greater than 1. </member> <member name="frame_coords" type="Vector2" setter="set_frame_coords" getter="get_frame_coords" default="Vector2( 0, 0 )"> - Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member vframes] or [member hframes] must be greater than 1. + Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member hframes] or [member vframes] must be greater than 1. </member> <member name="hframes" type="int" setter="set_hframes" getter="get_hframes" default="1"> The number of columns in the sprite sheet. diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml index 479dc5f94c..44b08408c1 100644 --- a/doc/classes/SpriteBase3D.xml +++ b/doc/classes/SpriteBase3D.xml @@ -4,7 +4,7 @@ 2D sprite node in 3D environment. </brief_description> <description> - A node that displays 2D texture information in a 3D environment. + A node that displays 2D texture information in a 3D environment. See also [Sprite3D] where many other properties are defined. </description> <tutorials> </tutorials> @@ -13,6 +13,7 @@ <return type="TriangleMesh"> </return> <description> + Returns a [TriangleMesh] with the sprite's vertices following its current configuration (such as its [member axis] and [member pixel_size]). </description> </method> <method name="get_draw_flag" qualifiers="const"> @@ -39,17 +40,19 @@ <argument index="1" name="enabled" type="bool"> </argument> <description> - If [code]true[/code], the specified flag will be enabled. + If [code]true[/code], the specified flag will be enabled. See [enum SpriteBase3D.DrawFlags] for a list of flags. </description> </method> </methods> <members> <member name="alpha_cut" type="int" setter="set_alpha_cut_mode" getter="get_alpha_cut_mode" enum="SpriteBase3D.AlphaCutMode" default="0"> + The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for possible values. </member> <member name="axis" type="int" setter="set_axis" getter="get_axis" enum="Vector3.Axis" default="2"> The direction in which the front of the texture faces. </member> <member name="billboard" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="BaseMaterial3D.BillboardMode" default="0"> + The billboard mode to use for the sprite. See [enum BaseMaterial3D.BillboardMode] for possible values. </member> <member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true"> If [code]true[/code], texture will be centered. @@ -90,16 +93,19 @@ If set, lights in the environment affect the sprite. </constant> <constant name="FLAG_DOUBLE_SIDED" value="2" enum="DrawFlags"> - If set, texture can be seen from the back as well, if not, it is invisible when looking at it from behind. + If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind. </constant> <constant name="FLAG_MAX" value="3" enum="DrawFlags"> Represents the size of the [enum DrawFlags] enum. </constant> <constant name="ALPHA_CUT_DISABLED" value="0" enum="AlphaCutMode"> + This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping. </constant> <constant name="ALPHA_CUT_DISCARD" value="1" enum="AlphaCutMode"> + This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/quality/screen_filters/screen_space_aa]). On the bright side, this mode doesn't suffer from transparency sorting issues when multiple transparent materials are overlapping. This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i]. </constant> <constant name="ALPHA_CUT_OPAQUE_PREPASS" value="2" enum="AlphaCutMode"> + This mode draws fully opaque pixels in the depth prepass. This is slower than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows displaying translucent areas and smooth edges while using proper sorting. </constant> </constants> </class> diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml index 6e1e1688f4..1c7d84c5a2 100644 --- a/doc/classes/SpriteFrames.xml +++ b/doc/classes/SpriteFrames.xml @@ -5,6 +5,7 @@ </brief_description> <description> Sprite frame library for [AnimatedSprite2D]. Contains frames and animation data for playback. + [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> </tutorials> @@ -53,7 +54,7 @@ <argument index="0" name="anim" type="StringName"> </argument> <description> - If [code]true[/code], the given animation will loop. + Returns [code]true[/code] if the given animation is configured to loop when it finishes playing. Otherwise, returns [code]false[/code]. </description> </method> <method name="get_animation_names" qualifiers="const"> diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml index c896efc314..63a15cbe1d 100644 --- a/doc/classes/StaticBody3D.xml +++ b/doc/classes/StaticBody3D.xml @@ -8,6 +8,9 @@ Additionally, a constant linear or angular velocity can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels). </description> <tutorials> + <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> </methods> diff --git a/doc/classes/StreamCubemap.xml b/doc/classes/StreamCubemap.xml new file mode 100644 index 0000000000..16648266eb --- /dev/null +++ b/doc/classes/StreamCubemap.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="StreamCubemap" inherits="StreamTextureLayered" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/StreamCubemapArray.xml b/doc/classes/StreamCubemapArray.xml new file mode 100644 index 0000000000..b84973fd14 --- /dev/null +++ b/doc/classes/StreamCubemapArray.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="StreamCubemapArray" inherits="StreamTextureLayered" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index 69e8f67a5e..6a06c0b3f4 100644 --- a/doc/classes/StreamPeerSSL.xml +++ b/doc/classes/StreamPeerSSL.xml @@ -7,7 +7,7 @@ SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> + <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="accept_stream"> diff --git a/doc/classes/StreamPeerTCP.xml b/doc/classes/StreamPeerTCP.xml index dbd53f8ba0..bb85d94bf9 100644 --- a/doc/classes/StreamPeerTCP.xml +++ b/doc/classes/StreamPeerTCP.xml @@ -52,7 +52,7 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if this peer is currently connected to a host, [code]false[/code] otherwise. + Returns [code]true[/code] if this peer is currently connected or is connecting to a host, [code]false[/code] otherwise. </description> </method> <method name="set_no_delay"> diff --git a/doc/classes/StreamTexture.xml b/doc/classes/StreamTexture2D.xml index 03afcb5b0d..214298475c 100644 --- a/doc/classes/StreamTexture.xml +++ b/doc/classes/StreamTexture2D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="StreamTexture" inherits="Texture2D" version="4.0"> +<class name="StreamTexture2D" inherits="Texture2D" version="4.0"> <brief_description> A [code].stex[/code] texture. </brief_description> diff --git a/doc/classes/StreamTexture2DArray.xml b/doc/classes/StreamTexture2DArray.xml new file mode 100644 index 0000000000..ec545b24d0 --- /dev/null +++ b/doc/classes/StreamTexture2DArray.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="StreamTexture2DArray" inherits="StreamTextureLayered" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/StreamTexture3D.xml b/doc/classes/StreamTexture3D.xml new file mode 100644 index 0000000000..7054a4ee99 --- /dev/null +++ b/doc/classes/StreamTexture3D.xml @@ -0,0 +1,25 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="StreamTexture3D" inherits="Texture3D" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="load"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="path" type="String"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="load_path" type="String" setter="load" getter="get_load_path" default=""""> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/StreamTextureLayered.xml b/doc/classes/StreamTextureLayered.xml new file mode 100644 index 0000000000..10a7aae976 --- /dev/null +++ b/doc/classes/StreamTextureLayered.xml @@ -0,0 +1,25 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="StreamTextureLayered" inherits="TextureLayered" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="load"> + <return type="int" enum="Error"> + </return> + <argument index="0" name="path" type="String"> + </argument> + <description> + </description> + </method> + </methods> + <members> + <member name="load_path" type="String" setter="load" getter="get_load_path" default=""""> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index a72b8f05d8..fcc70d166e 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -4,166 +4,29 @@ Built-in string class. </brief_description> <description> - This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference counted and use a copy-on-write approach, so passing them around is cheap in resources. + This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html</link> + <link title="GDScript format strings">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html</link> </tutorials> <methods> - <method name="String"> + <method name="String" qualifiers="constructor"> <return type="String"> </return> - <argument index="0" name="from" type="bool"> - </argument> - <description> - Constructs a new String from the given [bool]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="int"> - </argument> - <description> - Constructs a new String from the given [int]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="float"> - </argument> - <description> - Constructs a new String from the given [float]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Vector2"> - </argument> - <description> - Constructs a new String from the given [Vector2]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Vector2i"> - </argument> - <description> - Constructs a new String from the given [Vector2i]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Rect2"> - </argument> - <description> - Constructs a new String from the given [Rect2]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Rect2i"> - </argument> - <description> - Constructs a new String from the given [Rect2i]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Vector3"> - </argument> - <description> - Constructs a new String from the given [Vector3]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Vector3i"> - </argument> - <description> - Constructs a new String from the given [Vector3i]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Transform2D"> - </argument> - <description> - Constructs a new String from the given [Transform2D]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Plane"> - </argument> - <description> - Constructs a new String from the given [Plane]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Quat"> - </argument> - <description> - Constructs a new String from the given [Quat]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="AABB"> - </argument> - <description> - Constructs a new String from the given [AABB]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Basis"> - </argument> - <description> - Constructs a new String from the given [Basis]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Transform"> - </argument> - <description> - Constructs a new String from the given [Transform]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Color"> - </argument> <description> - Constructs a new String from the given [Color]. + Constructs an empty [String] ([code]""[/code]). </description> </method> - <method name="String"> + <method name="String" qualifiers="constructor"> <return type="String"> </return> - <argument index="0" name="from" type="StringName"> + <argument index="0" name="from" type="String"> </argument> <description> - Constructs a new String from the given [StringName]. + Constructs a [String] as a copy of the given [String]. </description> </method> - <method name="String"> + <method name="String" qualifiers="constructor"> <return type="String"> </return> <argument index="0" name="from" type="NodePath"> @@ -172,130 +35,13 @@ Constructs a new String from the given [NodePath]. </description> </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="RID"> - </argument> - <description> - Constructs a new String from the given [RID]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Callable"> - </argument> - <description> - Constructs a new String from the given [Callable]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Signal"> - </argument> - <description> - Constructs a new String from the given [Signal]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Dictionary"> - </argument> - <description> - Constructs a new String from the given [Dictionary]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="Array"> - </argument> - <description> - Constructs a new String from the given [Array]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="PackedByteArray"> - </argument> - <description> - Constructs a new String from the given [PackedByteArray]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="PackedInt32Array"> - </argument> - <description> - Constructs a new String from the given [PackedInt32Array]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="PackedInt64Array"> - </argument> - <description> - Constructs a new String from the given [PackedInt64Array]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="PackedFloat32Array"> - </argument> - <description> - Constructs a new String from the given [PackedFloat32Array]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="PackedFloat64Array"> - </argument> - <description> - Constructs a new String from the given [PackedFloat64Array]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="PackedStringArray"> - </argument> - <description> - Constructs a new String from the given [PackedStringArray]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="PackedVector2Array"> - </argument> - <description> - Constructs a new String from the given [PackedVector2Array]. - </description> - </method> - <method name="String"> - <return type="String"> - </return> - <argument index="0" name="from" type="PackedVector3Array"> - </argument> - <description> - Constructs a new String from the given [PackedVector3Array]. - </description> - </method> - <method name="String"> + <method name="String" qualifiers="constructor"> <return type="String"> </return> - <argument index="0" name="from" type="PackedColorArray"> + <argument index="0" name="from" type="StringName"> </argument> <description> - Constructs a new String from the given [PackedColorArray]. + Constructs a new String from the given [StringName]. </description> </method> <method name="begins_with"> @@ -314,6 +60,14 @@ Returns the bigrams (pairs of consecutive letters) of this string. </description> </method> + <method name="bin_to_int"> + <return type="int"> + </return> + <argument index="0" name="with_prefix" type="bool" default="true"> + </argument> + <description> + </description> + </method> <method name="c_escape"> <return type="String"> </return> @@ -325,14 +79,15 @@ <return type="String"> </return> <description> - Returns a copy of the string with escaped characters replaced by their meanings according to the C language standard. + Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\?[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code]. + [b]Note:[/b] Unlike the GDScript parser, this method doesn't support the [code]\uXXXX[/code] escape sequence. </description> </method> <method name="capitalize"> <return type="String"> </return> <description> - Changes the case of some letters. Replaces underscores with spaces, converts all letters to lowercase, then capitalizes first and every letter following the space character. For [code]capitalize camelCase mixed_with_underscores[/code], it will return [code]Capitalize Camelcase Mixed With Underscores[/code]. + Changes the case of some letters. Replaces underscores with spaces, adds spaces before in-word uppercase characters, converts all letters to lowercase, then capitalizes the first letter and every letter following a space character. For [code]capitalize camelCase mixed_with_underscores[/code], it will return [code]Capitalize Camel Case Mixed With Underscores[/code]. </description> </method> <method name="casecmp_to"> @@ -341,7 +96,10 @@ <argument index="0" name="to" type="String"> </argument> <description> - Performs a case-sensitive comparison to another string. Returns [code]-1[/code] if less than, [code]+1[/code] if greater than, or [code]0[/code] if equal. + Performs a case-sensitive comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/code] of each string, which roughly matches the alphabetical order. + [b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "base" string is longer than the [code]to[/code] string or [code]-1[/code] if the "base" string is shorter than the [code]to[/code] string. Keep in mind this length is determined by the number of Unicode codepoints, [i]not[/i] the actual visible characters. + [b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the "base" string is empty, [code]1[/code] if the [code]to[/code] string is empty or [code]0[/code] if both strings are empty. + To get a boolean result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method naturalnocasecmp_to]. </description> </method> <method name="count"> @@ -377,13 +135,6 @@ Returns a copy of the string with indentation (leading tabs and spaces) removed. </description> </method> - <method name="empty"> - <return type="bool"> - </return> - <description> - Returns [code]true[/code] if the string is empty. - </description> - </method> <method name="ends_with"> <return type="bool"> </return> @@ -393,17 +144,6 @@ Returns [code]true[/code] if the string ends with the given string. </description> </method> - <method name="erase"> - <return type="void"> - </return> - <argument index="0" name="position" type="int"> - </argument> - <argument index="1" name="chars" type="int"> - </argument> - <description> - Erases [code]chars[/code] characters from the string starting from [code]position[/code]. - </description> - </method> <method name="find"> <return type="int"> </return> @@ -412,16 +152,13 @@ <argument index="1" name="from" type="int" default="0"> </argument> <description> - Finds the first occurrence of a substring. Returns the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. - </description> - </method> - <method name="find_last"> - <return type="int"> - </return> - <argument index="0" name="what" type="String"> - </argument> - <description> - Finds the last occurrence of a substring. Returns the starting position of the substring or -1 if not found. + Returns the index of the [b]first[/b] case-sensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the end of the string. + [b]Note:[/b] If you just want to know whether a string contains a substring, use the [code]in[/code] operator as follows: + [codeblock] + # Will evaluate to `false`. + if "i" in "team": + pass + [/codeblock] </description> </method> <method name="findn"> @@ -432,7 +169,7 @@ <argument index="1" name="from" type="int" default="0"> </argument> <description> - Finds the first occurrence of a substring, ignoring case. Returns the starting position of the substring or -1 if not found. Optionally, the initial search index can be passed. + Returns the index of the [b]first[/b] case-insensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the end of the string. </description> </method> <method name="format"> @@ -484,10 +221,13 @@ <method name="hex_to_int"> <return type="int"> </return> + <argument index="0" name="with_prefix" type="bool" default="true"> + </argument> <description> - Converts a string containing a hexadecimal number into an integer. Hexadecimal strings are expected to be prefixed with "[code]0x[/code]" otherwise [code]0[/code] is returned. + Converts a string containing a hexadecimal number into a decimal integer. If [code]with_prefix[/code] is [code]true[/code], the hexadecimal string should start with the [code]0x[/code] prefix, otherwise [code]0[/code] is returned. [codeblock] print("0xff".hex_to_int()) # Print "255" + print("ab".hex_to_int(false)) # Print "171" [/codeblock] </description> </method> @@ -511,20 +251,6 @@ [/codeblock] </description> </method> - <method name="humanize_size"> - <return type="String"> - </return> - <argument index="0" name="size" type="int"> - </argument> - <description> - Converts [code]size[/code] represented as number of bytes to human-readable format using internationalized set of data size units, namely: B, KiB, MiB, GiB, TiB, PiB, EiB. Note that the next smallest unit is picked automatically to hold at most 1024 units. - [codeblock] - var bytes = 133790307 - var size = String.humanize_size(bytes) - print(size) # prints "127.5 MiB" - [/codeblock] - </description> - </method> <method name="insert"> <return type="String"> </return> @@ -543,6 +269,13 @@ If the string is a path to a file or directory, returns [code]true[/code] if the path is absolute. </description> </method> + <method name="is_empty"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if the length of the string equals [code]0[/code]. + </description> + </method> <method name="is_rel_path"> <return type="bool"> </return> @@ -617,7 +350,20 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if this string contains a valid IP address. + Returns [code]true[/code] if this string contains only a well-formatted IPv4 or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/code] as valid. + </description> + </method> + <method name="join"> + <return type="String"> + </return> + <argument index="0" name="parts" type="PackedStringArray"> + </argument> + <description> + Return a [String] which is the concatenation of the [code]parts[/code]. The separator between elements is the string providing this method. + Example: + [codeblock] + print(", ".join(["One", "Two", "Three", "Four"])) + [/codeblock] </description> </method> <method name="json_escape"> @@ -643,13 +389,25 @@ Returns the string's amount of characters. </description> </method> + <method name="lpad"> + <return type="String"> + </return> + <argument index="0" name="min_length" type="int"> + </argument> + <argument index="1" name="character" type="String" default="" ""> + </argument> + <description> + Formats a string to be at least [code]min_length[/code] long by adding [code]character[/code]s to the left of the string. + </description> + </method> <method name="lstrip"> <return type="String"> </return> <argument index="0" name="chars" type="String"> </argument> <description> - Returns a copy of the string with characters removed from the left. + Returns a copy of the string with characters removed from the left. The [code]chars[/code] argument is a string specifying the set of characters to be removed. + [b]Note:[/b] The [code]chars[/code] is not a prefix. See [method trim_prefix] method that will remove a single prefix string rather than a set of characters. </description> </method> <method name="match"> @@ -684,13 +442,109 @@ Returns the MD5 hash of the string as a string. </description> </method> + <method name="naturalnocasecmp_to"> + <return type="int"> + </return> + <argument index="0" name="to" type="String"> + </argument> + <description> + Performs a case-insensitive [i]natural order[/i] comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/code] of each string, which roughly matches the alphabetical order. Internally, lowercase characters will be converted to uppercase during the comparison. + When used for sorting, natural order comparison will order suites of numbers as expected by most people. If you sort the numbers from 1 to 10 using natural order, you will get [code][1, 2, 3, ...][/code] instead of [code][1, 10, 2, 3, ...][/code]. + [b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "base" string is longer than the [code]to[/code] string or [code]-1[/code] if the "base" string is shorter than the [code]to[/code] string. Keep in mind this length is determined by the number of Unicode codepoints, [i]not[/i] the actual visible characters. + [b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the "base" string is empty, [code]1[/code] if the [code]to[/code] string is empty or [code]0[/code] if both strings are empty. + To get a boolean result from a string comparison, use the [code]==[/code] operator instead. See also [method nocasecmp_to] and [method casecmp_to]. + </description> + </method> <method name="nocasecmp_to"> <return type="int"> </return> <argument index="0" name="to" type="String"> </argument> <description> - Performs a case-insensitive comparison to another string. Returns [code]-1[/code] if less than, [code]+1[/code] if greater than, or [code]0[/code] if equal. + Performs a case-insensitive comparison to another string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/code] if equal. "less than" or "greater than" are determined by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/code] of each string, which roughly matches the alphabetical order. Internally, lowercase characters will be converted to uppercase during the comparison. + [b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "base" string is longer than the [code]to[/code] string or [code]-1[/code] if the "base" string is shorter than the [code]to[/code] string. Keep in mind this length is determined by the number of Unicode codepoints, [i]not[/i] the actual visible characters. + [b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the "base" string is empty, [code]1[/code] if the [code]to[/code] string is empty or [code]0[/code] if both strings are empty. + To get a boolean result from a string comparison, use the [code]==[/code] operator instead. See also [method casecmp_to] and [method naturalnocasecmp_to]. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="String"> + </argument> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="StringName"> + </argument> + <description> + </description> + </method> + <method name="operator %" qualifiers="operator"> + <return type="String"> + </return> + <argument index="0" name="right" type="Variant"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="String"> + </return> + <argument index="0" name="right" type="String"> + </argument> + <description> + </description> + </method> + <method name="operator <" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="String"> + </argument> + <description> + </description> + </method> + <method name="operator <=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="String"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="String"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="StringName"> + </argument> + <description> + </description> + </method> + <method name="operator >" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="String"> + </argument> + <description> + </description> + </method> + <method name="operator >=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="String"> + </argument> + <description> </description> </method> <method name="ord_at"> @@ -782,7 +636,7 @@ <argument index="1" name="from" type="int" default="-1"> </argument> <description> - Performs a case-sensitive search for a substring, but starts from the end of the string instead of the beginning. + Returns the index of the [b]last[/b] case-sensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the beginning of the string. </description> </method> <method name="rfindn"> @@ -793,7 +647,7 @@ <argument index="1" name="from" type="int" default="-1"> </argument> <description> - Performs a case-insensitive search for a substring, but starts from the end of the string instead of the beginning. + Returns the index of the [b]last[/b] case-insensitive occurrence of the specified string in this instance, or [code]-1[/code]. Optionally, the starting search index can be specified, continuing to the beginning of the string. </description> </method> <method name="right"> @@ -805,6 +659,17 @@ Returns the right side of the string from a given position. </description> </method> + <method name="rpad"> + <return type="String"> + </return> + <argument index="0" name="min_length" type="int"> + </argument> + <argument index="1" name="character" type="String" default="" ""> + </argument> + <description> + Formats a string to be at least [code]min_length[/code] long by adding [code]character[/code]s to the right of the string. + </description> + </method> <method name="rsplit"> <return type="PackedStringArray"> </return> @@ -834,7 +699,8 @@ <argument index="0" name="chars" type="String"> </argument> <description> - Returns a copy of the string with characters removed from the right. + Returns a copy of the string with characters removed from the right. The [code]chars[/code] argument is a string specifying the set of characters to be removed. + [b]Note:[/b] The [code]chars[/code] is not a suffix. See [method trim_suffix] method that will remove a single suffix string rather than a set of characters. </description> </method> <method name="sha1_buffer"> @@ -884,8 +750,8 @@ <argument index="2" name="maxsplit" type="int" default="0"> </argument> <description> - Splits the string by a [code]delimiter[/code] string and returns an array of the substrings. - If [code]maxsplit[/code] is specified, it defines the number of splits to do from the left up to [code]maxsplit[/code]. The default value of 0 means that all items are split. + Splits the string by a [code]delimiter[/code] string and returns an array of the substrings. The [code]delimiter[/code] can be of any length. + If [code]maxsplit[/code] is specified, it defines the number of splits to do from the left up to [code]maxsplit[/code]. The default value of [code]0[/code] means that all items are split. Example: [codeblock] var some_string = "One,Two,Three,Four" @@ -894,6 +760,7 @@ print(some_array[0]) # Prints "One" print(some_array[1]) # Prints "Two,Three,Four" [/codeblock] + If you need to split strings with more complex rules, use the [RegEx] class instead. </description> </method> <method name="split_floats"> @@ -934,14 +801,14 @@ <argument index="1" name="len" type="int" default="-1"> </argument> <description> - Returns part of the string from the position [code]from[/code] with length [code]len[/code]. Argument [code]len[/code] is optional and using -1 will return remaining characters from given position. + Returns part of the string from the position [code]from[/code] with length [code]len[/code]. Argument [code]len[/code] is optional and using [code]-1[/code] will return remaining characters from given position. </description> </method> - <method name="to_ascii"> + <method name="to_ascii_buffer"> <return type="PackedByteArray"> </return> <description> - Converts the String (which is a character array) to [PackedByteArray] (which is an array of bytes). The conversion is faster compared to [method to_utf8], as this method assumes that all the characters in the String are ASCII characters. + Converts the String (which is a character array) to ASCII/Latin-1 encoded [PackedByteArray] (which is an array of bytes). The conversion is faster compared to [method to_utf8_buffer], as this method assumes that all the characters in the String are ASCII/Latin-1 characters, unsupported characters are replaced with spaces. </description> </method> <method name="to_float"> @@ -972,11 +839,25 @@ Returns the string converted to uppercase. </description> </method> - <method name="to_utf8"> + <method name="to_utf16_buffer"> <return type="PackedByteArray"> </return> <description> - Converts the String (which is an array of characters) to [PackedByteArray] (which is an array of bytes). The conversion is a bit slower than [method to_ascii], but supports all UTF-8 characters. Therefore, you should prefer this function over [method to_ascii]. + Converts the String (which is an array of characters) to UTF-16 encoded [PackedByteArray] (which is an array of bytes). + </description> + </method> + <method name="to_utf32_buffer"> + <return type="PackedByteArray"> + </return> + <description> + Converts the String (which is an array of characters) to UTF-32 encoded [PackedByteArray] (which is an array of bytes). + </description> + </method> + <method name="to_utf8_buffer"> + <return type="PackedByteArray"> + </return> + <description> + Converts the String (which is an array of characters) to UTF-8 encode [PackedByteArray] (which is an array of bytes). The conversion is a bit slower than [method to_ascii_buffer], but supports all UTF-8 characters. Therefore, you should prefer this function over [method to_ascii_buffer]. </description> </method> <method name="trim_prefix"> @@ -1000,8 +881,10 @@ <method name="xml_escape"> <return type="String"> </return> + <argument index="0" name="escape_quotes" type="bool" default="false"> + </argument> <description> - Returns a copy of the string with special characters escaped using the XML standard. + Returns a copy of the string with special characters escaped using the XML standard. If [code]escape_quotes[/code] is [code]true[/code], the single quote ([code]'[/code]) and double quote ([code]"[/code]) characters are also escaped. </description> </method> <method name="xml_unescape"> diff --git a/doc/classes/StringName.xml b/doc/classes/StringName.xml index 5d8ac6fdcc..af0074f080 100644 --- a/doc/classes/StringName.xml +++ b/doc/classes/StringName.xml @@ -9,7 +9,23 @@ <tutorials> </tutorials> <methods> - <method name="StringName"> + <method name="StringName" qualifiers="constructor"> + <return type="StringName"> + </return> + <description> + Constructs an empty [StringName]. + </description> + </method> + <method name="StringName" qualifiers="constructor"> + <return type="StringName"> + </return> + <argument index="0" name="from" type="StringName"> + </argument> + <description> + Constructs a [StringName] as a copy of the given [StringName]. + </description> + </method> + <method name="StringName" qualifiers="constructor"> <return type="StringName"> </return> <argument index="0" name="from" type="String"> @@ -18,6 +34,38 @@ Creates a new [StringName] from the given [String]. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="String"> + </argument> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="StringName"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="String"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="StringName"> + </argument> + <description> + </description> + </method> </methods> <constants> </constants> diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml index 0e848a1bf6..a01dfbd4b8 100644 --- a/doc/classes/StyleBox.xml +++ b/doc/classes/StyleBox.xml @@ -5,6 +5,7 @@ </brief_description> <description> StyleBox is [Resource] that provides an abstract base class for drawing stylized boxes for the UI. StyleBoxes are used for drawing the styles of buttons, line edit backgrounds, tree backgrounds, etc. and also for testing a transparency mask for pointer signals. If mask test fails on a StyleBox assigned as mask to a control, clicks and motion signals will go through it to the one below. + [b]Note:[/b] For children of [Control] that have [i]Theme Properties[/i], the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], [code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the [code]focus[/code] [StyleBox] more reusable across different nodes. </description> <tutorials> </tutorials> @@ -38,19 +39,19 @@ <method name="get_default_margin" qualifiers="const"> <return type="float"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <description> - Returns the default value of the specified [enum Margin]. + Returns the default margin of the specified [enum Side]. </description> </method> <method name="get_margin" qualifiers="const"> <return type="float"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <description> - Returns the content margin offset for the specified [enum Margin]. + Returns the content margin offset for the specified [enum Side]. Positive values reduce size inwards, unlike [Control]'s margin values. </description> </method> @@ -71,12 +72,12 @@ <method name="set_default_margin"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <argument index="1" name="offset" type="float"> </argument> <description> - Sets the default value of the specified [enum Margin] to given [code]offset[/code] in pixels. + Sets the default value of the specified [enum Side] to [code]offset[/code] pixels. </description> </method> <method name="test_mask" qualifiers="const"> diff --git a/doc/classes/StyleBoxFlat.xml b/doc/classes/StyleBoxFlat.xml index d6e737b076..13ea7df294 100644 --- a/doc/classes/StyleBoxFlat.xml +++ b/doc/classes/StyleBoxFlat.xml @@ -27,10 +27,10 @@ <method name="get_border_width" qualifiers="const"> <return type="int"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <description> - Returns the given [code]margin[/code]'s border width. See [enum Margin] for possible values. + Returns the specified [enum Side]'s border width. </description> </method> <method name="get_border_width_min" qualifiers="const"> @@ -52,21 +52,21 @@ <method name="get_expand_margin" qualifiers="const"> <return type="float"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <description> - Returns the size of the given [code]margin[/code]'s expand margin. See [enum Margin] for possible values. + Returns the size of the specified [enum Side]'s expand margin. </description> </method> <method name="set_border_width"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <argument index="1" name="width" type="int"> </argument> <description> - Sets the border width to [code]width[/code] pixels for the given [code]margin[/code]. See [enum Margin] for possible values. + Sets the specified [enum Side]'s border width to [code]width[/code] pixels. </description> </method> <method name="set_border_width_all"> @@ -75,7 +75,7 @@ <argument index="0" name="width" type="int"> </argument> <description> - Sets the border width to [code]width[/code] pixels for all margins. + Sets the border width to [code]width[/code] pixels for all sides. </description> </method> <method name="set_corner_radius"> @@ -116,12 +116,12 @@ <method name="set_expand_margin"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <argument index="1" name="size" type="float"> </argument> <description> - Sets the expand margin to [code]size[/code] pixels for the given [code]margin[/code]. See [enum Margin] for possible values. + Sets the expand margin to [code]size[/code] pixels for the specified [enum Side]. </description> </method> <method name="set_expand_margin_all"> diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml index f8aa14cb2b..895d0c357d 100644 --- a/doc/classes/StyleBoxTexture.xml +++ b/doc/classes/StyleBoxTexture.xml @@ -12,19 +12,19 @@ <method name="get_expand_margin_size" qualifiers="const"> <return type="float"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <description> - Returns the size of the given [code]margin[/code]'s expand margin. See [enum Margin] for possible values. + Returns the expand margin size of the specified [enum Side]. </description> </method> <method name="get_margin_size" qualifiers="const"> <return type="float"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <description> - Returns the size of the given [code]margin[/code]. See [enum Margin] for possible values. + Returns the margin size of the specified [enum Side]. </description> </method> <method name="set_expand_margin_all"> @@ -54,23 +54,23 @@ <method name="set_expand_margin_size"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <argument index="1" name="size" type="float"> </argument> <description> - Sets the expand margin to [code]size[/code] pixels for the given [code]margin[/code]. See [enum Margin] for possible values. + Sets the expand margin to [code]size[/code] pixels for the specified [enum Side]. </description> </method> <method name="set_margin_size"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <argument index="1" name="size" type="float"> </argument> <description> - Sets the margin to [code]size[/code] pixels for the given [code]margin[/code]. See [enum Margin] for possible values. + Sets the margin to [code]size[/code] pixels for the specified [enum Side]. </description> </method> </methods> @@ -119,10 +119,6 @@ <member name="modulate_color" type="Color" setter="set_modulate" getter="get_modulate" default="Color( 1, 1, 1, 1 )"> Modulates the color of the texture when this style box is drawn. </member> - <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> - The normal map to use when drawing this style box. - [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. - </member> <member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2( 0, 0, 0, 0 )"> Species a sub-region of the texture to use. This is equivalent to first wrapping the texture in an [AtlasTexture] with the same region. diff --git a/doc/classes/SubViewport.xml b/doc/classes/SubViewport.xml index 6014762e3d..376082f417 100644 --- a/doc/classes/SubViewport.xml +++ b/doc/classes/SubViewport.xml @@ -1,16 +1,26 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="SubViewport" inherits="Viewport" version="4.0"> <brief_description> + Creates a sub-view into the screen. </brief_description> <description> </description> <tutorials> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="Viewports tutorial index">https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link> + <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link> + <link title="3D in 2D Demo">https://godotengine.org/asset-library/asset/128</link> + <link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link> + <link title="Screen Capture Demo">https://godotengine.org/asset-library/asset/130</link> + <link title="Dynamic Split Screen Demo">https://godotengine.org/asset-library/asset/541</link> + <link title="3D Viewport Scaling Demo">https://godotengine.org/asset-library/asset/586</link> </tutorials> <methods> </methods> <members> <member name="render_target_clear_mode" type="int" setter="set_clear_mode" getter="get_clear_mode" enum="SubViewport.ClearMode" default="0"> The clear mode when the sub-viewport is used as a render target. + [b]Note:[/b] This property is intended for 2D usage. </member> <member name="render_target_update_mode" type="int" setter="set_update_mode" getter="get_update_mode" enum="SubViewport.UpdateMode" default="2"> The update mode when the sub-viewport is used as a render target. @@ -35,8 +45,8 @@ <constant name="CLEAR_MODE_NEVER" value="1" enum="ClearMode"> Never clear the render target. </constant> - <constant name="CLEAR_MODE_ONLY_NEXT_FRAME" value="2" enum="ClearMode"> - Clear the render target next frame, then switch to [constant CLEAR_MODE_NEVER]. + <constant name="CLEAR_MODE_ONCE" value="2" enum="ClearMode"> + Clear the render target on the next frame, then switch to [constant CLEAR_MODE_NEVER]. </constant> <constant name="UPDATE_DISABLED" value="0" enum="UpdateMode"> Do not update the render target. @@ -48,7 +58,7 @@ Update the render target only when it is visible. This is the default value. </constant> <constant name="UPDATE_WHEN_PARENT_VISIBLE" value="3" enum="UpdateMode"> - Update the render target only when the its parent is visible. + Update the render target only when its parent is visible. </constant> <constant name="UPDATE_ALWAYS" value="4" enum="UpdateMode"> Always update the render target. diff --git a/doc/classes/SubViewportContainer.xml b/doc/classes/SubViewportContainer.xml index e6a0bd4866..16d483e7f8 100644 --- a/doc/classes/SubViewportContainer.xml +++ b/doc/classes/SubViewportContainer.xml @@ -5,6 +5,7 @@ </brief_description> <description> A [Container] node that holds a [SubViewport], automatically setting its size. + [b]Note:[/b] Changing a SubViewportContainer's [member Control.rect_scale] will cause its contents to appear distorted. To change its visual size without causing distortion, adjust the node's margins instead (if it's not already in a container). </description> <tutorials> </tutorials> diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml index eeb6b6cd9d..e10b65e309 100644 --- a/doc/classes/SurfaceTool.xml +++ b/doc/classes/SurfaceTool.xml @@ -8,37 +8,20 @@ [codeblock] var st = SurfaceTool.new() st.begin(Mesh.PRIMITIVE_TRIANGLES) - st.add_color(Color(1, 0, 0)) - st.add_uv(Vector2(0, 0)) - st.add_vertex(Vector3(0, 0, 0)) + st.set_color(Color(1, 0, 0)) + st.set_uv(Vector2(0, 0)) + st.set_vertex(Vector3(0, 0, 0)) [/codeblock] - The above [SurfaceTool] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calling [method add_uv] or [method add_color], then the last values would be used. + The above [SurfaceTool] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calling [method set_uv] or [method set_color], then the last values would be used. Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. Failure to do so will result in an error when committing the vertex information to a mesh. Additionally, the attributes used before the first vertex is added determine the format of the mesh. For example, if you only add UVs to the first vertex, you cannot add color to any of the subsequent vertices. See also [ArrayMesh], [ImmediateGeometry3D] and [MeshDataTool] for procedural geometry generation. [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. </description> <tutorials> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> - <method name="add_bones"> - <return type="void"> - </return> - <argument index="0" name="bones" type="PackedInt32Array"> - </argument> - <description> - Adds an array of bones for the next vertex to use. [code]bones[/code] must contain 4 integers. - </description> - </method> - <method name="add_color"> - <return type="void"> - </return> - <argument index="0" name="color" type="Color"> - </argument> - <description> - Specifies a [Color] for the next vertex to use. - </description> - </method> <method name="add_index"> <return type="void"> </return> @@ -48,33 +31,6 @@ Adds an index to index array if you are using indexed vertices. Does not need to be called before adding vertices. </description> </method> - <method name="add_normal"> - <return type="void"> - </return> - <argument index="0" name="normal" type="Vector3"> - </argument> - <description> - Specifies a normal for the next vertex to use. - </description> - </method> - <method name="add_smooth_group"> - <return type="void"> - </return> - <argument index="0" name="smooth" type="bool"> - </argument> - <description> - Specifies whether the current vertex (if using only vertex arrays) or current index (if also using index arrays) should use smooth normals for normal calculation. - </description> - </method> - <method name="add_tangent"> - <return type="void"> - </return> - <argument index="0" name="tangent" type="Plane"> - </argument> - <description> - Specifies a tangent for the next vertex to use. - </description> - </method> <method name="add_triangle_fan"> <return type="void"> </return> @@ -95,24 +51,6 @@ Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]. </description> </method> - <method name="add_uv"> - <return type="void"> - </return> - <argument index="0" name="uv" type="Vector2"> - </argument> - <description> - Specifies a set of UV coordinates to use for the next vertex. - </description> - </method> - <method name="add_uv2"> - <return type="void"> - </return> - <argument index="0" name="uv2" type="Vector2"> - </argument> - <description> - Specifies an optional second set of UV coordinates to use for the next vertex. - </description> - </method> <method name="add_vertex"> <return type="void"> </return> @@ -122,15 +60,6 @@ Specifies the position of current vertex. Should be called after specifying other vertex properties (e.g. Color, UV). </description> </method> - <method name="add_weights"> - <return type="void"> - </return> - <argument index="0" name="weights" type="PackedFloat32Array"> - </argument> - <description> - Specifies weight values for next vertex to use. [code]weights[/code] must contain 4 values. - </description> - </method> <method name="append_from"> <return type="void"> </return> @@ -165,11 +94,11 @@ </return> <argument index="0" name="existing" type="ArrayMesh" default="null"> </argument> - <argument index="1" name="flags" type="int" default="31744"> + <argument index="1" name="flags" type="int" default="0"> </argument> <description> Returns a constructed [ArrayMesh] from current information passed in. If an existing [ArrayMesh] is passed in as an argument, will add an extra surface to the existing [ArrayMesh]. - Default flag is [constant Mesh.ARRAY_COMPRESS_DEFAULT]. See [code]ARRAY_COMPRESS_*[/code] constants in [enum Mesh.ArrayFormat] for other flags. + [b]FIXME:[/b] Document possible values for [code]flags[/code], it changed in 4.0. Likely some combinations of [enum Mesh.ArrayFormat]. </description> </method> <method name="commit_to_arrays"> @@ -210,6 +139,16 @@ Removes the index array by expanding the vertex array. </description> </method> + <method name="generate_lod"> + <return type="PackedInt32Array"> + </return> + <argument index="0" name="nd_threshold" type="float"> + </argument> + <argument index="1" name="target_index_count" type="int" default="3"> + </argument> + <description> + </description> + </method> <method name="generate_normals"> <return type="void"> </return> @@ -227,6 +166,26 @@ Generates a tangent vector for each vertex. Requires that each vertex have UVs and normals set already. </description> </method> + <method name="get_custom_format" qualifiers="const"> + <return type="int" enum="SurfaceTool.CustomFormat"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_max_axis_length" qualifiers="const"> + <return type="float"> + </return> + <description> + </description> + </method> + <method name="get_skin_weight_count" qualifiers="const"> + <return type="int" enum="SurfaceTool.SkinWeightCount"> + </return> + <description> + </description> + </method> <method name="index"> <return type="void"> </return> @@ -234,6 +193,51 @@ Shrinks the vertex array by creating an index array (avoids reusing vertices). </description> </method> + <method name="optimize_indices_for_cache"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="set_bones"> + <return type="void"> + </return> + <argument index="0" name="bones" type="PackedInt32Array"> + </argument> + <description> + Specifies an array of bones for the next vertex to use. [code]bones[/code] must contain 4 integers. + </description> + </method> + <method name="set_color"> + <return type="void"> + </return> + <argument index="0" name="color" type="Color"> + </argument> + <description> + Specifies a [Color] for the next vertex to use. + [b]Note:[/b] The material must have [member BaseMaterial3D.vertex_color_use_as_albedo] enabled for the vertex color to be visible. + </description> + </method> + <method name="set_custom"> + <return type="void"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <argument index="1" name="custom" type="Color"> + </argument> + <description> + </description> + </method> + <method name="set_custom_format"> + <return type="void"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <argument index="1" name="format" type="int" enum="SurfaceTool.CustomFormat"> + </argument> + <description> + </description> + </method> <method name="set_material"> <return type="void"> </return> @@ -243,7 +247,91 @@ Sets [Material] to be used by the [Mesh] you are constructing. </description> </method> + <method name="set_normal"> + <return type="void"> + </return> + <argument index="0" name="normal" type="Vector3"> + </argument> + <description> + Specifies a normal for the next vertex to use. + </description> + </method> + <method name="set_skin_weight_count"> + <return type="void"> + </return> + <argument index="0" name="count" type="int" enum="SurfaceTool.SkinWeightCount"> + </argument> + <description> + </description> + </method> + <method name="set_smooth_group"> + <return type="void"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + Specifies whether the current vertex (if using only vertex arrays) or current index (if also using index arrays) should use smooth normals for normal calculation. + </description> + </method> + <method name="set_tangent"> + <return type="void"> + </return> + <argument index="0" name="tangent" type="Plane"> + </argument> + <description> + Specifies a tangent for the next vertex to use. + </description> + </method> + <method name="set_uv"> + <return type="void"> + </return> + <argument index="0" name="uv" type="Vector2"> + </argument> + <description> + Specifies a set of UV coordinates to use for the next vertex. + </description> + </method> + <method name="set_uv2"> + <return type="void"> + </return> + <argument index="0" name="uv2" type="Vector2"> + </argument> + <description> + Specifies an optional second set of UV coordinates to use for the next vertex. + </description> + </method> + <method name="set_weights"> + <return type="void"> + </return> + <argument index="0" name="weights" type="PackedFloat32Array"> + </argument> + <description> + Specifies weight values for next vertex to use. [code]weights[/code] must contain 4 values. + </description> + </method> </methods> <constants> + <constant name="CUSTOM_RGBA8_UNORM" value="0" enum="CustomFormat"> + </constant> + <constant name="CUSTOM_RGBA8_SNORM" value="1" enum="CustomFormat"> + </constant> + <constant name="CUSTOM_RG_HALF" value="2" enum="CustomFormat"> + </constant> + <constant name="CUSTOM_RGBA_HALF" value="3" enum="CustomFormat"> + </constant> + <constant name="CUSTOM_R_FLOAT" value="4" enum="CustomFormat"> + </constant> + <constant name="CUSTOM_RG_FLOAT" value="5" enum="CustomFormat"> + </constant> + <constant name="CUSTOM_RGB_FLOAT" value="6" enum="CustomFormat"> + </constant> + <constant name="CUSTOM_RGBA_FLOAT" value="7" enum="CustomFormat"> + </constant> + <constant name="CUSTOM_MAX" value="8" enum="CustomFormat"> + </constant> + <constant name="SKIN_4_WEIGHTS" value="0" enum="SkinWeightCount"> + </constant> + <constant name="SKIN_8_WEIGHTS" value="1" enum="SkinWeightCount"> + </constant> </constants> </class> diff --git a/doc/classes/SyntaxHighlighter.xml b/doc/classes/SyntaxHighlighter.xml new file mode 100644 index 0000000000..2d6e3de02a --- /dev/null +++ b/doc/classes/SyntaxHighlighter.xml @@ -0,0 +1,53 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="SyntaxHighlighter" inherits="Resource" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="_get_line_syntax_highlighting" qualifiers="virtual"> + <return type="Dictionary"> + </return> + <argument index="0" name="p_line" type="int"> + </argument> + <description> + </description> + </method> + <method name="_update_cache" qualifiers="virtual"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="clear_highlighting_cache"> + <return type="void"> + </return> + <description> + </description> + </method> + <method name="get_line_syntax_highlighting"> + <return type="Dictionary"> + </return> + <argument index="0" name="p_line" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_text_edit"> + <return type="TextEdit"> + </return> + <description> + </description> + </method> + <method name="update_cache"> + <return type="void"> + </return> + <description> + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml index 22e92ae5d9..10cdd0eade 100644 --- a/doc/classes/TabContainer.xml +++ b/doc/classes/TabContainer.xml @@ -137,6 +137,9 @@ </method> </methods> <members> + <member name="all_tabs_in_front" type="bool" setter="set_all_tabs_in_front" getter="is_all_tabs_in_front" default="false"> + If [code]true[/code], all tabs are drawn in front of the panel. If [code]false[/code], inactive tabs are drawn behind the panel. + </member> <member name="current_tab" type="int" setter="set_current_tab" getter="get_current_tab" default="0"> The current tab index. When set, this index's [Control] node's [code]visible[/code] property is set to [code]true[/code] and all others are set to [code]false[/code]. </member> @@ -204,8 +207,11 @@ <theme_item name="font_color_fg" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )"> Font color of the currently selected tab. </theme_item> - <theme_item name="hseparation" type="int" default="4"> - Horizontal separation between tabs. + <theme_item name="font_size" type="int"> + Font size of the tab names. + </theme_item> + <theme_item name="icon_separation" type="int" default="4"> + Space between tab's name and its icon. </theme_item> <theme_item name="increment" type="Texture2D"> Icon for the right arrow button that appears when there are too many tabs to fit in the container width. When the button is disabled (i.e. the last tab is visible) it appears semi-transparent. diff --git a/doc/classes/Tabs.xml b/doc/classes/Tabs.xml index 3fc1db9dc6..47cf869fe9 100644 --- a/doc/classes/Tabs.xml +++ b/doc/classes/Tabs.xml @@ -4,7 +4,7 @@ Tabs control. </brief_description> <description> - Simple tabs control, similar to [TabContainer] but is only in charge of drawing tabs, not interact with children. + Simple tabs control, similar to [TabContainer] but is only in charge of drawing tabs, not interacting with children. </description> <tutorials> </tutorials> @@ -20,6 +20,15 @@ Adds a new tab. </description> </method> + <method name="clear_tab_opentype_features"> + <return type="void"> + </return> + <argument index="0" name="tab_idx" type="int"> + </argument> + <description> + Removes all OpenType features from the tab title. + </description> + </method> <method name="ensure_tab_visible"> <return type="void"> </return> @@ -36,6 +45,13 @@ Returns [code]true[/code] if the offset buttons (the ones that appear when there's not enough space for all tabs) are visible. </description> </method> + <method name="get_previous_tab" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns the previously active tab index. + </description> + </method> <method name="get_select_with_rmb" qualifiers="const"> <return type="bool"> </return> @@ -68,6 +84,15 @@ Returns the [Texture2D] for the tab at index [code]tab_idx[/code] or [code]null[/code] if the tab has no [Texture2D]. </description> </method> + <method name="get_tab_language" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="tab_idx" type="int"> + </argument> + <description> + Returns tab title language code. + </description> + </method> <method name="get_tab_offset" qualifiers="const"> <return type="int"> </return> @@ -75,6 +100,17 @@ Returns the number of hidden tabs offsetted to the left. </description> </method> + <method name="get_tab_opentype_feature" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="tab_idx" type="int"> + </argument> + <argument index="1" name="tag" type="String"> + </argument> + <description> + Returns OpenType feature [code]tag[/code] of the tab title. + </description> + </method> <method name="get_tab_rect" qualifiers="const"> <return type="Rect2"> </return> @@ -84,6 +120,15 @@ Returns tab [Rect2] with local position and size. </description> </method> + <method name="get_tab_text_direction" qualifiers="const"> + <return type="int" enum="Control.TextDirection"> + </return> + <argument index="0" name="tab_idx" type="int"> + </argument> + <description> + Returns tab title text base writing direction. + </description> + </method> <method name="get_tab_title" qualifiers="const"> <return type="String"> </return> @@ -152,6 +197,41 @@ Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]. </description> </method> + <method name="set_tab_language"> + <return type="void"> + </return> + <argument index="0" name="tab_idx" type="int"> + </argument> + <argument index="1" name="language" type="String"> + </argument> + <description> + Sets language code of tab title used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </description> + </method> + <method name="set_tab_opentype_feature"> + <return type="void"> + </return> + <argument index="0" name="tab_idx" type="int"> + </argument> + <argument index="1" name="tag" type="String"> + </argument> + <argument index="2" name="values" type="int"> + </argument> + <description> + Sets OpenType feature [code]tag[/code] for the tab title. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]. + </description> + </method> + <method name="set_tab_text_direction"> + <return type="void"> + </return> + <argument index="0" name="tab_idx" type="int"> + </argument> + <argument index="1" name="direction" type="int" enum="Control.TextDirection"> + </argument> + <description> + Sets tab title base writing direction. + </description> + </method> <method name="set_tab_title"> <return type="void"> </return> @@ -219,14 +299,14 @@ Emitted when a tab is clicked, even if it is the current tab. </description> </signal> - <signal name="tab_close"> + <signal name="tab_closed"> <argument index="0" name="tab" type="int"> </argument> <description> Emitted when a tab is closed. </description> </signal> - <signal name="tab_hover"> + <signal name="tab_hovered"> <argument index="0" name="tab" type="int"> </argument> <description> @@ -288,6 +368,9 @@ <theme_item name="font_color_fg" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )"> Font color of the currently selected tab. </theme_item> + <theme_item name="font_size" type="int"> + Font size of the tab names. + </theme_item> <theme_item name="hseparation" type="int" default="4"> The horizontal separation between the tabs. </theme_item> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index bb2d355bf6..e8a54c6c20 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -9,30 +9,12 @@ <tutorials> </tutorials> <methods> - <method name="add_color_region"> + <method name="add_gutter"> <return type="void"> </return> - <argument index="0" name="begin_key" type="String"> - </argument> - <argument index="1" name="end_key" type="String"> - </argument> - <argument index="2" name="color" type="Color"> - </argument> - <argument index="3" name="line_only" type="bool" default="false"> - </argument> - <description> - Adds color region (given the delimiters) and its colors. - </description> - </method> - <method name="add_keyword_color"> - <return type="void"> - </return> - <argument index="0" name="keyword" type="String"> - </argument> - <argument index="1" name="color" type="Color"> + <argument index="0" name="at" type="int" default="-1"> </argument> <description> - Adds a [code]keyword[/code] and its [Color]. </description> </method> <method name="can_fold" qualifiers="const"> @@ -48,13 +30,14 @@ <return type="void"> </return> <description> + Centers the viewport on the line the editing cursor is at. This also resets the [member scroll_horizontal] value to [code]0[/code]. </description> </method> - <method name="clear_colors"> + <method name="clear_opentype_features"> <return type="void"> </return> <description> - Clears all custom syntax coloring information previously added with [method add_color_region] or [method add_keyword_color]. + Removes all OpenType features. </description> </method> <method name="clear_undo_history"> @@ -144,20 +127,34 @@ Folds the given line, if possible (see [method can_fold]). </description> </method> - <method name="get_breakpoints" qualifiers="const"> - <return type="Array"> + <method name="get_gutter_count" qualifiers="const"> + <return type="int"> </return> <description> - Returns an array containing the line number of each breakpoint. </description> </method> - <method name="get_keyword_color" qualifiers="const"> - <return type="Color"> + <method name="get_gutter_name" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="gutter" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_gutter_type" qualifiers="const"> + <return type="int" enum="TextEdit.GutterType"> </return> - <argument index="0" name="keyword" type="String"> + <argument index="0" name="gutter" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_gutter_width" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="gutter" type="int"> </argument> <description> - Returns the [Color] of the specified [code]keyword[/code]. </description> </method> <method name="get_line" qualifiers="const"> @@ -176,6 +173,46 @@ Returns the amount of total lines in the text. </description> </method> + <method name="get_line_gutter_icon" qualifiers="const"> + <return type="Texture2D"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="gutter" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_line_gutter_item_color"> + <return type="Color"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="gutter" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_line_gutter_metadata" qualifiers="const"> + <return type="Variant"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="gutter" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_line_gutter_text" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="gutter" type="int"> + </argument> + <description> + </description> + </method> <method name="get_menu" qualifiers="const"> <return type="PopupMenu"> </return> @@ -183,6 +220,21 @@ Returns the [PopupMenu] of this [TextEdit]. By default, this menu is displayed when right-clicking on the [TextEdit]. </description> </method> + <method name="get_opentype_feature" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <description> + Returns OpenType feature [code]tag[/code]. + </description> + </method> + <method name="get_selection_column" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> <method name="get_selection_from_column" qualifiers="const"> <return type="int"> </return> @@ -197,6 +249,18 @@ Returns the selection begin line. </description> </method> + <method name="get_selection_line" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_selection_mode" qualifiers="const"> + <return type="int" enum="TextEdit.SelectionMode"> + </return> + <description> + </description> + </method> <method name="get_selection_text" qualifiers="const"> <return type="String"> </return> @@ -222,16 +286,7 @@ <return type="String"> </return> <description> - Returns a [String] text with the word under the mouse cursor location. - </description> - </method> - <method name="has_keyword_color" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="keyword" type="String"> - </argument> - <description> - Returns whether the specified [code]keyword[/code] has a color set to it or not. + Returns a [String] text with the word under the caret (text cursor) location. </description> </method> <method name="insert_text_at_cursor"> @@ -252,6 +307,40 @@ Returns whether the line at the specified index is folded or not. </description> </method> + <method name="is_gutter_clickable" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="gutter" type="int"> + </argument> + <description> + </description> + </method> + <method name="is_gutter_drawn" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="gutter" type="int"> + </argument> + <description> + </description> + </method> + <method name="is_gutter_overwritable" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="gutter" type="int"> + </argument> + <description> + </description> + </method> + <method name="is_line_gutter_clickable" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="gutter" type="int"> + </argument> + <description> + </description> + </method> <method name="is_line_hidden" qualifiers="const"> <return type="bool"> </return> @@ -291,15 +380,16 @@ Perform redo operation. </description> </method> - <method name="remove_breakpoints"> + <method name="remove_gutter"> <return type="void"> </return> + <argument index="0" name="gutter" type="int"> + </argument> <description> - Removes all the breakpoints. This will not fire the [signal breakpoint_toggled] signal. </description> </method> <method name="search" qualifiers="const"> - <return type="PackedInt32Array"> + <return type="Dictionary"> </return> <argument index="0" name="key" type="String"> </argument> @@ -311,13 +401,13 @@ </argument> <description> Perform a search inside the text. Search flags can be specified in the [enum SearchFlags] enum. - Returns an empty [code]PackedInt32Array[/code] if no result was found. Otherwise, the result line and column can be accessed at indices specified in the [enum SearchResult] enum, e.g: + Returns an empty [code]Dictionary[/code] if no result was found. Otherwise, returns a [code]Dictionary[/code] containing [code]line[/code] and [code]column[/code] entries, e.g: [codeblock] var result = search(key, flags, line, column) - if result.size() > 0: + if !result.is_empty(): # Result found. - var res_line = result[TextEdit.SEARCH_RESULT_LINE] - var res_column = result[TextEdit.SEARCH_RESULT_COLUMN] + var line_number = result.line + var column_number = result.column [/codeblock] </description> </method> @@ -334,6 +424,7 @@ </argument> <description> Perform selection, from line/column to line/column. + If [member selecting_enabled] is [code]false[/code], no selection will occur. </description> </method> <method name="select_all"> @@ -341,6 +432,90 @@ </return> <description> Select all the text. + If [member selecting_enabled] is [code]false[/code], no selection will occur. + </description> + </method> + <method name="set_gutter_clickable"> + <return type="void"> + </return> + <argument index="0" name="gutter" type="int"> + </argument> + <argument index="1" name="clickable" type="bool"> + </argument> + <description> + </description> + </method> + <method name="set_gutter_custom_draw"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="object" type="Object"> + </argument> + <argument index="2" name="callback" type="StringName"> + </argument> + <description> + </description> + </method> + <method name="set_gutter_draw"> + <return type="void"> + </return> + <argument index="0" name="gutter" type="int"> + </argument> + <argument index="1" name="draw" type="bool"> + </argument> + <description> + </description> + </method> + <method name="set_gutter_name"> + <return type="void"> + </return> + <argument index="0" name="gutter" type="int"> + </argument> + <argument index="1" name="name" type="String"> + </argument> + <description> + </description> + </method> + <method name="set_gutter_overwritable"> + <return type="void"> + </return> + <argument index="0" name="gutter" type="int"> + </argument> + <argument index="1" name="overwritable" type="bool"> + </argument> + <description> + </description> + </method> + <method name="set_gutter_type"> + <return type="void"> + </return> + <argument index="0" name="gutter" type="int"> + </argument> + <argument index="1" name="type" type="int" enum="TextEdit.GutterType"> + </argument> + <description> + </description> + </method> + <method name="set_gutter_width"> + <return type="void"> + </return> + <argument index="0" name="gutter" type="int"> + </argument> + <argument index="1" name="width" type="int"> + </argument> + <description> + </description> + </method> + <method name="set_line"> + <return type="void"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="new_text" type="String"> + </argument> + <description> + Sets the text for a specific line. </description> </method> <method name="set_line_as_hidden"> @@ -354,15 +529,87 @@ If [code]true[/code], hides the line of the specified index. </description> </method> - <method name="set_line"> + <method name="set_line_gutter_clickable"> <return type="void"> </return> <argument index="0" name="line" type="int"> </argument> - <argument index="1" name="new_text" type="String"> + <argument index="1" name="gutter" type="int"> + </argument> + <argument index="2" name="clickable" type="bool"> + </argument> + <description> + </description> + </method> + <method name="set_line_gutter_icon"> + <return type="void"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="gutter" type="int"> + </argument> + <argument index="2" name="icon" type="Texture2D"> + </argument> + <description> + </description> + </method> + <method name="set_line_gutter_item_color"> + <return type="void"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="gutter" type="int"> + </argument> + <argument index="2" name="color" type="Color"> + </argument> + <description> + </description> + </method> + <method name="set_line_gutter_metadata"> + <return type="void"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="gutter" type="int"> + </argument> + <argument index="2" name="metadata" type="Variant"> + </argument> + <description> + </description> + </method> + <method name="set_line_gutter_text"> + <return type="void"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="gutter" type="int"> + </argument> + <argument index="2" name="text" type="String"> + </argument> + <description> + </description> + </method> + <method name="set_opentype_feature"> + <return type="void"> + </return> + <argument index="0" name="tag" type="String"> + </argument> + <argument index="1" name="value" type="int"> + </argument> + <description> + Sets OpenType feature [code]tag[/code]. More info: [url=https://docs.microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]. + </description> + </method> + <method name="set_selection_mode"> + <return type="void"> + </return> + <argument index="0" name="mode" type="int" enum="TextEdit.SelectionMode"> + </argument> + <argument index="1" name="line" type="int" default="-1"> + </argument> + <argument index="2" name="column" type="int" default="-1"> </argument> <description> - Sets the text for a specific line. </description> </method> <method name="toggle_fold_line"> @@ -399,9 +646,6 @@ </method> </methods> <members> - <member name="breakpoint_gutter" type="bool" setter="set_breakpoint_gutter_enabled" getter="is_breakpoint_gutter_enabled" default="false"> - If [code]true[/code], the breakpoint gutter is visible. - </member> <member name="caret_blink" type="bool" setter="cursor_set_blink_enabled" getter="cursor_get_blink_enabled" default="false"> If [code]true[/code], the caret (visual cursor) blinks. </member> @@ -412,6 +656,10 @@ If [code]true[/code], the caret displays as a rectangle. If [code]false[/code], the caret displays as a bar. </member> + <member name="caret_mid_grapheme" type="bool" setter="set_mid_grapheme_caret_enabled" getter="get_mid_grapheme_caret_enabled" default="false"> + Allow moving caret, selecting and removing the individual composite character components. + Note: [kbd]Backspace[/kbd] is always removing individual composite character components. + </member> <member name="caret_moving_by_right_click" type="bool" setter="set_right_click_moves_caret" getter="is_right_click_moving_caret" default="true"> If [code]true[/code], a right-click moves the cursor at the mouse position before displaying the context menu. If [code]false[/code], the context menu disregards mouse location. @@ -419,6 +667,9 @@ <member name="context_menu_enabled" type="bool" setter="set_context_menu_enabled" getter="is_context_menu_enabled" default="true"> If [code]true[/code], a right-click displays the context menu. </member> + <member name="draw_control_chars" type="bool" setter="set_draw_control_chars" getter="get_draw_control_chars" default="false"> + If [code]true[/code], control characters are displayed. + </member> <member name="draw_spaces" type="bool" setter="set_draw_spaces" getter="is_drawing_spaces" default="false"> If [code]true[/code], the "space" character will have a visible representation. </member> @@ -426,9 +677,6 @@ If [code]true[/code], the "tab" character will have a visible representation. </member> <member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" override="true" enum="Control.FocusMode" default="2" /> - <member name="fold_gutter" type="bool" setter="set_draw_fold_gutter" getter="is_drawing_fold_gutter" default="false"> - If [code]true[/code], the fold gutter is visible. This enables folding groups of indented lines. - </member> <member name="hiding_enabled" type="bool" setter="set_hiding_enabled" getter="is_hiding_enabled" default="false"> If [code]true[/code], all lines that have been set to hidden by [method set_line_as_hidden], will not be visible. </member> @@ -438,9 +686,14 @@ <member name="highlight_current_line" type="bool" setter="set_highlight_current_line" getter="is_highlight_current_line_enabled" default="false"> If [code]true[/code], the line containing the cursor is highlighted. </member> + <member name="language" type="String" setter="set_language" getter="get_language" default=""""> + Language code used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </member> <member name="minimap_draw" type="bool" setter="draw_minimap" getter="is_drawing_minimap" default="false"> + If [code]true[/code], a minimap is shown, providing an outline of your source code. </member> <member name="minimap_width" type="int" setter="set_minimap_width" getter="get_minimap_width" default="80"> + The width, in pixels, of the minimap. </member> <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" override="true" enum="Control.CursorShape" default="1" /> <member name="override_selected_font_color" type="bool" setter="set_override_selected_font_color" getter="is_overriding_selected_font_color" default="false"> @@ -450,54 +703,73 @@ If [code]true[/code], read-only mode is enabled. Existing text cannot be modified and new text cannot be added. </member> <member name="scroll_horizontal" type="int" setter="set_h_scroll" getter="get_h_scroll" default="0"> - The current horizontal scroll value. + If there is a horizontal scrollbar this determines the current horizontal scroll value in pixels. </member> <member name="scroll_vertical" type="float" setter="set_v_scroll" getter="get_v_scroll" default="0.0"> - The current vertical scroll value. + If there is a vertical scrollbar this determines the current vertical scroll value in line numbers, starting at 0 for the top line. </member> <member name="selecting_enabled" type="bool" setter="set_selecting_enabled" getter="is_selecting_enabled" default="true"> + If [code]true[/code], text can be selected. + If [code]false[/code], text can not be selected by the user or by the [method select] or [method select_all] methods. </member> <member name="shortcut_keys_enabled" type="bool" setter="set_shortcut_keys_enabled" getter="is_shortcut_keys_enabled" default="true"> - </member> - <member name="show_line_numbers" type="bool" setter="set_show_line_numbers" getter="is_show_line_numbers_enabled" default="false"> - If [code]true[/code], line numbers are displayed to the left of the text. + If [code]true[/code], shortcut keys for context menu items are enabled, even if the context menu is disabled. </member> <member name="smooth_scrolling" type="bool" setter="set_smooth_scroll_enable" getter="is_smooth_scroll_enabled" default="false"> If [code]true[/code], sets the [code]step[/code] of the scrollbars to [code]0.25[/code] which results in smoother scrolling. </member> - <member name="syntax_highlighting" type="bool" setter="set_syntax_coloring" getter="is_syntax_coloring_enabled" default="false"> - If [code]true[/code], any custom color properties that have been set for this [TextEdit] will be visible. + <member name="structured_text_bidi_override" type="int" setter="set_structured_text_bidi_override" getter="get_structured_text_bidi_override" enum="Control.StructuredTextParser" default="0"> + Set BiDi algorithm override for the structured text. + </member> + <member name="structured_text_bidi_override_options" type="Array" setter="set_structured_text_bidi_override_options" getter="get_structured_text_bidi_override_options" default="[ ]"> + Set additional options for BiDi override. + </member> + <member name="syntax_highlighter" type="SyntaxHighlighter" setter="set_syntax_highlighter" getter="get_syntax_highlighter"> </member> <member name="text" type="String" setter="set_text" getter="get_text" default=""""> String value of the [TextEdit]. </member> + <member name="text_direction" type="int" setter="set_text_direction" getter="get_text_direction" enum="Control.TextDirection" default="0"> + Base text writing direction. + </member> <member name="v_scroll_speed" type="float" setter="set_v_scroll_speed" getter="get_v_scroll_speed" default="80.0"> Vertical scroll sensitivity. </member> + <member name="virtual_keyboard_enabled" type="bool" setter="set_virtual_keyboard_enabled" getter="is_virtual_keyboard_enabled" default="true"> + If [code]true[/code], the native virtual keyboard is shown when focused on platforms that support it. + </member> <member name="wrap_enabled" type="bool" setter="set_wrap_enabled" getter="is_wrap_enabled" default="false"> If [code]true[/code], enables text wrapping when it goes beyond the edge of what is visible. </member> </members> <signals> - <signal name="breakpoint_toggled"> - <argument index="0" name="row" type="int"> + <signal name="cursor_changed"> + <description> + Emitted when the cursor changes. + </description> + </signal> + <signal name="gutter_added"> + <description> + </description> + </signal> + <signal name="gutter_clicked"> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="gutter" type="int"> </argument> <description> - Emitted when a breakpoint is placed via the breakpoint gutter. </description> </signal> - <signal name="cursor_changed"> + <signal name="gutter_removed"> <description> - Emitted when the cursor changes. </description> </signal> - <signal name="info_clicked"> - <argument index="0" name="row" type="int"> + <signal name="lines_edited_from"> + <argument index="0" name="from_line" type="int"> </argument> - <argument index="1" name="info" type="String"> + <argument index="1" name="to_line" type="int"> </argument> <description> - Emitted when the info icon is clicked. </description> </signal> <signal name="request_completion"> @@ -536,11 +808,21 @@ <constant name="SEARCH_BACKWARDS" value="4" enum="SearchFlags"> Search from end to beginning. </constant> - <constant name="SEARCH_RESULT_COLUMN" value="0" enum="SearchResult"> - Used to access the result column from [method search]. + <constant name="SELECTION_MODE_NONE" value="0" enum="SelectionMode"> + </constant> + <constant name="SELECTION_MODE_SHIFT" value="1" enum="SelectionMode"> + </constant> + <constant name="SELECTION_MODE_POINTER" value="2" enum="SelectionMode"> + </constant> + <constant name="SELECTION_MODE_WORD" value="3" enum="SelectionMode"> </constant> - <constant name="SEARCH_RESULT_LINE" value="1" enum="SearchResult"> - Used to access the result line from [method search]. + <constant name="SELECTION_MODE_LINE" value="4" enum="SelectionMode"> + </constant> + <constant name="GUTTER_TYPE_STRING" value="0" enum="GutterType"> + </constant> + <constant name="GUTTER_TPYE_ICON" value="1" enum="GutterType"> + </constant> + <constant name="GUTTER_TPYE_CUSTOM" value="2" enum="GutterType"> </constant> <constant name="MENU_CUT" value="0" enum="MenuItems"> Cuts (copies and clears) the selected text. @@ -563,7 +845,70 @@ <constant name="MENU_REDO" value="6" enum="MenuItems"> Redoes the previous action. </constant> - <constant name="MENU_MAX" value="7" enum="MenuItems"> + <constant name="MENU_DIR_INHERITED" value="7" enum="MenuItems"> + Sets text direction to inherited. + </constant> + <constant name="MENU_DIR_AUTO" value="8" enum="MenuItems"> + Sets text direction to automatic. + </constant> + <constant name="MENU_DIR_LTR" value="9" enum="MenuItems"> + Sets text direction to left-to-right. + </constant> + <constant name="MENU_DIR_RTL" value="10" enum="MenuItems"> + Sets text direction to right-to-left. + </constant> + <constant name="MENU_DISPLAY_UCC" value="11" enum="MenuItems"> + Toggles control character display. + </constant> + <constant name="MENU_INSERT_LRM" value="12" enum="MenuItems"> + Inserts left-to-right mark (LRM) character. + </constant> + <constant name="MENU_INSERT_RLM" value="13" enum="MenuItems"> + Inserts right-to-left mark (RLM) character. + </constant> + <constant name="MENU_INSERT_LRE" value="14" enum="MenuItems"> + Inserts start of left-to-right embedding (LRE) character. + </constant> + <constant name="MENU_INSERT_RLE" value="15" enum="MenuItems"> + Inserts start of right-to-left embedding (RLE) character. + </constant> + <constant name="MENU_INSERT_LRO" value="16" enum="MenuItems"> + Inserts start of left-to-right override (LRO) character. + </constant> + <constant name="MENU_INSERT_RLO" value="17" enum="MenuItems"> + Inserts start of right-to-left override (RLO) character. + </constant> + <constant name="MENU_INSERT_PDF" value="18" enum="MenuItems"> + Inserts pop direction formatting (PDF) character. + </constant> + <constant name="MENU_INSERT_ALM" value="19" enum="MenuItems"> + Inserts Arabic letter mark (ALM) character. + </constant> + <constant name="MENU_INSERT_LRI" value="20" enum="MenuItems"> + Inserts left-to-right isolate (LRI) character. + </constant> + <constant name="MENU_INSERT_RLI" value="21" enum="MenuItems"> + Inserts right-to-left isolate (RLI) character. + </constant> + <constant name="MENU_INSERT_FSI" value="22" enum="MenuItems"> + Inserts first strong isolate (FSI) character. + </constant> + <constant name="MENU_INSERT_PDI" value="23" enum="MenuItems"> + Inserts pop direction isolate (PDI) character. + </constant> + <constant name="MENU_INSERT_ZWJ" value="24" enum="MenuItems"> + Inserts zero width joiner (ZWJ) character. + </constant> + <constant name="MENU_INSERT_ZWNJ" value="25" enum="MenuItems"> + Inserts zero width non-joiner (ZWNJ) character. + </constant> + <constant name="MENU_INSERT_WJ" value="26" enum="MenuItems"> + Inserts word joiner (WJ) character. + </constant> + <constant name="MENU_INSERT_SHY" value="27" enum="MenuItems"> + Inserts soft hyphen (SHY) character. + </constant> + <constant name="MENU_MAX" value="28" enum="MenuItems"> Represents the size of the [enum MenuItems] enum. </constant> </constants> @@ -571,14 +916,8 @@ <theme_item name="background_color" type="Color" default="Color( 0, 0, 0, 0 )"> Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] has to be enabled. </theme_item> - <theme_item name="bookmark_color" type="Color" default="Color( 0.08, 0.49, 0.98, 1 )"> - Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to be enabled. - </theme_item> <theme_item name="brace_mismatch_color" type="Color" default="Color( 1, 0.2, 0.2, 1 )"> </theme_item> - <theme_item name="breakpoint_color" type="Color" default="Color( 0.8, 0.8, 0.4, 0.2 )"> - Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be enabled. - </theme_item> <theme_item name="caret_background_color" type="Color" default="Color( 0, 0, 0, 1 )"> </theme_item> <theme_item name="caret_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )"> @@ -606,14 +945,8 @@ <theme_item name="current_line_color" type="Color" default="Color( 0.25, 0.25, 0.26, 0.8 )"> Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be enabled. </theme_item> - <theme_item name="executing_line_color" type="Color" default="Color( 0.2, 0.8, 0.2, 0.4 )"> - </theme_item> <theme_item name="focus" type="StyleBox"> </theme_item> - <theme_item name="fold" type="Texture2D"> - </theme_item> - <theme_item name="folded" type="Texture2D"> - </theme_item> <theme_item name="font" type="Font"> Sets the default [Font]. </theme_item> @@ -625,10 +958,8 @@ <theme_item name="font_color_selected" type="Color" default="Color( 0, 0, 0, 1 )"> Sets the [Color] of the selected text. [member override_selected_font_color] has to be enabled. </theme_item> - <theme_item name="function_color" type="Color" default="Color( 0.4, 0.64, 0.81, 1 )"> - </theme_item> - <theme_item name="line_number_color" type="Color" default="Color( 0.67, 0.67, 0.67, 0.4 )"> - Sets the [Color] of the line numbers. [member show_line_numbers] has to be enabled. + <theme_item name="font_size" type="int"> + Sets default font size. </theme_item> <theme_item name="line_spacing" type="int" default="4"> Sets the spacing between the lines. @@ -636,24 +967,17 @@ <theme_item name="mark_color" type="Color" default="Color( 1, 0.4, 0.4, 0.4 )"> Sets the [Color] of marked text. </theme_item> - <theme_item name="member_variable_color" type="Color" default="Color( 0.9, 0.31, 0.35, 1 )"> - </theme_item> <theme_item name="normal" type="StyleBox"> Sets the [StyleBox] of this [TextEdit]. </theme_item> - <theme_item name="number_color" type="Color" default="Color( 0.92, 0.58, 0.2, 1 )"> - </theme_item> <theme_item name="read_only" type="StyleBox"> Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled. </theme_item> - <theme_item name="safe_line_number_color" type="Color" default="Color( 0.67, 0.78, 0.67, 0.6 )"> - </theme_item> <theme_item name="selection_color" type="Color" default="Color( 0.49, 0.49, 0.49, 1 )"> Sets the highlight [Color] of text selections. </theme_item> <theme_item name="space" type="Texture2D"> - </theme_item> - <theme_item name="symbol_color" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )"> + Sets a custom [Texture2D] for space text characters. </theme_item> <theme_item name="tab" type="Texture2D"> Sets a custom [Texture2D] for tab text characters. diff --git a/doc/classes/TextLine.xml b/doc/classes/TextLine.xml new file mode 100644 index 0000000000..c21da09edb --- /dev/null +++ b/doc/classes/TextLine.xml @@ -0,0 +1,212 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="TextLine" inherits="Reference" version="4.0"> + <brief_description> + Holds a line of text. + </brief_description> + <description> + Abstraction over [TextServer] for handling single line of text. + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_object"> + <return type="bool"> + </return> + <argument index="0" name="key" type="Variant"> + </argument> + <argument index="1" name="size" type="Vector2"> + </argument> + <argument index="2" name="inline_align" type="int" enum="VAlign" default="1"> + </argument> + <argument index="3" name="length" type="int" default="1"> + </argument> + <description> + Adds inline object to the text buffer, [code]key[/code] must be unique. In the text, object is represented as [code]length[/code] object replacement characters. + </description> + </method> + <method name="add_string"> + <return type="bool"> + </return> + <argument index="0" name="text" type="String"> + </argument> + <argument index="1" name="fonts" type="Font"> + </argument> + <argument index="2" name="size" type="int"> + </argument> + <argument index="3" name="opentype_features" type="Dictionary" default="{ +}"> + </argument> + <argument index="4" name="language" type="String" default=""""> + </argument> + <description> + Adds text span and font to draw it. + </description> + </method> + <method name="clear"> + <return type="void"> + </return> + <description> + Clears text line (removes text and inline objects). + </description> + </method> + <method name="draw" qualifiers="const"> + <return type="void"> + </return> + <argument index="0" name="canvas" type="RID"> + </argument> + <argument index="1" name="pos" type="Vector2"> + </argument> + <argument index="2" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draw text into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box. + </description> + </method> + <method name="draw_outline" qualifiers="const"> + <return type="void"> + </return> + <argument index="0" name="canvas" type="RID"> + </argument> + <argument index="1" name="pos" type="Vector2"> + </argument> + <argument index="2" name="outline_size" type="int" default="1"> + </argument> + <argument index="3" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draw text into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box. + </description> + </method> + <method name="get_line_ascent" qualifiers="const"> + <return type="float"> + </return> + <description> + Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical). + </description> + </method> + <method name="get_line_descent" qualifiers="const"> + <return type="float"> + </return> + <description> + Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical). + </description> + </method> + <method name="get_line_underline_position" qualifiers="const"> + <return type="float"> + </return> + <description> + Returns pixel offset of the underline below the baseline. + </description> + </method> + <method name="get_line_underline_thickness" qualifiers="const"> + <return type="float"> + </return> + <description> + Returns thickness of the underline. + </description> + </method> + <method name="get_line_width" qualifiers="const"> + <return type="float"> + </return> + <description> + Returns width (for horizontal layout) or height (for vertical) of the text. + </description> + </method> + <method name="get_object_rect" qualifiers="const"> + <return type="Rect2"> + </return> + <argument index="0" name="key" type="Variant"> + </argument> + <description> + Returns bounding rectangle of the inline object. + </description> + </method> + <method name="get_objects" qualifiers="const"> + <return type="Array"> + </return> + <description> + Returns array of inline objects. + </description> + </method> + <method name="get_rid" qualifiers="const"> + <return type="RID"> + </return> + <description> + Returns TextServer buffer RID. + </description> + </method> + <method name="get_size" qualifiers="const"> + <return type="Vector2"> + </return> + <description> + Returns size of the bounding box of the text. + </description> + </method> + <method name="hit_test" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="coords" type="float"> + </argument> + <description> + Returns caret character offset at the specified pixel offset at the baseline. This function always returns a valid position. + </description> + </method> + <method name="resize_object"> + <return type="bool"> + </return> + <argument index="0" name="key" type="Variant"> + </argument> + <argument index="1" name="size" type="Vector2"> + </argument> + <argument index="2" name="inline_align" type="int" enum="VAlign" default="1"> + </argument> + <description> + Sets new size and alignment of embedded object. + </description> + </method> + <method name="set_bidi_override"> + <return type="void"> + </return> + <argument index="0" name="override" type="Array"> + </argument> + <description> + Overrides BiDi for the structured text. + Override ranges should cover full source text without overlaps. BiDi algorithm will be used on each range separately. + </description> + </method> + <method name="tab_align"> + <return type="void"> + </return> + <argument index="0" name="tab_stops" type="PackedFloat32Array"> + </argument> + <description> + Aligns text to the given tab-stops. + </description> + </method> + </methods> + <members> + <member name="align" type="int" setter="set_align" getter="get_align" enum="HAlign" default="0"> + Text horizontal alignment. + </member> + <member name="direction" type="int" setter="set_direction" getter="get_direction" enum="TextServer.Direction" default="0"> + Text writing direction. + </member> + <member name="flags" type="int" setter="set_flags" getter="get_flags" default="3"> + Line Alignment rules. For more info see [TextServer]. + </member> + <member name="orientation" type="int" setter="set_orientation" getter="get_orientation" enum="TextServer.Orientation" default="0"> + Text orientation. + </member> + <member name="preserve_control" type="bool" setter="set_preserve_control" getter="get_preserve_control" default="false"> + If set to [code]true[/code] text will display control characters. + </member> + <member name="preserve_invalid" type="bool" setter="set_preserve_invalid" getter="get_preserve_invalid" default="true"> + If set to [code]true[/code] text will display invalid characters. + </member> + <member name="width" type="float" setter="set_width" getter="get_width" default="-1.0"> + Text line width. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/TextParagraph.xml b/doc/classes/TextParagraph.xml new file mode 100644 index 0000000000..99eb8b81d4 --- /dev/null +++ b/doc/classes/TextParagraph.xml @@ -0,0 +1,379 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="TextParagraph" inherits="Reference" version="4.0"> + <brief_description> + Holds a paragraph of text. + </brief_description> + <description> + Abstraction over [TextServer] for handling paragraph of text. + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_object"> + <return type="bool"> + </return> + <argument index="0" name="key" type="Variant"> + </argument> + <argument index="1" name="size" type="Vector2"> + </argument> + <argument index="2" name="inline_align" type="int" enum="VAlign" default="1"> + </argument> + <argument index="3" name="length" type="int" default="1"> + </argument> + <description> + Adds inline object to the text buffer, [code]key[/code] must be unique. In the text, object is represented as [code]length[/code] object replacement characters. + </description> + </method> + <method name="add_string"> + <return type="bool"> + </return> + <argument index="0" name="text" type="String"> + </argument> + <argument index="1" name="fonts" type="Font"> + </argument> + <argument index="2" name="size" type="int"> + </argument> + <argument index="3" name="opentype_features" type="Dictionary" default="{ +}"> + </argument> + <argument index="4" name="language" type="String" default=""""> + </argument> + <description> + Adds text span and font to draw it. + </description> + </method> + <method name="clear"> + <return type="void"> + </return> + <description> + Clears text paragraph (removes text and inline objects). + </description> + </method> + <method name="clear_dropcap"> + <return type="void"> + </return> + <description> + Removes dropcap. + </description> + </method> + <method name="draw" qualifiers="const"> + <return type="void"> + </return> + <argument index="0" name="canvas" type="RID"> + </argument> + <argument index="1" name="pos" type="Vector2"> + </argument> + <argument index="2" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <argument index="3" name="dc_color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draw all lines of the text and drop cap into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box. + </description> + </method> + <method name="draw_dropcap" qualifiers="const"> + <return type="void"> + </return> + <argument index="0" name="canvas" type="RID"> + </argument> + <argument index="1" name="pos" type="Vector2"> + </argument> + <argument index="2" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draw drop cap into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box. + </description> + </method> + <method name="draw_dropcap_outline" qualifiers="const"> + <return type="void"> + </return> + <argument index="0" name="canvas" type="RID"> + </argument> + <argument index="1" name="pos" type="Vector2"> + </argument> + <argument index="2" name="outline_size" type="int" default="1"> + </argument> + <argument index="3" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draw drop cap outline into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box. + </description> + </method> + <method name="draw_line" qualifiers="const"> + <return type="void"> + </return> + <argument index="0" name="canvas" type="RID"> + </argument> + <argument index="1" name="pos" type="Vector2"> + </argument> + <argument index="2" name="line" type="int"> + </argument> + <argument index="3" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draw single line of text into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box. + </description> + </method> + <method name="draw_line_outline" qualifiers="const"> + <return type="void"> + </return> + <argument index="0" name="canvas" type="RID"> + </argument> + <argument index="1" name="pos" type="Vector2"> + </argument> + <argument index="2" name="line" type="int"> + </argument> + <argument index="3" name="outline_size" type="int" default="1"> + </argument> + <argument index="4" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draw outline of the single line of text into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box. + </description> + </method> + <method name="draw_outline" qualifiers="const"> + <return type="void"> + </return> + <argument index="0" name="canvas" type="RID"> + </argument> + <argument index="1" name="pos" type="Vector2"> + </argument> + <argument index="2" name="outline_size" type="int" default="1"> + </argument> + <argument index="3" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <argument index="4" name="dc_color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draw outilines of all lines of the text and drop cap into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the top left corner of the bounding box. + </description> + </method> + <method name="get_dropcap_lines" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns number of lines used by dropcap. + </description> + </method> + <method name="get_dropcap_rid" qualifiers="const"> + <return type="RID"> + </return> + <description> + Return drop cap text buffer RID. + </description> + </method> + <method name="get_dropcap_size" qualifiers="const"> + <return type="Vector2"> + </return> + <description> + Returns drop cap bounding box size. + </description> + </method> + <method name="get_line_ascent" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <description> + Returns the text line ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical). + </description> + </method> + <method name="get_line_count" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns number of lines in the paragraph. + </description> + </method> + <method name="get_line_descent" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <description> + Returns the text line descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical). + </description> + </method> + <method name="get_line_object_rect" qualifiers="const"> + <return type="Rect2"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <argument index="1" name="key" type="Variant"> + </argument> + <description> + Returns bounding rectangle of the inline object. + </description> + </method> + <method name="get_line_objects" qualifiers="const"> + <return type="Array"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <description> + Returns array of inline objects in the line. + </description> + </method> + <method name="get_line_range" qualifiers="const"> + <return type="Vector2i"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <description> + Returns character range of the line. + </description> + </method> + <method name="get_line_rid" qualifiers="const"> + <return type="RID"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <description> + Returns TextServer line buffer RID. + </description> + </method> + <method name="get_line_size" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <description> + Returns size of the bounding box of the line of text. + </description> + </method> + <method name="get_line_underline_position" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <description> + Returns pixel offset of the underline below the baseline. + </description> + </method> + <method name="get_line_underline_thickness" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <description> + Returns thickness of the underline. + </description> + </method> + <method name="get_line_width" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="line" type="int"> + </argument> + <description> + Returns width (for horizontal layout) or height (for vertical) of the line of text. + </description> + </method> + <method name="get_non_wraped_size" qualifiers="const"> + <return type="Vector2"> + </return> + <description> + Returns the size of the bounding box of the paragraph, without line breaks. + </description> + </method> + <method name="get_rid" qualifiers="const"> + <return type="RID"> + </return> + <description> + Returns TextServer full string buffer RID. + </description> + </method> + <method name="get_size" qualifiers="const"> + <return type="Vector2"> + </return> + <description> + Returns the size of the bounding box of the paragraph. + </description> + </method> + <method name="hit_test" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="coords" type="Vector2"> + </argument> + <description> + Returns caret character offset at the specified coordinates. This function always returns a valid position. + </description> + </method> + <method name="resize_object"> + <return type="bool"> + </return> + <argument index="0" name="key" type="Variant"> + </argument> + <argument index="1" name="size" type="Vector2"> + </argument> + <argument index="2" name="inline_align" type="int" enum="VAlign" default="1"> + </argument> + <description> + Sets new size and alignment of embedded object. + </description> + </method> + <method name="set_bidi_override"> + <return type="void"> + </return> + <argument index="0" name="override" type="Array"> + </argument> + <description> + Overrides BiDi for the structured text. + Override ranges should cover full source text without overlaps. BiDi algorithm will be used on each range separately. + </description> + </method> + <method name="set_dropcap"> + <return type="bool"> + </return> + <argument index="0" name="text" type="String"> + </argument> + <argument index="1" name="fonts" type="Font"> + </argument> + <argument index="2" name="size" type="int"> + </argument> + <argument index="3" name="dropcap_margins" type="Rect2" default="Rect2( 0, 0, 0, 0 )"> + </argument> + <argument index="4" name="opentype_features" type="Dictionary" default="{ +}"> + </argument> + <argument index="5" name="language" type="String" default=""""> + </argument> + <description> + Sets drop cap, overrides previously set drop cap. Drop cap (dropped capital) is a decorative element at the beginning of a paragraph that is larger than the rest of the text. + </description> + </method> + <method name="tab_align"> + <return type="void"> + </return> + <argument index="0" name="tab_stops" type="PackedFloat32Array"> + </argument> + <description> + Aligns paragraph to the given tab-stops. + </description> + </method> + </methods> + <members> + <member name="align" type="int" setter="set_align" getter="get_align" enum="HAlign" default="0"> + Paragraph horizontal alignment. + </member> + <member name="direction" type="int" setter="set_direction" getter="get_direction" enum="TextServer.Direction" default="0"> + Text writing direction. + </member> + <member name="flags" type="int" setter="set_flags" getter="get_flags" default="51"> + Line breaking and alignment rules. For more info see [TextServer]. + </member> + <member name="orientation" type="int" setter="set_orientation" getter="get_orientation" enum="TextServer.Orientation" default="0"> + Text orientation. + </member> + <member name="preserve_control" type="bool" setter="set_preserve_control" getter="get_preserve_control" default="false"> + If set to [code]true[/code] text will display control characters. + </member> + <member name="preserve_invalid" type="bool" setter="set_preserve_invalid" getter="get_preserve_invalid" default="true"> + If set to [code]true[/code] text will display invalid characters. + </member> + <member name="width" type="float" setter="set_width" getter="get_width" default="-1.0"> + Paragraph width. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml new file mode 100644 index 0000000000..791646000b --- /dev/null +++ b/doc/classes/TextServer.xml @@ -0,0 +1,1207 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="TextServer" inherits="Object" version="4.0"> + <brief_description> + Interface for the fonts and complex text layouts. + </brief_description> + <description> + [TextServer] is the API backend for managing fonts, and rendering complex text. + </description> + <tutorials> + </tutorials> + <methods> + <method name="create_font_memory"> + <return type="RID"> + </return> + <argument index="0" name="data" type="PackedByteArray"> + </argument> + <argument index="1" name="type" type="String"> + </argument> + <argument index="2" name="base_size" type="int" default="16"> + </argument> + <description> + Creates new font from the data in memory. To free the resulting font, use [method free_rid] method. + Note: For non-scalable fonts [code]base_size[/code] is ignored, use [method font_get_base_size] to check actual font size. + </description> + </method> + <method name="create_font_resource"> + <return type="RID"> + </return> + <argument index="0" name="filename" type="String"> + </argument> + <argument index="1" name="base_size" type="int" default="16"> + </argument> + <description> + Creates new font from the file. To free the resulting font, use [method free_rid] method. + Note: For non-scalable fonts [code]base_size[/code] is ignored, use [method font_get_base_size] to check actual font size. + </description> + </method> + <method name="create_font_system"> + <return type="RID"> + </return> + <argument index="0" name="name" type="String"> + </argument> + <argument index="1" name="base_size" type="int" default="16"> + </argument> + <description> + Creates new font from the system font. To free the resulting font, use [method free_rid] method. + Note: This method is supported by servers with the [code]FEATURE_FONT_SYSTEM[/code] feature. + Note: For non-scalable fonts [code]base_size[/code] is ignored, use [method font_get_base_size] to check actual font size. + </description> + </method> + <method name="create_shaped_text"> + <return type="RID"> + </return> + <argument index="0" name="direction" type="int" enum="TextServer.Direction" default="0"> + </argument> + <argument index="1" name="orientation" type="int" enum="TextServer.Orientation" default="0"> + </argument> + <description> + Creates new buffer for complex text layout, with the given [code]direction[/code] and [code]orientation[/code]. To free the resulting buffer, use [method free_rid] method. + Note: Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature. + Note: Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature. + </description> + </method> + <method name="draw_hex_code_box" qualifiers="const"> + <return type="void"> + </return> + <argument index="0" name="canvas" type="RID"> + </argument> + <argument index="1" name="size" type="int"> + </argument> + <argument index="2" name="pos" type="Vector2"> + </argument> + <argument index="3" name="index" type="int"> + </argument> + <argument index="4" name="color" type="Color"> + </argument> + <description> + Draws box displaying character hexadecimal code. Used for replacing missing characters. + </description> + </method> + <method name="font_draw_glyph" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="canvas" type="RID"> + </argument> + <argument index="2" name="size" type="int"> + </argument> + <argument index="3" name="pos" type="Vector2"> + </argument> + <argument index="4" name="index" type="int"> + </argument> + <argument index="5" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draws single glyph into a canvas item at the position, using [code]font[/code] at the size [code]size[/code]. + Note: Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index]. + </description> + </method> + <method name="font_draw_glyph_outline" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="canvas" type="RID"> + </argument> + <argument index="2" name="size" type="int"> + </argument> + <argument index="3" name="outline_size" type="int"> + </argument> + <argument index="4" name="pos" type="Vector2"> + </argument> + <argument index="5" name="index" type="int"> + </argument> + <argument index="6" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draws single glyph outline of size [code]outline_size[/code] into a canvas item at the position, using [code]font[/code] at the size [code]size[/code]. + Note: Glyph index is specific to the font, use glyphs indices returned by [method shaped_text_get_glyphs] or [method font_get_glyph_index]. + </description> + </method> + <method name="font_get_antialiased" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <description> + Returns [code]true[/code], if font anti-aliasing is supported and enabled. + </description> + </method> + <method name="font_get_ascent" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="size" type="int"> + </argument> + <description> + Returns the font ascent (number of pixels above the baseline). + </description> + </method> + <method name="font_get_base_size" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <description> + Returns the default size of the font. + </description> + </method> + <method name="font_get_descent" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="size" type="int"> + </argument> + <description> + Returns the font descent (number of pixels below the baseline). + </description> + </method> + <method name="font_get_distance_field_hint" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <description> + Returns [code]true[/code], if distance field hint is enabled. + </description> + </method> + <method name="font_get_feature_list" qualifiers="const"> + <return type="Dictionary"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <description> + Returns list of OpenType features supported by font. + </description> + </method> + <method name="font_get_force_autohinter" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <description> + Returns [code]true[/code], if autohinter is supported and enabled. + </description> + </method> + <method name="font_get_glyph_advance" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="index" type="int"> + </argument> + <argument index="2" name="size" type="int"> + </argument> + <description> + Returns advance of the glyph. + </description> + </method> + <method name="font_get_glyph_index" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="char" type="int"> + </argument> + <argument index="2" name="variation_selector" type="int" default="0"> + </argument> + <description> + Returns the glyph index of a [code]char[/code], optionally modified by the [code]variation_selector[/code]. + </description> + </method> + <method name="font_get_glyph_kerning" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="index_a" type="int"> + </argument> + <argument index="2" name="index_b" type="int"> + </argument> + <argument index="3" name="size" type="int"> + </argument> + <description> + Returns a kerning of the pair of glyphs. + </description> + </method> + <method name="font_get_height" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="size" type="int"> + </argument> + <description> + Returns the total font height (ascent plus descent) in pixels. + </description> + </method> + <method name="font_get_hinting" qualifiers="const"> + <return type="int" enum="TextServer.Hinting"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <description> + Returns the font hinting. + </description> + </method> + <method name="font_get_language_support_override"> + <return type="bool"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="language" type="String"> + </argument> + <description> + Returns [code]true[/code] if support override is enabled for the [code]language[/code]. + </description> + </method> + <method name="font_get_language_support_overrides"> + <return type="PackedStringArray"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <description> + Returns list of language support overrides. + </description> + </method> + <method name="font_get_oversampling" qualifiers="const"> + <return type="float"> + </return> + <description> + Returns the font oversampling factor, shared by all fonts in the TextServer. + </description> + </method> + <method name="font_get_script_support_override"> + <return type="bool"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="script" type="String"> + </argument> + <description> + Returns [code]true[/code] if support override is enabled for the [code]script[/code]. + </description> + </method> + <method name="font_get_script_support_overrides"> + <return type="PackedStringArray"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <description> + Returns list of script support overrides. + </description> + </method> + <method name="font_get_supported_chars" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <description> + Returns a string containing all the characters available in the font. + </description> + </method> + <method name="font_get_underline_position" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="size" type="int"> + </argument> + <description> + Returns underline offset (number of pixels below the baseline). + </description> + </method> + <method name="font_get_underline_thickness" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="size" type="int"> + </argument> + <description> + Returns underline thickness in pixels. + </description> + </method> + <method name="font_get_variation" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="tag" type="String"> + </argument> + <description> + Returns variation coordinate [code]tag[/code]. + </description> + </method> + <method name="font_get_variation_list" qualifiers="const"> + <return type="Dictionary"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <description> + Returns list of supported [url=https://docs.microsoft.com/en-us/typography/opentype/spec/dvaraxisreg]variation coordinates[/url], each coordinate is returned as [code]tag: Vector3i(min_value,max_value,default_value)[/code]. + Font variations allow for continuous change of glyph characteristics along some given design axis, such as weight, width or slant. + </description> + </method> + <method name="font_has_char" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="char" type="int"> + </argument> + <description> + Returns [code]true[/code] if [code]char[/code] is available in the font. + </description> + </method> + <method name="font_has_outline" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <description> + Returns [code]true[/code], if font supports glyph outlines. + </description> + </method> + <method name="font_is_language_supported" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="language" type="String"> + </argument> + <description> + Returns [code]true[/code], if font supports given language (ISO 639 code). + </description> + </method> + <method name="font_is_script_supported" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="script" type="String"> + </argument> + <description> + Returns [code]true[/code], if font supports given script (ISO 15924 code). + </description> + </method> + <method name="font_remove_language_support_override"> + <return type="void"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="language" type="String"> + </argument> + <description> + Remove language support override. + </description> + </method> + <method name="font_remove_script_support_override"> + <return type="void"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="script" type="String"> + </argument> + <description> + Removes script support override. + </description> + </method> + <method name="font_set_antialiased"> + <return type="void"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="antialiased" type="bool"> + </argument> + <description> + Sets font anti-aliasing. + </description> + </method> + <method name="font_set_distance_field_hint"> + <return type="void"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="distance_field" type="bool"> + </argument> + <description> + Sets font distance field hint. + </description> + </method> + <method name="font_set_force_autohinter"> + <return type="void"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="enabeld" type="bool"> + </argument> + <description> + Enables/disables default autohinter. + </description> + </method> + <method name="font_set_hinting"> + <return type="void"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="hinting" type="int" enum="TextServer.Hinting"> + </argument> + <description> + Sets font hinting. + </description> + </method> + <method name="font_set_language_support_override"> + <return type="void"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="language" type="String"> + </argument> + <argument index="2" name="supported" type="bool"> + </argument> + <description> + Adds override for [method font_is_language_supported]. + </description> + </method> + <method name="font_set_oversampling"> + <return type="void"> + </return> + <argument index="0" name="oversampling" type="float"> + </argument> + <description> + Sets oversampling factor, shared by all font in the TextServer. + </description> + </method> + <method name="font_set_script_support_override"> + <return type="void"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="script" type="String"> + </argument> + <argument index="2" name="supported" type="bool"> + </argument> + <description> + Adds override for [method font_is_script_supported]. + </description> + </method> + <method name="font_set_variation"> + <return type="void"> + </return> + <argument index="0" name="font" type="RID"> + </argument> + <argument index="1" name="tag" type="String"> + </argument> + <argument index="2" name="value" type="float"> + </argument> + <description> + Sets variation coordinate [code]name[/code]. Unsupported coordinates will be silently ignored. + </description> + </method> + <method name="format_number" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="number" type="String"> + </argument> + <argument index="1" name="language" type="String" default=""""> + </argument> + <description> + Converts a number from the Western Arabic (0..9) to the numeral systems used in [code]language[/code]. + </description> + </method> + <method name="free_rid"> + <return type="void"> + </return> + <argument index="0" name="rid" type="RID"> + </argument> + <description> + Frees an object created by this [TextServer]. + </description> + </method> + <method name="get_hex_code_box_size" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="size" type="int"> + </argument> + <argument index="1" name="index" type="int"> + </argument> + <description> + Returns size of the replacement character (box with character hexadecimal code that is drawn in place of invalid characters). + </description> + </method> + <method name="get_name" qualifiers="const"> + <return type="String"> + </return> + <description> + Returns the name of the server interface. + </description> + </method> + <method name="get_system_fonts" qualifiers="const"> + <return type="PackedStringArray"> + </return> + <description> + Returns list of available system fonts. + Note: This method is supported by servers with the [code]FEATURE_FONT_SYSTEM[/code] feature. + </description> + </method> + <method name="has"> + <return type="bool"> + </return> + <argument index="0" name="rid" type="RID"> + </argument> + <description> + Returns [code]true[/code] if [code]rid[/code] is valid resource owned by this text server. + </description> + </method> + <method name="has_feature"> + <return type="bool"> + </return> + <argument index="0" name="feature" type="int" enum="TextServer.Feature"> + </argument> + <description> + Returns [code]true[/code] if the server supports a feature. + </description> + </method> + <method name="is_locale_right_to_left"> + <return type="bool"> + </return> + <argument index="0" name="locale" type="String"> + </argument> + <description> + Returns [code]true[/code] if locale is right-to-left. + </description> + </method> + <method name="load_support_data"> + <return type="bool"> + </return> + <argument index="0" name="filename" type="String"> + </argument> + <description> + Loads optional TextServer database (e.g. ICU break iterators and dictionaries). + Note: This function should be called before any other TextServer functions used, otherwise it won't have any effect. + </description> + </method> + <method name="name_to_tag"> + <return type="int"> + </return> + <argument index="0" name="name" type="String"> + </argument> + <description> + Converts readable feature, variation, script or language name to OpenType tag. + </description> + </method> + <method name="parse_number" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="number" type="String"> + </argument> + <argument index="1" name="language" type="String" default=""""> + </argument> + <description> + Converts a number from the numeral systems used in [code]language[/code] to Western Arabic (0..9). + </description> + </method> + <method name="percent_sign" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="language" type="String" default=""""> + </argument> + <description> + Returns percent sign used in the [code]language[/code]. + </description> + </method> + <method name="shaped_text_add_object"> + <return type="bool"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="key" type="Variant"> + </argument> + <argument index="2" name="size" type="Vector2"> + </argument> + <argument index="3" name="inline_align" type="int" enum="VAlign" default="1"> + </argument> + <argument index="4" name="length" type="int" default="1"> + </argument> + <description> + Adds inline object to the text buffer, [code]key[/code] must be unique. In the text, object is represented as [code]length[/code] object replacement characters. + </description> + </method> + <method name="shaped_text_add_string"> + <return type="bool"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="text" type="String"> + </argument> + <argument index="2" name="fonts" type="Array"> + </argument> + <argument index="3" name="size" type="int"> + </argument> + <argument index="4" name="opentype_features" type="Dictionary" default="{ +}"> + </argument> + <argument index="5" name="language" type="String" default=""""> + </argument> + <description> + Adds text span and font to draw it to the text buffer. + </description> + </method> + <method name="shaped_text_clear"> + <return type="void"> + </return> + <argument index="0" name="arg0" type="RID"> + </argument> + <description> + Clears text buffer (removes text and inline objects). + </description> + </method> + <method name="shaped_text_draw" qualifiers="const"> + <return type="void"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="canvas" type="RID"> + </argument> + <argument index="2" name="pos" type="Vector2"> + </argument> + <argument index="3" name="clip_l" type="float" default="-1"> + </argument> + <argument index="4" name="clip_r" type="float" default="-1"> + </argument> + <argument index="5" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draw shaped text into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout). + </description> + </method> + <method name="shaped_text_draw_outline" qualifiers="const"> + <return type="void"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="canvas" type="RID"> + </argument> + <argument index="2" name="pos" type="Vector2"> + </argument> + <argument index="3" name="clip_l" type="float" default="-1"> + </argument> + <argument index="4" name="clip_r" type="float" default="-1"> + </argument> + <argument index="5" name="outline_size" type="int" default="1"> + </argument> + <argument index="6" name="color" type="Color" default="Color( 1, 1, 1, 1 )"> + </argument> + <description> + Draw the outline of the shaped text into a canvas item at a given position, with [code]color[/code]. [code]pos[/code] specifies the leftmost point of the baseline (for horizontal layout) or topmost point of the baseline (for vertical layout). + </description> + </method> + <method name="shaped_text_fit_to_width"> + <return type="float"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="width" type="float"> + </argument> + <argument index="2" name="jst_flags" type="int" default="3"> + </argument> + <description> + Adjusts text with to fit to specified width, returns new text width. + </description> + </method> + <method name="shaped_text_get_ascent" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns the text ascent (number of pixels above the baseline for horizontal layout or to the left of baseline for vertical). + Note: overall ascent can be higher than font ascent, if some glyphs are displaced from the baseline. + </description> + </method> + <method name="shaped_text_get_carets" qualifiers="const"> + <return type="Dictionary"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="position" type="int"> + </argument> + <description> + Returns shapes of the carets corresponding to the character offset [code]position[/code] in the text. Returned caret shape is 1 pixel wide rectangle. + </description> + </method> + <method name="shaped_text_get_descent" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns the text descent (number of pixels below the baseline for horizontal layout or to the right of baseline for vertical). + Note: overall descent can be higher than font descent, if some glyphs are displaced from the baseline. + </description> + </method> + <method name="shaped_text_get_direction" qualifiers="const"> + <return type="int" enum="TextServer.Direction"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns direction of the text. + </description> + </method> + <method name="shaped_text_get_dominant_direciton_in_range" qualifiers="const"> + <return type="int" enum="TextServer.Direction"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="start" type="int"> + </argument> + <argument index="2" name="end" type="int"> + </argument> + <description> + Returns dominant direction of in the range of text. + </description> + </method> + <method name="shaped_text_get_glyphs" qualifiers="const"> + <return type="Array"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns text glyphs. + </description> + </method> + <method name="shaped_text_get_line_breaks" qualifiers="const"> + <return type="Array"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="width" type="float"> + </argument> + <argument index="2" name="start" type="int" default="0"> + </argument> + <argument index="3" name="break_flags" type="int" default="48"> + </argument> + <description> + Breaks text to the lines and returns character ranges for each line. + </description> + </method> + <method name="shaped_text_get_line_breaks_adv" qualifiers="const"> + <return type="Array"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="width" type="PackedFloat32Array"> + </argument> + <argument index="2" name="start" type="int" default="0"> + </argument> + <argument index="3" name="once" type="bool" default="true"> + </argument> + <argument index="4" name="break_flags" type="int" default="48"> + </argument> + <description> + Breaks text to the lines and columns. Returns character ranges for each segment. + </description> + </method> + <method name="shaped_text_get_object_rect" qualifiers="const"> + <return type="Rect2"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="key" type="Variant"> + </argument> + <description> + Returns bounding rectangle of the inline object. + </description> + </method> + <method name="shaped_text_get_objects" qualifiers="const"> + <return type="Array"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns array of inline objects. + </description> + </method> + <method name="shaped_text_get_orientation" qualifiers="const"> + <return type="int" enum="TextServer.Orientation"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns text orientation. + </description> + </method> + <method name="shaped_text_get_parent" qualifiers="const"> + <return type="RID"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Sets text orientation. + </description> + </method> + <method name="shaped_text_get_preserve_control" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns [code]true[/code] if text buffer is configured to display control characters. + </description> + </method> + <method name="shaped_text_get_preserve_invalid" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns [code]true[/code] if text buffer is configured to display hexadecimal codes in place of invalid characters. + Note: If set to [code]false[/code], nothing is displayed in place of invalid characters. + </description> + </method> + <method name="shaped_text_get_range" qualifiers="const"> + <return type="Vector2i"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns substring buffer character range in the parent buffer. + </description> + </method> + <method name="shaped_text_get_selection" qualifiers="const"> + <return type="Array"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="start" type="int"> + </argument> + <argument index="2" name="end" type="int"> + </argument> + <description> + Returns selection rectangles for the specified character range. + </description> + </method> + <method name="shaped_text_get_size" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns size of the text. + </description> + </method> + <method name="shaped_text_get_underline_position" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns pixel offset of the underline below the baseline. + </description> + </method> + <method name="shaped_text_get_underline_thickness" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns thickness of the underline. + </description> + </method> + <method name="shaped_text_get_width" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns width (for horizontal layout) or height (for vertical) of the text. + </description> + </method> + <method name="shaped_text_get_word_breaks" qualifiers="const"> + <return type="Array"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Breaks text into words and returns array of character ranges. + </description> + </method> + <method name="shaped_text_hit_test_grapheme" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="coords" type="float"> + </argument> + <description> + Returns grapheme index at the specified pixel offset at the baseline, or [code]-1[/code] if none is found. + </description> + </method> + <method name="shaped_text_hit_test_position" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="coords" type="float"> + </argument> + <description> + Returns caret character offset at the specified pixel offset at the baseline. This function always returns a valid position. + </description> + </method> + <method name="shaped_text_is_ready" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Returns [code]true[/code] if buffer is successfully shaped. + </description> + </method> + <method name="shaped_text_next_grapheme_pos"> + <return type="int"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="pos" type="int"> + </argument> + <description> + Returns composite character end position closest to the [code]pos[/code]. + </description> + </method> + <method name="shaped_text_prev_grapheme_pos"> + <return type="int"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="pos" type="int"> + </argument> + <description> + Returns composite character start position closest to the [code]pos[/code]. + </description> + </method> + <method name="shaped_text_resize_object"> + <return type="bool"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="key" type="Variant"> + </argument> + <argument index="2" name="size" type="Vector2"> + </argument> + <argument index="3" name="inline_align" type="int" enum="VAlign" default="1"> + </argument> + <description> + Sets new size and alignment of embedded object. + </description> + </method> + <method name="shaped_text_set_bidi_override"> + <return type="void"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="override" type="Array"> + </argument> + <description> + Overrides BiDi for the structured text. + Override ranges should cover full source text without overlaps. BiDi algorithm will be used on each range separately. + </description> + </method> + <method name="shaped_text_set_direction"> + <return type="void"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="direction" type="int" enum="TextServer.Direction" default="0"> + </argument> + <description> + Sets desired text direction. If set to [code]TEXT_DIRECTION_AUTO[/code], direction will be detected based on the buffer contents and current locale. + Note: Direction is ignored if server does not support [code]FEATURE_BIDI_LAYOUT[/code] feature. + </description> + </method> + <method name="shaped_text_set_orientation"> + <return type="void"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="orientation" type="int" enum="TextServer.Orientation" default="0"> + </argument> + <description> + Sets desired text orientation. + Note: Orientation is ignored if server does not support [code]FEATURE_VERTICAL_LAYOUT[/code] feature. + </description> + </method> + <method name="shaped_text_set_preserve_control"> + <return type="void"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="enabled" type="bool"> + </argument> + <description> + If set to [code]true[/code] text buffer will display control characters. + </description> + </method> + <method name="shaped_text_set_preserve_invalid"> + <return type="void"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="enabled" type="bool"> + </argument> + <description> + If set to [code]true[/code] text buffer will display invalid characters as hexadecimal codes, otherwise nothing is displayed. + </description> + </method> + <method name="shaped_text_shape"> + <return type="bool"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <description> + Shapes buffer if it's not shaped. Returns [code]true[/code] if the string is shaped successfully. + Note: It is not necessary to call this function manually, buffer will be shaped automatically as soon as any of its output data is requested. + </description> + </method> + <method name="shaped_text_substr" qualifiers="const"> + <return type="RID"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="start" type="int"> + </argument> + <argument index="2" name="length" type="int"> + </argument> + <description> + Returns text buffer for the substring of the text in the [code]shaped[/code] text buffer (including inline objects). + </description> + </method> + <method name="shaped_text_tab_align"> + <return type="float"> + </return> + <argument index="0" name="shaped" type="RID"> + </argument> + <argument index="1" name="tab_stops" type="PackedFloat32Array"> + </argument> + <description> + Aligns shaped text to the given tab-stops. + </description> + </method> + <method name="tag_to_name"> + <return type="String"> + </return> + <argument index="0" name="tag" type="int"> + </argument> + <description> + Converts OpenType tag to readable feature, variation, script or language name. + </description> + </method> + </methods> + <constants> + <constant name="DIRECTION_AUTO" value="0" enum="Direction"> + Text direction is determined based on contents and current locale. + </constant> + <constant name="DIRECTION_LTR" value="1" enum="Direction"> + Text is written from left to right. + </constant> + <constant name="DIRECTION_RTL" value="2" enum="Direction"> + Text is written from right to left. + </constant> + <constant name="ORIENTATION_HORIZONTAL" value="0" enum="Orientation"> + Text is written horizontally. + </constant> + <constant name="ORIENTATION_VERTICAL" value="1" enum="Orientation"> + Left to right text is written vertically from top to bottom. + Right to left text is written vertically from bottom to top. + </constant> + <constant name="JUSTIFICATION_NONE" value="0" enum="JustificationFlag"> + Do not justify text. + </constant> + <constant name="JUSTIFICATION_KASHIDA" value="1" enum="JustificationFlag"> + Justify text by adding and removing kashidas. + </constant> + <constant name="JUSTIFICATION_WORD_BOUND" value="2" enum="JustificationFlag"> + Justify text by changing width of the spaces between the words. + </constant> + <constant name="JUSTIFICATION_TRIM_EDGE_SPACES" value="4" enum="JustificationFlag"> + Remove trailing and leading spaces from the justified text. + </constant> + <constant name="JUSTIFICATION_AFTER_LAST_TAB" value="8" enum="JustificationFlag"> + Only apply justification to the part of the text after the last tab. + </constant> + <constant name="BREAK_NONE" value="0" enum="LineBreakFlag"> + Do not break the line. + </constant> + <constant name="BREAK_MANDATORY" value="16" enum="LineBreakFlag"> + Break the line at the line mandatory break characters (e.g. [code]"\n"[/code]). + </constant> + <constant name="BREAK_WORD_BOUND" value="32" enum="LineBreakFlag"> + Break the line between the words. + </constant> + <constant name="BREAK_GRAPHEME_BOUND" value="64" enum="LineBreakFlag"> + Break the line between any unconnected graphemes. + </constant> + <constant name="GRAPHEME_IS_RTL" value="2" enum="GraphemeFlag"> + Grapheme is part of right-to-left or bottom-to-top run. + </constant> + <constant name="GRAPHEME_IS_VIRTUAL" value="4" enum="GraphemeFlag"> + Grapheme is not part of source text, it was added by justification process. + </constant> + <constant name="GRAPHEME_IS_SPACE" value="8" enum="GraphemeFlag"> + Grapheme is whitespace. + </constant> + <constant name="GRAPHEME_IS_BREAK_HARD" value="16" enum="GraphemeFlag"> + Grapheme is mandatory break point (e.g. [code]"\n"[/code]). + </constant> + <constant name="GRAPHEME_IS_BREAK_SOFT" value="32" enum="GraphemeFlag"> + Grapheme is optional break point (e.g. space). + </constant> + <constant name="GRAPHEME_IS_TAB" value="64" enum="GraphemeFlag"> + Grapheme is the tabulation character. + </constant> + <constant name="GRAPHEME_IS_ELONGATION" value="128" enum="GraphemeFlag"> + Grapheme is kashida. + </constant> + <constant name="GRAPHEME_IS_PUNCTUATION" value="256" enum="GraphemeFlag"> + Grapheme is punctuation character. + </constant> + <constant name="HINTING_NONE" value="0" enum="Hinting"> + Disables font hinting (smoother but less crisp). + </constant> + <constant name="HINTING_LIGHT" value="1" enum="Hinting"> + Use the light font hinting mode. + </constant> + <constant name="HINTING_NORMAL" value="2" enum="Hinting"> + Use the default font hinting mode (crisper but less smooth). + </constant> + <constant name="FEATURE_BIDI_LAYOUT" value="1" enum="Feature"> + TextServer supports bidirectional layouts. + </constant> + <constant name="FEATURE_VERTICAL_LAYOUT" value="2" enum="Feature"> + TextServer supports vertical layouts. + </constant> + <constant name="FEATURE_SHAPING" value="4" enum="Feature"> + TextServer supports complex text shaping. + </constant> + <constant name="FEATURE_KASHIDA_JUSTIFICATION" value="8" enum="Feature"> + TextServer supports justification using kashidas. + </constant> + <constant name="FEATURE_BREAK_ITERATORS" value="16" enum="Feature"> + TextServer supports complex line/word breaking rules (e.g. dictionary based). + </constant> + <constant name="FEATURE_FONT_SYSTEM" value="32" enum="Feature"> + TextServer supports loading system fonts. + </constant> + <constant name="FEATURE_FONT_VARIABLE" value="64" enum="Feature"> + TextServer supports variable fonts. + </constant> + <constant name="FEATURE_USE_SUPPORT_DATA" value="128" enum="Feature"> + TextServer require external data file for some features. + </constant> + </constants> +</class> diff --git a/doc/classes/TextServerManager.xml b/doc/classes/TextServerManager.xml new file mode 100644 index 0000000000..29586f30b4 --- /dev/null +++ b/doc/classes/TextServerManager.xml @@ -0,0 +1,82 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="TextServerManager" inherits="Object" version="4.0"> + <brief_description> + Manager for the font and complex text layout servers. + </brief_description> + <description> + [TextServerManager] is the API backend for loading, enumeration and switching [TextServer]s. + Note: Switching text server at runtime is possible, but will invalidate all fonts and text buffers. Make sure to unload all controls, fonts, and themes before doing so. + </description> + <tutorials> + </tutorials> + <methods> + <method name="find_interface" qualifiers="const"> + <return type="TextServer"> + </return> + <argument index="0" name="name" type="String"> + </argument> + <description> + Finds an interface by its name. + </description> + </method> + <method name="get_interface" qualifiers="const"> + <return type="TextServer"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + Returns the interface registered at a given index. + </description> + </method> + <method name="get_interface_count" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns the number of interfaces currently registered. + </description> + </method> + <method name="get_interface_features" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + Returns text server supported features (binary OR). + </description> + </method> + <method name="get_interface_name" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + Returns the interface name registered at a given index. + </description> + </method> + <method name="get_interfaces" qualifiers="const"> + <return type="Array"> + </return> + <description> + Returns a list of available interfaces the index and name of each interface. + </description> + </method> + <method name="get_primary_interface" qualifiers="const"> + <return type="TextServer"> + </return> + <description> + Returns the primary [TextServer] interface. + </description> + </method> + <method name="set_primary_interface"> + <return type="bool"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + Sets (and initializes it if required) interface registered at a given index as the primary. Invalidates all references to the fonts and text buffers. + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml index ffe806cef7..2270b95c63 100644 --- a/doc/classes/Texture2D.xml +++ b/doc/classes/Texture2D.xml @@ -7,6 +7,7 @@ A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D [Sprite2D] or GUI [Control]. Textures are often created by loading them from a file. See [method @GDScript.load]. [Texture2D] is a base for other resources. It cannot be used directly. + [b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics hardware limitations. Larger textures may fail to import. </description> <tutorials> </tutorials> @@ -22,16 +23,6 @@ </argument> <argument index="3" name="transpose" type="bool" default="false"> </argument> - <argument index="4" name="normal_map" type="Texture2D" default="null"> - </argument> - <argument index="5" name="specular_map" type="Texture2D" default="null"> - </argument> - <argument index="6" name="specular_color_shininess" type="Color" default="Color( 1, 1, 1, 1 )"> - </argument> - <argument index="7" name="texture_filter" type="int" enum="RenderingServer.CanvasItemTextureFilter" default="0"> - </argument> - <argument index="8" name="texture_repeat" type="int" enum="RenderingServer.CanvasItemTextureRepeat" default="0"> - </argument> <description> Draws the texture using a [CanvasItem] with the [RenderingServer] API at the specified [code]position[/code]. </description> @@ -49,16 +40,6 @@ </argument> <argument index="4" name="transpose" type="bool" default="false"> </argument> - <argument index="5" name="normal_map" type="Texture2D" default="null"> - </argument> - <argument index="6" name="specular_map" type="Texture2D" default="null"> - </argument> - <argument index="7" name="specular_color_shininess" type="Color" default="Color( 1, 1, 1, 1 )"> - </argument> - <argument index="8" name="texture_filter" type="int" enum="RenderingServer.CanvasItemTextureFilter" default="0"> - </argument> - <argument index="9" name="texture_repeat" type="int" enum="RenderingServer.CanvasItemTextureRepeat" default="0"> - </argument> <description> Draws the texture using a [CanvasItem] with the [RenderingServer] API. </description> @@ -76,17 +57,7 @@ </argument> <argument index="4" name="transpose" type="bool" default="false"> </argument> - <argument index="5" name="normal_map" type="Texture2D" default="null"> - </argument> - <argument index="6" name="specular_map" type="Texture2D" default="null"> - </argument> - <argument index="7" name="specular_color_shininess" type="Color" default="Color( 1, 1, 1, 1 )"> - </argument> - <argument index="8" name="texture_filter" type="int" enum="RenderingServer.CanvasItemTextureFilter" default="0"> - </argument> - <argument index="9" name="texture_repeat" type="int" enum="RenderingServer.CanvasItemTextureRepeat" default="0"> - </argument> - <argument index="10" name="clip_uv" type="bool" default="true"> + <argument index="5" name="clip_uv" type="bool" default="true"> </argument> <description> Draws a part of the texture using a [CanvasItem] with the [RenderingServer] API. @@ -96,7 +67,7 @@ <return type="Image"> </return> <description> - Returns an [Image] with the data from this [Texture2D]. [Image]s can be accessed and manipulated directly. + Returns an [Image] that is a copy of data from this [Texture2D]. [Image]s can be accessed and manipulated directly. </description> </method> <method name="get_height" qualifiers="const"> diff --git a/doc/classes/Texture2DArray.xml b/doc/classes/Texture2DArray.xml index 657506120e..bb9283803d 100644 --- a/doc/classes/Texture2DArray.xml +++ b/doc/classes/Texture2DArray.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="Texture2DArray" inherits="TextureLayered" version="4.0"> +<class name="Texture2DArray" inherits="ImageTextureLayered" version="4.0"> <brief_description> </brief_description> <description> diff --git a/doc/classes/Texture3D.xml b/doc/classes/Texture3D.xml new file mode 100644 index 0000000000..85e940716d --- /dev/null +++ b/doc/classes/Texture3D.xml @@ -0,0 +1,49 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="Texture3D" inherits="Texture" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_data" qualifiers="const"> + <return type="Image[]"> + </return> + <description> + </description> + </method> + <method name="get_depth" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_format" qualifiers="const"> + <return type="int" enum="Image.Format"> + </return> + <description> + </description> + </method> + <method name="get_height" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="get_width" qualifiers="const"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="has_mipmaps" qualifiers="const"> + <return type="bool"> + </return> + <description> + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml index 0e2872755e..70bf138f27 100644 --- a/doc/classes/TextureButton.xml +++ b/doc/classes/TextureButton.xml @@ -6,8 +6,10 @@ <description> [TextureButton] has the same functionality as [Button], except it uses sprites instead of Godot's [Theme] resource. It is faster to create, but it doesn't support localization like more complex [Control]s. The "normal" state must contain a texture ([member texture_normal]); other textures are optional. + See also [BaseButton] which contains common properties and methods associated with this node. </description> <tutorials> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> </methods> @@ -15,6 +17,12 @@ <member name="expand" type="bool" setter="set_expand" getter="get_expand" default="false"> If [code]true[/code], the texture stretches to the edges of the node's bounding rectangle using the [member stretch_mode]. If [code]false[/code], the texture will not scale with the node. </member> + <member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false"> + If [code]true[/code], texture is flipped horizontally. + </member> + <member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false"> + If [code]true[/code], texture is flipped vertically. + </member> <member name="stretch_mode" type="int" setter="set_stretch_mode" getter="get_stretch_mode" enum="TextureButton.StretchMode" default="0"> Controls the texture's behavior when you resize the node's bounding rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to one of the [enum StretchMode] constants. See the constants to learn more. </member> diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml index 66e5b69ab4..d81c3c7c5a 100644 --- a/doc/classes/TextureLayered.xml +++ b/doc/classes/TextureLayered.xml @@ -9,14 +9,6 @@ <tutorials> </tutorials> <methods> - <method name="create_from_images"> - <return type="int" enum="Error"> - </return> - <argument index="0" name="images" type="Array"> - </argument> - <description> - </description> - </method> <method name="get_format" qualifiers="const"> <return type="int" enum="Image.Format"> </return> @@ -40,6 +32,12 @@ Returns an [Image] resource with the data from specified [code]layer[/code]. </description> </method> + <method name="get_layered_type" qualifiers="const"> + <return type="int" enum="TextureLayered.LayeredType"> + </return> + <description> + </description> + </method> <method name="get_layers" qualifiers="const"> <return type="int"> </return> @@ -53,17 +51,19 @@ Returns the width of the texture. Width is typically represented by the X-axis. </description> </method> - <method name="update_layer"> - <return type="void"> + <method name="has_mipmaps" qualifiers="const"> + <return type="bool"> </return> - <argument index="0" name="image" type="Image"> - </argument> - <argument index="1" name="layer" type="int"> - </argument> <description> </description> </method> </methods> <constants> + <constant name="LAYERED_TYPE_2D_ARRAY" value="0" enum="LayeredType"> + </constant> + <constant name="LAYERED_TYPE_CUBEMAP" value="1" enum="LayeredType"> + </constant> + <constant name="LAYERED_TYPE_CUBEMAP_ARRAY" value="2" enum="LayeredType"> + </constant> </constants> </class> diff --git a/doc/classes/TextureProgress.xml b/doc/classes/TextureProgressBar.xml index 4937121ebf..b40759578f 100644 --- a/doc/classes/TextureProgress.xml +++ b/doc/classes/TextureProgressBar.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="TextureProgress" inherits="Range" version="4.0"> +<class name="TextureProgressBar" inherits="Range" version="4.0"> <brief_description> Texture-based progress bar. Useful for loading screens and life or stamina bars. </brief_description> <description> - TextureProgress works like [ProgressBar], but uses up to 3 textures instead of Godot's [Theme] resource. It can be used to create horizontal, vertical and radial progress bars. + TextureProgressBar works like [ProgressBar], but uses up to 3 textures instead of Godot's [Theme] resource. It can be used to create horizontal, vertical and radial progress bars. </description> <tutorials> </tutorials> @@ -12,7 +12,7 @@ <method name="get_stretch_margin" qualifiers="const"> <return type="int"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <description> </description> @@ -20,7 +20,7 @@ <method name="set_stretch_margin"> <return type="void"> </return> - <argument index="0" name="margin" type="int" enum="Margin"> + <argument index="0" name="margin" type="int" enum="Side"> </argument> <argument index="1" name="value" type="int"> </argument> diff --git a/doc/classes/TextureRect.xml b/doc/classes/TextureRect.xml index 709d87b858..743e7f6d1e 100644 --- a/doc/classes/TextureRect.xml +++ b/doc/classes/TextureRect.xml @@ -7,6 +7,7 @@ Used to draw icons and sprites in a user interface. The texture's placement can be controlled with the [member stretch_mode] property. It can scale, tile, or stay centered inside its bounding rectangle. </description> <tutorials> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml index 70a4eda867..3f7f22ebcd 100644 --- a/doc/classes/Theme.xml +++ b/doc/classes/Theme.xml @@ -8,7 +8,7 @@ Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html</link> + <link title="GUI skinning">https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html</link> </tutorials> <methods> <method name="clear"> @@ -23,10 +23,10 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Clears the [Color] at [code]name[/code] if the theme has [code]type[/code]. + Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/code]. </description> </method> <method name="clear_constant"> @@ -34,10 +34,10 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Clears the constant at [code]name[/code] if the theme has [code]type[/code]. + Clears the constant at [code]name[/code] if the theme has [code]node_type[/code]. </description> </method> <method name="clear_font"> @@ -45,10 +45,21 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Clears the [Font] at [code]name[/code] if the theme has [code]type[/code]. + Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/code]. + </description> + </method> + <method name="clear_font_size"> + <return type="void"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="node_type" type="StringName"> + </argument> + <description> + Clears the font size [code]name[/code] if the theme has [code]node_type[/code]. </description> </method> <method name="clear_icon"> @@ -56,10 +67,10 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Clears the icon at [code]name[/code] if the theme has [code]type[/code]. + Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]. </description> </method> <method name="clear_stylebox"> @@ -67,10 +78,10 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Clears [StyleBox] at [code]name[/code] if the theme has [code]type[/code]. + Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/code]. </description> </method> <method name="copy_default_theme"> @@ -94,19 +105,26 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Returns the [Color] at [code]name[/code] if the theme has [code]type[/code]. + Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/code]. </description> </method> <method name="get_color_list" qualifiers="const"> <return type="PackedStringArray"> </return> - <argument index="0" name="type" type="String"> + <argument index="0" name="node_type" type="String"> </argument> <description> - Returns all the [Color]s as a [PackedStringArray] filled with each [Color]'s name, for use in [method get_color], if the theme has [code]type[/code]. + Returns all the [Color]s as a [PackedStringArray] filled with each [Color]'s name, for use in [method get_color], if the theme has [code]node_type[/code]. + </description> + </method> + <method name="get_color_type_list" qualifiers="const"> + <return type="PackedStringArray"> + </return> + <description> + Returns all the [Color] types as a [PackedStringArray] filled with unique type names, for use in [method get_color] and/or [method get_color_list]. </description> </method> <method name="get_constant" qualifiers="const"> @@ -114,19 +132,26 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Returns the constant at [code]name[/code] if the theme has [code]type[/code]. + Returns the constant at [code]name[/code] if the theme has [code]node_type[/code]. </description> </method> <method name="get_constant_list" qualifiers="const"> <return type="PackedStringArray"> </return> - <argument index="0" name="type" type="String"> + <argument index="0" name="node_type" type="String"> </argument> <description> - Returns all the constants as a [PackedStringArray] filled with each constant's name, for use in [method get_constant], if the theme has [code]type[/code]. + Returns all the constants as a [PackedStringArray] filled with each constant's name, for use in [method get_constant], if the theme has [code]node_type[/code]. + </description> + </method> + <method name="get_constant_type_list" qualifiers="const"> + <return type="PackedStringArray"> + </return> + <description> + Returns all the constant types as a [PackedStringArray] filled with unique type names, for use in [method get_constant] and/or [method get_constant_list]. </description> </method> <method name="get_font" qualifiers="const"> @@ -134,19 +159,46 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Returns the [Font] at [code]name[/code] if the theme has [code]type[/code]. + Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/code]. </description> </method> <method name="get_font_list" qualifiers="const"> <return type="PackedStringArray"> </return> - <argument index="0" name="type" type="String"> + <argument index="0" name="node_type" type="String"> </argument> <description> - Returns all the [Font]s as a [PackedStringArray] filled with each [Font]'s name, for use in [method get_font], if the theme has [code]type[/code]. + Returns all the [Font]s as a [PackedStringArray] filled with each [Font]'s name, for use in [method get_font], if the theme has [code]node_type[/code]. + </description> + </method> + <method name="get_font_size" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="node_type" type="StringName"> + </argument> + <description> + Returns the font size at [code]name[/code] if the theme has [code]node_type[/code]. + </description> + </method> + <method name="get_font_size_list" qualifiers="const"> + <return type="PackedStringArray"> + </return> + <argument index="0" name="node_type" type="String"> + </argument> + <description> + Returns all the font sizes as a [PackedStringArray] filled with each font size name, for use in [method get_font_size], if the theme has [code]node_type[/code]. + </description> + </method> + <method name="get_font_type_list" qualifiers="const"> + <return type="PackedStringArray"> + </return> + <description> + Returns all the [Font] types as a [PackedStringArray] filled with unique type names, for use in [method get_font] and/or [method get_font_list]. </description> </method> <method name="get_icon" qualifiers="const"> @@ -154,19 +206,26 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Returns the icon [Texture2D] at [code]name[/code] if the theme has [code]type[/code]. + Returns the icon [Texture2D] at [code]name[/code] if the theme has [code]node_type[/code]. </description> </method> <method name="get_icon_list" qualifiers="const"> <return type="PackedStringArray"> </return> - <argument index="0" name="type" type="String"> + <argument index="0" name="node_type" type="String"> </argument> <description> - Returns all the icons as a [PackedStringArray] filled with each [Texture2D]'s name, for use in [method get_icon], if the theme has [code]type[/code]. + Returns all the icons as a [PackedStringArray] filled with each [Texture2D]'s name, for use in [method get_icon], if the theme has [code]node_type[/code]. + </description> + </method> + <method name="get_icon_type_list" qualifiers="const"> + <return type="PackedStringArray"> + </return> + <description> + Returns all the icon types as a [PackedStringArray] filled with unique type names, for use in [method get_icon] and/or [method get_icon_list]. </description> </method> <method name="get_stylebox" qualifiers="const"> @@ -174,35 +233,33 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Returns the icon [StyleBox] at [code]name[/code] if the theme has [code]type[/code]. + Returns the icon [StyleBox] at [code]name[/code] if the theme has [code]node_type[/code]. </description> </method> <method name="get_stylebox_list" qualifiers="const"> <return type="PackedStringArray"> </return> - <argument index="0" name="type" type="String"> + <argument index="0" name="node_type" type="String"> </argument> <description> - Returns all the [StyleBox]s as a [PackedStringArray] filled with each [StyleBox]'s name, for use in [method get_stylebox], if the theme has [code]type[/code]. + Returns all the [StyleBox]s as a [PackedStringArray] filled with each [StyleBox]'s name, for use in [method get_stylebox], if the theme has [code]node_type[/code]. </description> </method> - <method name="get_stylebox_types" qualifiers="const"> + <method name="get_stylebox_type_list" qualifiers="const"> <return type="PackedStringArray"> </return> <description> - Returns all the [StyleBox] types as a [PackedStringArray] filled with each [StyleBox]'s type, for use in [method get_stylebox] and/or [method get_stylebox_list], if the theme has [code]type[/code]. + Returns all the [StyleBox] types as a [PackedStringArray] filled with unique type names, for use in [method get_stylebox] and/or [method get_stylebox_list]. </description> </method> <method name="get_type_list" qualifiers="const"> <return type="PackedStringArray"> </return> - <argument index="0" name="type" type="String"> - </argument> <description> - Returns all the types in [code]type[/code] as a [PackedStringArray] for use in any of the [code]get_*[/code] functions, if the theme has [code]type[/code]. + Returns all the theme types as a [PackedStringArray] filled with unique type names, for use in other [code]get_*[/code] functions of this theme. </description> </method> <method name="has_color" qualifiers="const"> @@ -210,11 +267,11 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Returns [code]true[/code] if [Color] with [code]name[/code] is in [code]type[/code]. - Returns [code]false[/code] if the theme does not have [code]type[/code]. + Returns [code]true[/code] if [Color] with [code]name[/code] is in [code]node_type[/code]. + Returns [code]false[/code] if the theme does not have [code]node_type[/code]. </description> </method> <method name="has_constant" qualifiers="const"> @@ -222,11 +279,11 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Returns [code]true[/code] if constant with [code]name[/code] is in [code]type[/code]. - Returns [code]false[/code] if the theme does not have [code]type[/code]. + Returns [code]true[/code] if constant with [code]name[/code] is in [code]node_type[/code]. + Returns [code]false[/code] if the theme does not have [code]node_type[/code]. </description> </method> <method name="has_font" qualifiers="const"> @@ -234,11 +291,23 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> + </argument> + <description> + Returns [code]true[/code] if [Font] with [code]name[/code] is in [code]node_type[/code]. + Returns [code]false[/code] if the theme does not have [code]node_type[/code]. + </description> + </method> + <method name="has_font_size" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Returns [code]true[/code] if [Font] with [code]name[/code] is in [code]type[/code]. - Returns [code]false[/code] if the theme does not have [code]type[/code]. + Returns [code]true[/code] if font size with [code]name[/code] is in [code]node_type[/code]. + Returns [code]false[/code] if the theme does not have [code]node_type[/code]. </description> </method> <method name="has_icon" qualifiers="const"> @@ -246,11 +315,11 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Returns [code]true[/code] if icon [Texture2D] with [code]name[/code] is in [code]type[/code]. - Returns [code]false[/code] if the theme does not have [code]type[/code]. + Returns [code]true[/code] if icon [Texture2D] with [code]name[/code] is in [code]node_type[/code]. + Returns [code]false[/code] if the theme does not have [code]node_type[/code]. </description> </method> <method name="has_stylebox" qualifiers="const"> @@ -258,11 +327,11 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <description> - Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in [code]type[/code]. - Returns [code]false[/code] if the theme does not have [code]type[/code]. + Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in [code]node_type[/code]. + Returns [code]false[/code] if the theme does not have [code]node_type[/code]. </description> </method> <method name="set_color"> @@ -270,13 +339,13 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <argument index="2" name="color" type="Color"> </argument> <description> - Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in [code]type[/code]. - Does nothing if the theme does not have [code]type[/code]. + Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in [code]node_type[/code]. + Does nothing if the theme does not have [code]node_type[/code]. </description> </method> <method name="set_constant"> @@ -284,13 +353,13 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <argument index="2" name="constant" type="int"> </argument> <description> - Sets the theme's constant to [code]constant[/code] at [code]name[/code] in [code]type[/code]. - Does nothing if the theme does not have [code]type[/code]. + Sets the theme's constant to [code]constant[/code] at [code]name[/code] in [code]node_type[/code]. + Does nothing if the theme does not have [code]node_type[/code]. </description> </method> <method name="set_font"> @@ -298,13 +367,27 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <argument index="2" name="font" type="Font"> </argument> <description> - Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in [code]type[/code]. - Does nothing if the theme does not have [code]type[/code]. + Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in [code]node_type[/code]. + Does nothing if the theme does not have [code]node_type[/code]. + </description> + </method> + <method name="set_font_size"> + <return type="void"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="node_type" type="StringName"> + </argument> + <argument index="2" name="font_size" type="int"> + </argument> + <description> + Sets the theme's font size to [code]font_size[/code] at [code]name[/code] in [code]node_type[/code]. + Does nothing if the theme does not have [code]node_type[/code]. </description> </method> <method name="set_icon"> @@ -312,13 +395,13 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <argument index="2" name="texture" type="Texture2D"> </argument> <description> - Sets the theme's icon [Texture2D] to [code]texture[/code] at [code]name[/code] in [code]type[/code]. - Does nothing if the theme does not have [code]type[/code]. + Sets the theme's icon [Texture2D] to [code]texture[/code] at [code]name[/code] in [code]node_type[/code]. + Does nothing if the theme does not have [code]node_type[/code]. </description> </method> <method name="set_stylebox"> @@ -326,13 +409,13 @@ </return> <argument index="0" name="name" type="StringName"> </argument> - <argument index="1" name="type" type="StringName"> + <argument index="1" name="node_type" type="StringName"> </argument> <argument index="2" name="texture" type="StyleBox"> </argument> <description> - Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in [code]type[/code]. - Does nothing if the theme does not have [code]type[/code]. + Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in [code]node_type[/code]. + Does nothing if the theme does not have [code]node_type[/code]. </description> </method> </methods> @@ -340,6 +423,9 @@ <member name="default_font" type="Font" setter="set_default_font" getter="get_default_font"> The theme's default font. </member> + <member name="default_font_size" type="int" setter="set_default_font_size" getter="get_default_font_size" default="-1"> + The theme's default font size. Set to [code]-1[/code] to ignore and use global default. + </member> </members> <constants> </constants> diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index 4d6e89fa6f..88f46e3937 100644 --- a/doc/classes/Thread.xml +++ b/doc/classes/Thread.xml @@ -5,16 +5,19 @@ </brief_description> <description> A unit of execution in a process. Can run methods on [Object]s simultaneously. The use of synchronization via [Mutex] or [Semaphore] is advised if working with shared objects. + [b]Note:[/b] Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> + <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> + <link title="Thread-safe APIs">https://docs.godotengine.org/en/latest/tutorials/threads/thread_safe_apis.html</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> <method name="get_id" qualifiers="const"> <return type="String"> </return> <description> - Returns the current [Thread]'s ID, uniquely identifying it among all threads. + Returns the current [Thread]'s ID, uniquely identifying it among all threads. If the [Thread] is not running this returns an empty string. </description> </method> <method name="is_active" qualifiers="const"> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index bfe6983f06..c500052592 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -7,7 +7,13 @@ Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link> + <link title="Using Tilemaps">https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link> + <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> + <link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/112</link> + <link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link> + <link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link> + <link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link> + <link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link> </tutorials> <methods> <method name="clear"> @@ -80,13 +86,13 @@ Returns a [Vector2] array with the positions of all cells containing a tile from the tileset (i.e. a tile index different from [code]-1[/code]). </description> </method> - <method name="get_used_cells_by_id" qualifiers="const"> + <method name="get_used_cells_by_index" qualifiers="const"> <return type="Vector2i[]"> </return> - <argument index="0" name="id" type="int"> + <argument index="0" name="index" type="int"> </argument> <description> - Returns an array of all cells with the given tile [code]id[/code]. + Returns an array of all cells with the given tile [code]index[/code]. </description> </method> <method name="get_used_rect"> @@ -166,7 +172,7 @@ If you need these to be immediately updated, you can call [method update_dirty_quadrants]. Overriding this method also overrides it internally, allowing custom logic to be implemented when tiles are placed/removed: [codeblock] - func set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord) + func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, autotile_coord=Vector2()) # Write your custom logic here. # To call the default method: .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord) @@ -273,8 +279,8 @@ <member name="cell_tile_origin" type="int" setter="set_tile_origin" getter="get_tile_origin" enum="TileMap.TileOrigin" default="0"> Position for tile origin. See [enum TileOrigin] for possible values. </member> - <member name="cell_y_sort" type="bool" setter="set_y_sort_mode" getter="is_y_sort_mode_enabled" default="false"> - If [code]true[/code], the TileMap's children will be drawn in order of their Y coordinate. + <member name="cell_y_sort" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false"> + If [code]true[/code], the TileMap's direct children will be drawn in order of their Y coordinate. </member> <member name="centered_textures" type="bool" setter="set_centered_textures" getter="is_centered_textures_enabled" default="false"> If [code]true[/code], the textures will be centered in the middle of each tile. This is useful for certain isometric or top-down modes when textures are made larger or smaller than the tiles (e.g. to avoid flickering on tile edges). The offset is still applied, but from the center of the tile. If used, [member compatibility_mode] is ignored. @@ -287,10 +293,10 @@ Friction value for static body collisions (see [code]collision_use_kinematic[/code]). </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The collision layer(s) for all colliders in the TileMap. + The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The collision mask(s) for all colliders in the TileMap. + The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" default="false"> If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body. diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index c647f83598..adc5880c71 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -8,6 +8,13 @@ Tiles are referenced by a unique integer ID. </description> <tutorials> + <link title="Using Tilemaps">https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link> + <link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link> + <link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/112</link> + <link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/111</link> + <link title="2D Navigation Astar Demo">https://godotengine.org/asset-library/asset/519</link> + <link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link> + <link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link> </tutorials> <methods> <method name="_forward_atlas_subtile_selection" qualifiers="virtual"> @@ -44,6 +51,8 @@ <argument index="1" name="neighbor_id" type="int"> </argument> <description> + Determines when the auto-tiler should consider two different auto-tile IDs to be bound together. + [b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile. </description> </method> <method name="autotile_clear_bitmask_map"> @@ -380,15 +389,6 @@ Returns the offset of the tile's navigation polygon. </description> </method> - <method name="tile_get_normal_map" qualifiers="const"> - <return type="Texture2D"> - </return> - <argument index="0" name="id" type="int"> - </argument> - <description> - Returns the tile's normal map texture. - </description> - </method> <method name="tile_get_occluder_offset" qualifiers="const"> <return type="Vector2"> </return> @@ -476,7 +476,17 @@ <argument index="0" name="id" type="int"> </argument> <description> - Returns an array of the tile's shapes. + Returns an array of dictionaries describing the tile's shapes. + [b]Dictionary structure in the array returned by this method:[/b] + [codeblock] + { + "autotile_coord": Vector2, + "one_way": bool, + "one_way_margin": int, + "shape": CollisionShape2D, + "shape_transform": Transform2D, + } + [/codeblock] </description> </method> <method name="tile_get_texture" qualifiers="const"> @@ -581,18 +591,6 @@ Sets an offset for the tile's navigation polygon. </description> </method> - <method name="tile_set_normal_map"> - <return type="void"> - </return> - <argument index="0" name="id" type="int"> - </argument> - <argument index="1" name="normal_map" type="Texture2D"> - </argument> - <description> - Sets the tile's normal map texture. - [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. - </description> - </method> <method name="tile_set_occluder_offset"> <return type="void"> </return> diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml index c1e5987a06..ab75e21ce8 100644 --- a/doc/classes/Timer.xml +++ b/doc/classes/Timer.xml @@ -5,8 +5,10 @@ </brief_description> <description> Counts down a specified interval and emits a signal on reaching 0. Can be set to repeat or "one-shot" mode. + [b]Note:[/b] To create an one-shot timer without instantiating a node, use [method SceneTree.create_timer]. </description> <tutorials> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> </tutorials> <methods> <method name="is_stopped" qualifiers="const"> diff --git a/doc/classes/ToolButton.xml b/doc/classes/ToolButton.xml deleted file mode 100644 index f78627b163..0000000000 --- a/doc/classes/ToolButton.xml +++ /dev/null @@ -1,57 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="ToolButton" inherits="Button" version="4.0"> - <brief_description> - Flat button helper class. - </brief_description> - <description> - This is a helper class to generate a flat [Button] (see [member Button.flat]), creating a [ToolButton] is equivalent to: - [codeblock] - var btn = Button.new() - btn.flat = true - [/codeblock] - </description> - <tutorials> - </tutorials> - <methods> - </methods> - <members> - <member name="flat" type="bool" setter="set_flat" getter="is_flat" override="true" default="true" /> - </members> - <constants> - </constants> - <theme_items> - <theme_item name="disabled" type="StyleBox"> - [StyleBox] used when the [ToolButton] is disabled. - </theme_item> - <theme_item name="focus" type="StyleBox"> - [StyleBox] used when the [ToolButton] is focused. It is displayed over the current [StyleBox], so using [StyleBoxEmpty] will just disable the focus visual effect. - </theme_item> - <theme_item name="font" type="Font"> - [Font] of the [ToolButton]'s text. - </theme_item> - <theme_item name="font_color" type="Color" default="Color( 0.88, 0.88, 0.88, 1 )"> - Default text [Color] of the [ToolButton]. - </theme_item> - <theme_item name="font_color_disabled" type="Color" default="Color( 0.9, 0.95, 1, 0.3 )"> - Text [Color] used when the [ToolButton] is disabled. - </theme_item> - <theme_item name="font_color_hover" type="Color" default="Color( 0.94, 0.94, 0.94, 1 )"> - Text [Color] used when the [ToolButton] is being hovered. - </theme_item> - <theme_item name="font_color_pressed" type="Color" default="Color( 1, 1, 1, 1 )"> - Text [Color] used when the [ToolButton] is being pressed. - </theme_item> - <theme_item name="hover" type="StyleBox"> - [StyleBox] used when the [ToolButton] is being hovered. - </theme_item> - <theme_item name="hseparation" type="int" default="3"> - The horizontal space between [ToolButton]'s icon and text. - </theme_item> - <theme_item name="normal" type="StyleBox"> - Default [StyleBox] for the [ToolButton]. - </theme_item> - <theme_item name="pressed" type="StyleBox"> - [StyleBox] used when the [ToolButton] is being pressed. - </theme_item> - </theme_items> -</class> diff --git a/doc/classes/TouchScreenButton.xml b/doc/classes/TouchScreenButton.xml index c7f886b3f2..355804f2a3 100644 --- a/doc/classes/TouchScreenButton.xml +++ b/doc/classes/TouchScreenButton.xml @@ -1,10 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="TouchScreenButton" inherits="Node2D" version="4.0"> <brief_description> - Button for touch screen devices. + Button for touch screen devices for gameplay use. </brief_description> <description> - Button for touch screen devices. You can set it to be visible on all screens, or only on touch devices. + TouchScreenButton allows you to create on-screen buttons for touch devices. It's intended for gameplay use, such as a unit you have to touch to move. + This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot set anchors on it. If you want to create menus or user interfaces, you may want to use [Button] nodes instead. To make button nodes react to touch events, you can enable the Emulate Mouse option in the Project Settings. + You can configure TouchScreenButton to be visible only on touch devices, helping you develop your game both for desktop and mobile devices. </description> <tutorials> </tutorials> diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index 4175f01eb4..cda69f6a64 100644 --- a/doc/classes/Transform.xml +++ b/doc/classes/Transform.xml @@ -4,64 +4,58 @@ 3D transformation (3×4 matrix). </brief_description> <description> - Represents one or many transformations in 3D space such as translation, rotation, or scaling. It consists of a [member basis] and an [member origin]. It is similar to a 3×4 matrix. + 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a [member basis] (first 3 columns) and a [Vector3] for the [member origin] (last column). + For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> + <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> + <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> + <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link> + <link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link> </tutorials> <methods> - <method name="Transform"> + <method name="Transform" qualifiers="constructor"> <return type="Transform"> </return> - <argument index="0" name="x_axis" type="Vector3"> - </argument> - <argument index="1" name="y_axis" type="Vector3"> - </argument> - <argument index="2" name="z_axis" type="Vector3"> - </argument> - <argument index="3" name="origin" type="Vector3"> - </argument> <description> - Constructs the Transform from four [Vector3]. Each axis corresponds to local basis vectors (some of which may be scaled). + Constructs a default-initialized [Transform] set to [constant IDENTITY]. </description> </method> - <method name="Transform"> + <method name="Transform" qualifiers="constructor"> <return type="Transform"> </return> - <argument index="0" name="basis" type="Basis"> - </argument> - <argument index="1" name="origin" type="Vector3"> + <argument index="0" name="from" type="Transform"> </argument> <description> - Constructs the Transform from a [Basis] and [Vector3]. + Constructs a [Transform] as a copy of the given [Transform]. </description> </method> - <method name="Transform"> + <method name="Transform" qualifiers="constructor"> <return type="Transform"> </return> - <argument index="0" name="from" type="Transform2D"> + <argument index="0" name="basis" type="Basis"> </argument> - <description> - Constructs the Transform from a [Transform2D]. - </description> - </method> - <method name="Transform"> - <return type="Transform"> - </return> - <argument index="0" name="from" type="Quat"> + <argument index="1" name="origin" type="Vector3"> </argument> <description> - Constructs the Transform from a [Quat]. The origin will be Vector3(0, 0, 0). + Constructs a Transform from a [Basis] and [Vector3]. </description> </method> - <method name="Transform"> + <method name="Transform" qualifiers="constructor"> <return type="Transform"> </return> - <argument index="0" name="from" type="Basis"> + <argument index="0" name="x_axis" type="Vector3"> + </argument> + <argument index="1" name="y_axis" type="Vector3"> + </argument> + <argument index="2" name="z_axis" type="Vector3"> + </argument> + <argument index="3" name="origin" type="Vector3"> </argument> <description> - Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0). + Constructs a Transform from four [Vector3] values (matrix columns). Each axis corresponds to local basis vectors (some of which may be scaled). </description> </method> <method name="affine_inverse"> @@ -74,12 +68,12 @@ <method name="interpolate_with"> <return type="Transform"> </return> - <argument index="0" name="transform" type="Transform"> + <argument index="0" name="xform" type="Transform"> </argument> <argument index="1" name="weight" type="float"> </argument> <description> - Interpolates the transform to other Transform by weight amount (0-1). + Interpolates the transform to other Transform by weight amount (on the range of 0.0 to 1.0). </description> </method> <method name="inverse"> @@ -92,7 +86,7 @@ <method name="is_equal_approx"> <return type="bool"> </return> - <argument index="0" name="transform" type="Transform"> + <argument index="0" name="xform" type="Transform"> </argument> <description> Returns [code]true[/code] if this transform and [code]transform[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component. @@ -111,6 +105,54 @@ Operations take place in global space. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Transform"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="PackedVector3Array"> + </return> + <argument index="0" name="right" type="PackedVector3Array"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Transform"> + </return> + <argument index="0" name="right" type="Transform"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="AABB"> + </return> + <argument index="0" name="right" type="AABB"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Transform"> + </argument> + <description> + </description> + </method> <method name="orthonormalized"> <return type="Transform"> </return> @@ -148,31 +190,13 @@ Unlike [method rotated] and [method scaled], this does not use matrix multiplication. </description> </method> - <method name="xform"> - <return type="Variant"> - </return> - <argument index="0" name="v" type="Variant"> - </argument> - <description> - Transforms the given [Vector3], [Plane], [AABB], or [PackedVector3Array] by this transform. - </description> - </method> - <method name="xform_inv"> - <return type="Variant"> - </return> - <argument index="0" name="v" type="Variant"> - </argument> - <description> - Inverse-transforms the given [Vector3], [Plane], [AABB], or [PackedVector3Array] by this transform. - </description> - </method> </methods> <members> <member name="basis" type="Basis" setter="" getter="" default="Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )"> The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, and Z axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object. </member> <member name="origin" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )"> - The translation offset of the transform. + The translation offset of the transform (column 3, the fourth column). Equivalent to array index [code]3[/code]. </member> </members> <constants> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index af93d4c654..406774cbfe 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -1,37 +1,36 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Transform2D" version="4.0"> <brief_description> - 2D transformation (3×2 matrix). + 2D transformation (2×3 matrix). </brief_description> <description> - Represents one or many transformations in 2D space such as translation, rotation, or scaling. It consists of two [member x] and [member y] [Vector2]s and an [member origin]. It is similar to a 3×2 matrix. + 2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can represent transformations such as translation, rotation, or scaling. It consists of a three [Vector2] values: [member x], [member y], and the [member origin]. + For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> + <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> + <link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link> </tutorials> <methods> - <method name="Transform2D"> + <method name="Transform2D" qualifiers="constructor"> <return type="Transform2D"> </return> - <argument index="0" name="from" type="Transform"> - </argument> <description> - Constructs the transform from a 3D [Transform]. + Constructs a default-initialized [Transform] set to [constant IDENTITY]. </description> </method> - <method name="Transform2D"> + <method name="Transform2D" qualifiers="constructor"> <return type="Transform2D"> </return> - <argument index="0" name="x_axis" type="Vector2"> - </argument> - <argument index="1" name="y_axis" type="Vector2"> - </argument> - <argument index="2" name="origin" type="Vector2"> + <argument index="0" name="from" type="Transform2D"> </argument> <description> - Constructs the transform from 3 [Vector2]s representing x, y, and origin. + Constructs a [Transform2D] as a copy of the given [Transform2D]. </description> </method> - <method name="Transform2D"> + <method name="Transform2D" qualifiers="constructor"> <return type="Transform2D"> </return> <argument index="0" name="rotation" type="float"> @@ -42,11 +41,24 @@ Constructs the transform from a given angle (in radians) and position. </description> </method> + <method name="Transform2D" qualifiers="constructor"> + <return type="Transform2D"> + </return> + <argument index="0" name="x_axis" type="Vector2"> + </argument> + <argument index="1" name="y_axis" type="Vector2"> + </argument> + <argument index="2" name="origin" type="Vector2"> + </argument> + <description> + Constructs the transform from 3 [Vector2] values representing [member x], [member y], and the [member origin] (the three column vectors). + </description> + </method> <method name="affine_inverse"> <return type="Transform2D"> </return> <description> - Returns the inverse of the matrix. + Returns the inverse of the transform, under the assumption that the transformation is composed of rotation, scaling and translation. </description> </method> <method name="basis_xform"> @@ -55,7 +67,8 @@ <argument index="0" name="v" type="Vector2"> </argument> <description> - Transforms the given vector by this transform's basis (no translation). + Returns a vector transformed (multiplied) by the basis matrix. + This method does not account for translation (the origin vector). </description> </method> <method name="basis_xform_inv"> @@ -64,7 +77,8 @@ <argument index="0" name="v" type="Vector2"> </argument> <description> - Inverse-transforms the given vector by this transform's basis (no translation). + Returns a vector transformed (multiplied) by the inverse basis matrix. + This method does not account for translation (the origin vector). </description> </method> <method name="get_origin"> @@ -91,35 +105,91 @@ <method name="interpolate_with"> <return type="Transform2D"> </return> - <argument index="0" name="transform" type="Transform2D"> + <argument index="0" name="xform" type="Transform2D"> </argument> <argument index="1" name="weight" type="float"> </argument> <description> - Returns a transform interpolated between this transform and another by a given weight (0-1). + Returns a transform interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0). </description> </method> <method name="inverse"> <return type="Transform2D"> </return> <description> - Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use affine_inverse for transforms with scaling). + Returns the inverse of the transform, under the assumption that the transformation is composed of rotation and translation (no scaling, use [method affine_inverse] for transforms with scaling). </description> </method> <method name="is_equal_approx"> <return type="bool"> </return> - <argument index="0" name="transform" type="Transform2D"> + <argument index="0" name="xform" type="Transform2D"> </argument> <description> Returns [code]true[/code] if this transform and [code]transform[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Transform2D"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Rect2"> + </return> + <argument index="0" name="right" type="Rect2"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Transform2D"> + </return> + <argument index="0" name="right" type="Transform2D"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="PackedVector2Array"> + </return> + <argument index="0" name="right" type="PackedVector2Array"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Transform2D"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> <method name="orthonormalized"> <return type="Transform2D"> </return> <description> - Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors. + Returns the transform with the basis orthogonal (90 degrees), and normalized axis vectors (scale of 1 or -1). </description> </method> <method name="rotated"> @@ -150,45 +220,27 @@ Unlike [method rotated] and [method scaled], this does not use matrix multiplication. </description> </method> - <method name="xform"> - <return type="Variant"> - </return> - <argument index="0" name="v" type="Variant"> - </argument> - <description> - Transforms the given [Vector2], [Rect2], or [PackedVector2Array] by this transform. - </description> - </method> - <method name="xform_inv"> - <return type="Variant"> - </return> - <argument index="0" name="v" type="Variant"> - </argument> - <description> - Inverse-transforms the given [Vector2], [Rect2], or [PackedVector2Array] by this transform. - </description> - </method> </methods> <members> <member name="origin" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> - The transform's translation offset. + The origin vector (column 2, the third column). Equivalent to array index [code]2[/code]. The origin vector represents translation. </member> <member name="x" type="Vector2" setter="" getter="" default="Vector2( 1, 0 )"> - The X axis of 2×2 basis matrix containing 2 [Vector2]s as its columns: X axis and Y axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object. + The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code]. </member> <member name="y" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )"> - The Y axis of 2×2 basis matrix containing 2 [Vector2]s as its columns: X axis and Y axis. These vectors can be interpreted as the basis vectors of local coordinate system traveling with the object. + The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code]. </member> </members> <constants> <constant name="IDENTITY" value="Transform2D( 1, 0, 0, 1, 0, 0 )"> - [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation. + The identity [Transform2D] with no translation, rotation or scaling applied. When applied to other data structures, [constant IDENTITY] performs no transformation. </constant> <constant name="FLIP_X" value="Transform2D( -1, 0, 0, 1, 0, 0 )"> - [Transform2D] with mirroring applied parallel to the X axis. + The [Transform2D] that will flip something along the X axis. </constant> <constant name="FLIP_Y" value="Transform2D( 1, 0, 0, -1, 0, 0 )"> - [Transform2D] with mirroring applied parallel to the Y axis. + The [Transform2D] that will flip something along the Y axis. </constant> </constants> </class> diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml index 11245195bf..d286c6cf0c 100644 --- a/doc/classes/Translation.xml +++ b/doc/classes/Translation.xml @@ -7,8 +7,8 @@ Translations are resources that can be loaded and unloaded on demand. They map a string to another string. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> + <link title="Internationalizing games">https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> + <link title="Locales">https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> </tutorials> <methods> <method name="add_message"> @@ -18,8 +18,25 @@ </argument> <argument index="1" name="xlated_message" type="StringName"> </argument> + <argument index="2" name="context" type="StringName" default=""""> + </argument> <description> Adds a message if nonexistent, followed by its translation. + An additional context could be used to specify the translation context or differentiate polysemic words. + </description> + </method> + <method name="add_plural_message"> + <return type="void"> + </return> + <argument index="0" name="src_message" type="StringName"> + </argument> + <argument index="1" name="xlated_messages" type="PackedStringArray"> + </argument> + <argument index="2" name="context" type="StringName" default=""""> + </argument> + <description> + Adds a message involving plural translation if nonexistent, followed by its translation. + An additional context could be used to specify the translation context or differentiate polysemic words. </description> </method> <method name="erase_message"> @@ -27,6 +44,8 @@ </return> <argument index="0" name="src_message" type="StringName"> </argument> + <argument index="1" name="context" type="StringName" default=""""> + </argument> <description> Erases a message. </description> @@ -36,6 +55,8 @@ </return> <argument index="0" name="src_message" type="StringName"> </argument> + <argument index="1" name="context" type="StringName" default=""""> + </argument> <description> Returns a message's translation. </description> @@ -54,6 +75,22 @@ Returns all the messages (keys). </description> </method> + <method name="get_plural_message" qualifiers="const"> + <return type="StringName"> + </return> + <argument index="0" name="src_message" type="StringName"> + </argument> + <argument index="1" name="src_plural_message" type="StringName"> + </argument> + <argument index="2" name="n" type="int"> + </argument> + <argument index="3" name="context" type="StringName" default=""""> + </argument> + <description> + Returns a message's translation involving plurals. + The number [code]n[/code] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language. + </description> + </method> </methods> <members> <member name="locale" type="String" setter="set_locale" getter="get_locale" default=""en""> diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index aaf7a4d160..664cb3e2e3 100644 --- a/doc/classes/TranslationServer.xml +++ b/doc/classes/TranslationServer.xml @@ -7,8 +7,8 @@ Server that manages all translations. Translations can be set to it and removed from it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> + <link title="Internationalizing games">https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> + <link title="Locales">https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> </tutorials> <methods> <method name="add_translation"> @@ -50,6 +50,16 @@ Returns a locale's language and its variant (e.g. [code]"en_US"[/code] would return [code]"English (United States)"[/code]). </description> </method> + <method name="get_translation_object"> + <return type="Translation"> + </return> + <argument index="0" name="locale" type="String"> + </argument> + <description> + Returns the [Translation] instance based on the [code]locale[/code] passed in. + It will return a [code]nullptr[/code] if there is no [Translation] instance that matches the [code]locale[/code]. + </description> + </method> <method name="remove_translation"> <return type="void"> </return> @@ -73,8 +83,26 @@ </return> <argument index="0" name="message" type="StringName"> </argument> + <argument index="1" name="context" type="StringName" default=""""> + </argument> + <description> + Returns the current locale's translation for the given message (key) and context. + </description> + </method> + <method name="translate_plural" qualifiers="const"> + <return type="StringName"> + </return> + <argument index="0" name="message" type="StringName"> + </argument> + <argument index="1" name="plural_message" type="StringName"> + </argument> + <argument index="2" name="n" type="int"> + </argument> + <argument index="3" name="context" type="StringName" default=""""> + </argument> <description> - Returns the current locale's translation for the given message (key). + Returns the current locale's translation for the given message (key), plural_message and context. + The number [code]n[/code] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language. </description> </method> </methods> diff --git a/doc/classes/Tree.xml b/doc/classes/Tree.xml index 0b2fb80480..01818e2993 100644 --- a/doc/classes/Tree.xml +++ b/doc/classes/Tree.xml @@ -35,6 +35,15 @@ Clears the tree. This removes all items. </description> </method> + <method name="clear_column_title_opentype_features"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <description> + Removes all OpenType features from the item's text. + </description> + </method> <method name="create_item"> <return type="TreeItem"> </return> @@ -75,6 +84,35 @@ Returns the column's title. </description> </method> + <method name="get_column_title_direction" qualifiers="const"> + <return type="int" enum="Control.TextDirection"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <description> + Returns column title base writing direction. + </description> + </method> + <method name="get_column_title_language" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <description> + Returns column title language code. + </description> + </method> + <method name="get_column_title_opentype_feature" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="tag" type="String"> + </argument> + <description> + Returns OpenType feature [code]tag[/code] of the column title. + </description> + </method> <method name="get_column_width" qualifiers="const"> <return type="int"> </return> @@ -106,14 +144,21 @@ <return type="TreeItem"> </return> <description> - Returns the currently edited item. This is only available for custom cell mode. + Returns the currently edited item. Can be used with [signal item_edited] to get the item that was modified. + [codeblock] + func _ready(): + $Tree.item_edited.connect(on_Tree_item_edited) + + func on_Tree_item_edited(): + print($Tree.get_edited()) # This item just got edited (e.g. checked). + [/codeblock] </description> </method> <method name="get_edited_column" qualifiers="const"> <return type="int"> </return> <description> - Returns the column for the currently edited item. This is only available for custom cell mode. + Returns the column for the currently edited item. </description> </method> <method name="get_item_area_rect" qualifiers="const"> @@ -218,6 +263,41 @@ Sets the title of a column. </description> </method> + <method name="set_column_title_direction"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="direction" type="int" enum="Control.TextDirection"> + </argument> + <description> + Sets column title base writing direction. + </description> + </method> + <method name="set_column_title_language"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="language" type="String"> + </argument> + <description> + Sets language code of column title used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </description> + </method> + <method name="set_column_title_opentype_feature"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="tag" type="String"> + </argument> + <argument index="2" name="value" type="int"> + </argument> + <description> + Sets OpenType feature [code]tag[/code] for the column title. + </description> + </method> <method name="set_column_titles_visible"> <return type="void"> </return> @@ -391,7 +471,10 @@ The arrow icon used when a foldable item is not collapsed. </theme_item> <theme_item name="arrow_collapsed" type="Texture2D"> - The arrow icon used when a foldable item is collapsed. + The arrow icon used when a foldable item is collapsed (for left-to-right layouts). + </theme_item> + <theme_item name="arrow_collapsed_mirrored" type="Texture2D"> + The arrow icon used when a foldable item is collapsed (for right-to-left layouts). </theme_item> <theme_item name="bg" type="StyleBox"> Default [StyleBox] for the [Tree], i.e. used when the control is not being focused. @@ -444,6 +527,9 @@ <theme_item name="font_color_selected" type="Color" default="Color( 1, 1, 1, 1 )"> Text [Color] used when the item is selected. </theme_item> + <theme_item name="font_size" type="int"> + Font size of the item's text. + </theme_item> <theme_item name="guide_color" type="Color" default="Color( 0, 0, 0, 0.1 )"> [Color] of the guideline. </theme_item> diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml index a8a17370c2..e97c1e580c 100644 --- a/doc/classes/TreeItem.xml +++ b/doc/classes/TreeItem.xml @@ -54,6 +54,15 @@ Resets the color for the given column to default. </description> </method> + <method name="clear_opentype_features"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <description> + Removes all OpenType features. + </description> + </method> <method name="deselect"> <return type="void"> </return> @@ -118,7 +127,7 @@ <return type="TreeItem"> </return> <description> - Returns the TreeItem's child items. + Returns the TreeItem's first child item or a null object if there is none. </description> </method> <method name="get_custom_bg_color" qualifiers="const"> @@ -184,6 +193,15 @@ Returns the icon [Texture2D] region as [Rect2]. </description> </method> + <method name="get_language" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <description> + Returns item's text language code. + </description> + </method> <method name="get_metadata" qualifiers="const"> <return type="Variant"> </return> @@ -196,7 +214,7 @@ <return type="TreeItem"> </return> <description> - Returns the next TreeItem in the tree. + Returns the next TreeItem in the tree or a null object if there is none. </description> </method> <method name="get_next_visible"> @@ -205,22 +223,33 @@ <argument index="0" name="wrap" type="bool" default="false"> </argument> <description> - Returns the next visible TreeItem in the tree. + Returns the next visible TreeItem in the tree or a null object if there is none. If [code]wrap[/code] is enabled, the method will wrap around to the first visible element in the tree when called on the last visible element, otherwise it returns [code]null[/code]. </description> </method> + <method name="get_opentype_feature" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="tag" type="String"> + </argument> + <description> + Returns OpenType feature [code]tag[/code] of the item's text. + </description> + </method> <method name="get_parent"> <return type="TreeItem"> </return> <description> - Returns the parent TreeItem. + Returns the parent TreeItem or a null object if there is none. </description> </method> <method name="get_prev"> <return type="TreeItem"> </return> <description> - Returns the previous TreeItem in the tree. + Returns the previous TreeItem in the tree or a null object if there is none. </description> </method> <method name="get_prev_visible"> @@ -229,7 +258,7 @@ <argument index="0" name="wrap" type="bool" default="false"> </argument> <description> - Returns the previous visible TreeItem in the tree. + Returns the previous visible TreeItem in the tree or a null object if there is none. If [code]wrap[/code] is enabled, the method will wrap around to the last visible element in the tree when called on the first visible element, otherwise it returns [code]null[/code]. </description> </method> @@ -249,6 +278,30 @@ <description> </description> </method> + <method name="get_structured_text_bidi_override" qualifiers="const"> + <return type="int" enum="Control.StructuredTextParser"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_structured_text_bidi_override_options" qualifiers="const"> + <return type="Array"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <description> + </description> + </method> + <method name="get_suffix" qualifiers="const"> + <return type="String"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <description> + </description> + </method> <method name="get_text" qualifiers="const"> <return type="String"> </return> @@ -267,6 +320,15 @@ Returns the given column's text alignment. </description> </method> + <method name="get_text_direction" qualifiers="const"> + <return type="int" enum="Control.TextDirection"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <description> + Returns item's text base writing direction. + </description> + </method> <method name="get_tooltip" qualifiers="const"> <return type="String"> </return> @@ -525,6 +587,17 @@ Sets the given column's icon's texture region. </description> </method> + <method name="set_language"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="language" type="String"> + </argument> + <description> + Sets language code of item's text used for line-breaking and text shaping algorithms, if left empty current locale is used instead. + </description> + </method> <method name="set_metadata"> <return type="void"> </return> @@ -535,6 +608,19 @@ <description> </description> </method> + <method name="set_opentype_feature"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="tag" type="String"> + </argument> + <argument index="2" name="value" type="int"> + </argument> + <description> + Sets OpenType feature [code]tag[/code] for the item's text. + </description> + </method> <method name="set_range"> <return type="void"> </return> @@ -572,6 +658,36 @@ If [code]true[/code], the given column is selectable. </description> </method> + <method name="set_structured_text_bidi_override"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="parser" type="int" enum="Control.StructuredTextParser"> + </argument> + <description> + </description> + </method> + <method name="set_structured_text_bidi_override_options"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="args" type="Array"> + </argument> + <description> + </description> + </method> + <method name="set_suffix"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="text" type="String"> + </argument> + <description> + </description> + </method> <method name="set_text"> <return type="void"> </return> @@ -593,6 +709,17 @@ Sets the given column's text alignment. See [enum TextAlign] for possible values. </description> </method> + <method name="set_text_direction"> + <return type="void"> + </return> + <argument index="0" name="column" type="int"> + </argument> + <argument index="1" name="direction" type="int" enum="Control.TextDirection"> + </argument> + <description> + Sets item's text base writing direction. + </description> + </method> <method name="set_tooltip"> <return type="void"> </return> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index 1938a3facb..56ccaaf383 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -15,7 +15,7 @@ tween.start() [/codeblock] Many methods require a property name, such as [code]"position"[/code] above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using [code]"property:component"[/code] (eg. [code]position:x[/code]), where it would only apply to that particular component. - Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls the where [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best. + Many of the methods accept [code]trans_type[/code] and [code]ease_type[/code]. The first accepts an [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best. [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url] </description> <tutorials> diff --git a/doc/classes/UDPServer.xml b/doc/classes/UDPServer.xml index f3c865c392..aabfed85f0 100644 --- a/doc/classes/UDPServer.xml +++ b/doc/classes/UDPServer.xml @@ -5,6 +5,7 @@ </brief_description> <description> A simple server that opens a UDP socket and returns connected [PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP.connect_to_host]. + After starting the server ([method listen]), you will need to [method poll] it at regular intervals (e.g. inside [method Node._process]) for it to process new packets, delivering them to the appropriate [PacketPeerUDP], and taking new connections. Below a small example of how it can be used: [codeblock] # server.gd @@ -17,6 +18,7 @@ server.listen(4242) func _process(delta): + server.poll() # Important! if server.is_connection_available(): var peer : PacketPeerUDP = server.take_connection() var pkt = peer.get_packet() @@ -57,7 +59,7 @@ <return type="bool"> </return> <description> - Returns [code]true[/code] if a packet with a new address/port combination is received on the socket. + Returns [code]true[/code] if a packet with a new address/port combination was received on the socket. </description> </method> <method name="is_listening" qualifiers="const"> @@ -78,21 +80,33 @@ Starts the server by opening a UDP socket listening on the given port. You can optionally specify a [code]bind_address[/code] to only listen for packets sent to that address. See also [method PacketPeerUDP.listen]. </description> </method> + <method name="poll"> + <return type="int" enum="Error"> + </return> + <description> + Call this method at regular intervals (e.g. inside [method Node._process]) to process new packets. And packet from known address/port pair will be delivered to the appropriate [PacketPeerUDP], any packet received from an unknown address/port pair will be added as a pending connection (see [method is_connection_available], [method take_connection]). The maximum number of pending connection is defined via [member max_pending_connections]. + </description> + </method> <method name="stop"> <return type="void"> </return> <description> - Stops the server, closing the UDP socket if open. Will not disconnect any connected [PacketPeerUDP]. + Stops the server, closing the UDP socket if open. Will close all connected [PacketPeerUDP] accepted via [method take_connection] (remote peers will not be notified). </description> </method> <method name="take_connection"> <return type="PacketPeerUDP"> </return> <description> - Returns a [PacketPeerUDP] connected to the address/port combination of the first packet in queue. Will return [code]null[/code] if no packet is in queue. See also [method PacketPeerUDP.connect_to_host]. + Returns the first pending connection (connected to the appropriate address/port). Will return [code]null[/code] if no new connection is available. See also [method is_connection_available], [method PacketPeerUDP.connect_to_host]. </description> </method> </methods> + <members> + <member name="max_pending_connections" type="int" setter="set_max_pending_connections" getter="get_max_pending_connections" default="16"> + Define the maximum number of pending connections, during [method poll], any new pending connection exceeding that value will be automatically dropped. Setting this value to [code]0[/code] effectively prevents any new pending connection to be accepted (e.g. when all your players have connected). + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml index 2cc3e974e2..0e4a76a1a9 100644 --- a/doc/classes/UndoRedo.xml +++ b/doc/classes/UndoRedo.xml @@ -110,8 +110,10 @@ <method name="commit_action"> <return type="void"> </return> + <argument index="0" name="execute" type="bool" default="true"> + </argument> <description> - Commit the action. All "do" methods/properties are called/set when this function is called. + Commit the action. If [code]execute[/code] is true (default), all "do" methods/properties are called/set when this function is called. </description> </method> <method name="create_action"> @@ -126,11 +128,34 @@ The way actions are merged is dictated by the [code]merge_mode[/code] argument. See [enum MergeMode] for details. </description> </method> + <method name="get_action_name"> + <return type="String"> + </return> + <argument index="0" name="arg0" type="int"> + </argument> + <description> + Gets the action name from its index. + </description> + </method> + <method name="get_current_action"> + <return type="int"> + </return> + <description> + Gets the index of the current action. + </description> + </method> <method name="get_current_action_name" qualifiers="const"> <return type="String"> </return> <description> - Gets the name of the current action. + Gets the name of the current action, equivalent to [code]get_action_name(get_current_action())[/code]. + </description> + </method> + <method name="get_history_count"> + <return type="int"> + </return> + <description> + Return how many element are in the history. </description> </method> <method name="get_version" qualifiers="const"> diff --git a/doc/classes/VBoxContainer.xml b/doc/classes/VBoxContainer.xml index 6b32a08f93..213f8fd742 100644 --- a/doc/classes/VBoxContainer.xml +++ b/doc/classes/VBoxContainer.xml @@ -7,6 +7,7 @@ Vertical box container. See [BoxContainer]. </description> <tutorials> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> </methods> diff --git a/doc/classes/VSlider.xml b/doc/classes/VSlider.xml index 9394d6b430..5830c9eaf3 100644 --- a/doc/classes/VSlider.xml +++ b/doc/classes/VSlider.xml @@ -5,6 +5,7 @@ </brief_description> <description> Vertical slider. See [Slider]. This one goes from bottom (min) to top (max). + [b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] signals are part of the [Range] class which this class inherits from. </description> <tutorials> </tutorials> diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 042c8d8e67..775bd58bcf 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -17,7 +17,7 @@ - VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time. - C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept. - The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects. - The global [method @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]). + The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]). [codeblock] var foo = 2 match typeof(foo): @@ -50,7 +50,7 @@ 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> - <link>https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link> + <link title="Variant class">https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 64ebc1fa09..4159a38d96 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -5,13 +5,35 @@ </brief_description> <description> 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values. - It uses floating point coordinates. + It uses floating-point coordinates. See [Vector2i] for its integer counterpart. + [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> + <link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> + <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> + <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> + <link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link> </tutorials> <methods> - <method name="Vector2"> + <method name="Vector2" qualifiers="constructor"> + <return type="Vector2"> + </return> + <description> + Constructs a default-initialized [Vector2] with all components set to [code]0[/code]. + </description> + </method> + <method name="Vector2" qualifiers="constructor"> + <return type="Vector2"> + </return> + <argument index="0" name="from" type="Vector2"> + </argument> + <description> + Constructs a [Vector2] as a copy of the given [Vector2]. + </description> + </method> + <method name="Vector2" qualifiers="constructor"> <return type="Vector2"> </return> <argument index="0" name="from" type="Vector2i"> @@ -20,7 +42,7 @@ Constructs a new [Vector2] from [Vector2i]. </description> </method> - <method name="Vector2"> + <method name="Vector2" qualifiers="constructor"> <return type="Vector2"> </return> <argument index="0" name="x" type="float"> @@ -42,8 +64,9 @@ <return type="float"> </return> <description> - Returns the vector's angle in radians with respect to the X axis, or [code](1, 0)[/code] vector. - Equivalent to the result of [method @GDScript.atan2] when called with the vector's [member x] and [member y] as parameters: [code]atan2(x, y)[/code]. + Returns this vector's angle with respect to the positive X axis, or [code](1, 0)[/code] vector, in radians. + For example, [code]Vector2.RIGHT.angle()[/code] will return zero, [code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return [code]-PI / 4[/code] (a negative eighth turn, or -45 degrees). + Equivalent to the result of [method @GlobalScope.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]. </description> </method> <method name="angle_to"> @@ -52,7 +75,7 @@ <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns the angle in radians between the two vectors. + Returns the angle to the given vector, in radians. </description> </method> <method name="angle_to_point"> @@ -61,14 +84,14 @@ <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns the angle in radians between the line connecting the two points and the X coordinate. + Returns the angle between the line connecting the two points and the X axis, in radians. </description> </method> <method name="aspect"> <return type="float"> </return> <description> - Returns the ratio of [member x] to [member y]. + Returns the aspect ratio of this vector, the ratio of [member x] to [member y]. </description> </method> <method name="bounce"> @@ -84,7 +107,7 @@ <return type="Vector2"> </return> <description> - Returns the vector with all components rounded up. + Returns the vector with all components rounded up (towards positive infinity). </description> </method> <method name="clamped"> @@ -93,7 +116,7 @@ <argument index="0" name="length" type="float"> </argument> <description> - Returns the vector with a maximum length. + Returns the vector with a maximum length by limiting its length to [code]length[/code]. </description> </method> <method name="cross"> @@ -102,7 +125,7 @@ <argument index="0" name="with" type="Vector2"> </argument> <description> - Returns the 2-dimensional analog of the cross product with the given vector. + Returns the cross product of this vector and [code]with[/code]. </description> </method> <method name="cubic_interpolate"> @@ -114,10 +137,10 @@ </argument> <argument index="2" name="post_b" type="Vector2"> </argument> - <argument index="3" name="t" type="float"> + <argument index="3" name="weight" type="float"> </argument> <description> - Cubically interpolates between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Cubically interpolates between this vector and [code]b[/code] using [code]pre_a[/code] and [code]post_b[/code] as handles, and returns the result at position [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> <method name="direction_to"> @@ -126,7 +149,7 @@ <argument index="0" name="b" type="Vector2"> </argument> <description> - Returns the normalized vector pointing from this vector to [code]b[/code]. + Returns the normalized vector pointing from this vector to [code]b[/code]. This is equivalent to using [code](b - a).normalized()[/code]. </description> </method> <method name="distance_squared_to"> @@ -135,7 +158,8 @@ <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns the squared distance to vector [code]b[/code]. Prefer this function over [method distance_to] if you need to sort vectors or need the squared distance for some formula. + Returns the squared distance between this vector and [code]b[/code]. + This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> <method name="distance_to"> @@ -144,7 +168,7 @@ <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns the distance to vector [code]b[/code]. + Returns the distance between this vector and [code]to[/code]. </description> </method> <method name="dot"> @@ -153,55 +177,59 @@ <argument index="0" name="with" type="Vector2"> </argument> <description> - Returns the dot product with vector [code]b[/code]. + Returns the dot product of this vector and [code]with[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player. + The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees. + When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned. + [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]. </description> </method> <method name="floor"> <return type="Vector2"> </return> <description> - Returns the vector with all components rounded down. + Returns the vector with all components rounded down (towards negative infinity). </description> </method> <method name="is_equal_approx"> <return type="bool"> </return> - <argument index="0" name="v" type="Vector2"> + <argument index="0" name="to" type="Vector2"> </argument> <description> - Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component. + Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. </description> </method> <method name="is_normalized"> <return type="bool"> </return> <description> - Returns [code]true[/code] if the vector is normalized. + Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise. </description> </method> <method name="length"> <return type="float"> </return> <description> - Returns the vector's length. + Returns the length (magnitude) of this vector. </description> </method> <method name="length_squared"> <return type="float"> </return> <description> - Returns the vector's length squared. Prefer this method over [method length] if you need to sort vectors or need the squared length for some formula. + Returns the squared length (squared magnitude) of this vector. + This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> <method name="lerp"> <return type="Vector2"> </return> - <argument index="0" name="b" type="Vector2"> + <argument index="0" name="to" type="Vector2"> </argument> - <argument index="1" name="t" type="float"> + <argument index="1" name="weight" type="float"> </argument> <description> - Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> <method name="move_toward"> @@ -222,13 +250,160 @@ Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="right" type="Transform2D"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Vector2"> + </return> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Vector2"> + </return> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator <" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator <=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator >" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator >=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> + <method name="orthogonal"> + <return type="Vector2"> + </return> + <description> + Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length. + </description> + </method> <method name="posmod"> <return type="Vector2"> </return> <argument index="0" name="mod" type="float"> </argument> <description> - Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]mod[/code]. + Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]mod[/code]. </description> </method> <method name="posmodv"> @@ -237,7 +412,7 @@ <argument index="0" name="modv" type="Vector2"> </argument> <description> - Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]modv[/code]'s components. + Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]modv[/code]'s components. </description> </method> <method name="project"> @@ -264,7 +439,7 @@ <argument index="0" name="phi" type="float"> </argument> <description> - Returns the vector rotated by [code]phi[/code] radians. See also [method @GDScript.deg2rad]. + Returns the vector rotated by [code]phi[/code] radians. See also [method @GlobalScope.deg2rad]. </description> </method> <method name="round"> @@ -278,18 +453,18 @@ <return type="Vector2"> </return> <description> - Returns the vector with each component set to one or negative one, depending on the signs of the components. + Returns the vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. </description> </method> <method name="slerp"> <return type="Vector2"> </return> - <argument index="0" name="b" type="Vector2"> + <argument index="0" name="to" type="Vector2"> </argument> - <argument index="1" name="t" type="float"> + <argument index="1" name="weight" type="float"> </argument> <description> - Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. [b]Note:[/b] Both vectors must be normalized. </description> </method> @@ -299,23 +474,16 @@ <argument index="0" name="n" type="Vector2"> </argument> <description> - Returns the component of the vector along a plane defined by the given normal. + Returns this vector slid along a plane defined by the given normal. </description> </method> <method name="snapped"> <return type="Vector2"> </return> - <argument index="0" name="by" type="Vector2"> + <argument index="0" name="step" type="Vector2"> </argument> <description> - Returns the vector snapped to a grid with the given size. - </description> - </method> - <method name="tangent"> - <return type="Vector2"> - </return> - <description> - Returns a perpendicular vector. + Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals. </description> </method> </methods> @@ -335,25 +503,25 @@ Enumerated value for the Y axis. </constant> <constant name="ZERO" value="Vector2( 0, 0 )"> - Zero vector. + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector2( 1, 1 )"> - One vector. + One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="INF" value="Vector2( inf, inf )"> - Infinity vector. + Infinity vector, a vector with all components set to [constant @GDScript.INF]. </constant> <constant name="LEFT" value="Vector2( -1, 0 )"> - Left unit vector. + Left unit vector. Represents the direction of left. </constant> <constant name="RIGHT" value="Vector2( 1, 0 )"> - Right unit vector. + Right unit vector. Represents the direction of right. </constant> <constant name="UP" value="Vector2( 0, -1 )"> - Up unit vector. + Up unit vector. Y is down in 2D, so this vector points -Y. </constant> <constant name="DOWN" value="Vector2( 0, 1 )"> - Down unit vector. + Down unit vector. Y is down in 2D, so this vector points +Y. </constant> </constants> </class> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index a516eb01dd..a4ea5c2742 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -5,13 +5,41 @@ </brief_description> <description> 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values. - It uses integer coordinates. + It uses integer coordinates and is therefore preferable to [Vector2] when exact precision is required. + [b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> + <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> </tutorials> <methods> - <method name="Vector2i"> + <method name="Vector2i" qualifiers="constructor"> + <return type="Vector2i"> + </return> + <description> + Constructs a default-initialized [Vector2i] with all components set to [code]0[/code]. + </description> + </method> + <method name="Vector2i" qualifiers="constructor"> + <return type="Vector2i"> + </return> + <argument index="0" name="from" type="Vector2i"> + </argument> + <description> + Constructs a [Vector2i] as a copy of the given [Vector2i]. + </description> + </method> + <method name="Vector2i" qualifiers="constructor"> + <return type="Vector2i"> + </return> + <argument index="0" name="from" type="Vector2"> + </argument> + <description> + Constructs a new [Vector2i] from [Vector2]. The floating point coordinates will be truncated. + </description> + </method> + <method name="Vector2i" qualifiers="constructor"> <return type="Vector2i"> </return> <argument index="0" name="x" type="int"> @@ -22,16 +50,184 @@ Constructs a new [Vector2i] from the given [code]x[/code] and [code]y[/code]. </description> </method> - <method name="Vector2i"> + <method name="abs"> <return type="Vector2i"> </return> - <argument index="0" name="from" type="Vector2"> + <description> + Returns a new vector with all components in absolute values (i.e. positive). + </description> + </method> + <method name="aspect"> + <return type="float"> + </return> + <description> + Returns the ratio of [member x] to [member y]. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector2i"> </argument> <description> - Constructs a new [Vector2i] from [Vector2]. The floating point coordinates will be truncated. + </description> + </method> + <method name="operator %" qualifiers="operator"> + <return type="Vector2i"> + </return> + <argument index="0" name="right" type="Vector2i"> + </argument> + <description> + </description> + </method> + <method name="operator %" qualifiers="operator"> + <return type="Vector2i"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector2i"> + </return> + <argument index="0" name="right" type="Vector2i"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector2i"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector2i"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Vector2i"> + </return> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Vector2i"> + </return> + <argument index="0" name="right" type="Vector2i"> + </argument> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Vector2i"> + </return> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Vector2i"> + </return> + <argument index="0" name="right" type="Vector2i"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Vector2i"> + </return> + <argument index="0" name="right" type="Vector2i"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Vector2i"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Vector2i"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator <" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector2i"> + </argument> + <description> + </description> + </method> + <method name="operator <=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector2i"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector2i"> + </argument> + <description> + </description> + </method> + <method name="operator >" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector2i"> + </argument> + <description> + </description> + </method> + <method name="operator >=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector2i"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> + <method name="sign"> + <return type="Vector2i"> + </return> + <description> + Returns the vector with each component set to one or negative one, depending on the signs of the components. </description> </method> </methods> + <members> + <member name="x" type="int" setter="" getter="" default="0"> + The vector's X component. Also accessible by using the index position [code][0][/code]. + </member> + <member name="y" type="int" setter="" getter="" default="0"> + The vector's Y component. Also accessible by using the index position [code][1][/code]. + </member> + </members> <constants> <constant name="AXIS_X" value="0"> Enumerated value for the X axis. @@ -40,22 +236,22 @@ Enumerated value for the Y axis. </constant> <constant name="ZERO" value="Vector2i( 0, 0 )"> - Zero vector. + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector2i( 1, 1 )"> - One vector. + One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="LEFT" value="Vector2i( -1, 0 )"> - Left unit vector. + Left unit vector. Represents the direction of left. </constant> <constant name="RIGHT" value="Vector2i( 1, 0 )"> - Right unit vector. + Right unit vector. Represents the direction of right. </constant> <constant name="UP" value="Vector2i( 0, -1 )"> - Up unit vector. + Up unit vector. Y is down in 2D, so this vector points -Y. </constant> <constant name="DOWN" value="Vector2i( 0, 1 )"> - Down unit vector. + Down unit vector. Y is down in 2D, so this vector points +Y. </constant> </constants> </class> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 8c18ca8cc9..2d129a2c86 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -5,13 +5,35 @@ </brief_description> <description> 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. - It uses floating point coordinates. + It uses floating-point coordinates. See [Vector3i] for its integer counterpart. + [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> + <link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link> + <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> + <link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/584</link> + <link title="All 3D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/3d</link> </tutorials> <methods> - <method name="Vector3"> + <method name="Vector3" qualifiers="constructor"> + <return type="Vector3"> + </return> + <description> + Constructs a default-initialized [Vector3] with all components set to [code]0[/code]. + </description> + </method> + <method name="Vector3" qualifiers="constructor"> + <return type="Vector3"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <description> + Constructs a [Vector3] as a copy of the given [Vector3]. + </description> + </method> + <method name="Vector3" qualifiers="constructor"> <return type="Vector3"> </return> <argument index="0" name="from" type="Vector3i"> @@ -20,7 +42,7 @@ Constructs a new [Vector3] from [Vector3i]. </description> </method> - <method name="Vector3"> + <method name="Vector3" qualifiers="constructor"> <return type="Vector3"> </return> <argument index="0" name="x" type="float"> @@ -46,7 +68,7 @@ <argument index="0" name="to" type="Vector3"> </argument> <description> - Returns the minimum angle to the given vector. + Returns the minimum angle to the given vector, in radians. </description> </method> <method name="bounce"> @@ -62,16 +84,16 @@ <return type="Vector3"> </return> <description> - Returns a new vector with all components rounded up. + Returns a new vector with all components rounded up (towards positive infinity). </description> </method> <method name="cross"> <return type="Vector3"> </return> - <argument index="0" name="b" type="Vector3"> + <argument index="0" name="with" type="Vector3"> </argument> <description> - Returns the cross product with [code]b[/code]. + Returns the cross product of this vector and [code]b[/code]. </description> </method> <method name="cubic_interpolate"> @@ -83,10 +105,10 @@ </argument> <argument index="2" name="post_b" type="Vector3"> </argument> - <argument index="3" name="t" type="float"> + <argument index="3" name="weight" type="float"> </argument> <description> - Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by the given amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by the given amount [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> <method name="direction_to"> @@ -95,7 +117,7 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the normalized vector pointing from this vector to [code]b[/code]. + Returns the normalized vector pointing from this vector to [code]b[/code]. This is equivalent to using [code](b - a).normalized()[/code]. </description> </method> <method name="distance_squared_to"> @@ -104,7 +126,8 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the squared distance to [code]b[/code]. Prefer this function over [method distance_to] if you need to sort vectors or need the squared distance for some formula. + Returns the squared distance between this vector and [code]b[/code]. + This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> <method name="distance_to"> @@ -113,23 +136,26 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the distance to [code]b[/code]. + Returns the distance between this vector and [code]b[/code]. </description> </method> <method name="dot"> <return type="float"> </return> - <argument index="0" name="b" type="Vector3"> + <argument index="0" name="with" type="Vector3"> </argument> <description> - Returns the dot product with [code]b[/code]. + Returns the dot product of this vector and [code]b[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player. + The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees. + When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned. + [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]. </description> </method> <method name="floor"> <return type="Vector3"> </return> <description> - Returns a new vector with all components rounded down. + Returns a new vector with all components rounded down (towards negative infinity). </description> </method> <method name="inverse"> @@ -142,56 +168,57 @@ <method name="is_equal_approx"> <return type="bool"> </return> - <argument index="0" name="v" type="Vector3"> + <argument index="0" name="to" type="Vector3"> </argument> <description> - Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component. + Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component. </description> </method> <method name="is_normalized"> <return type="bool"> </return> <description> - Returns [code]true[/code] if the vector is normalized. + Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise. </description> </method> <method name="length"> <return type="float"> </return> <description> - Returns the vector's length. + Returns the length (magnitude) of this vector. </description> </method> <method name="length_squared"> <return type="float"> </return> <description> - Returns the vector's length squared. Prefer this function over [method length] if you need to sort vectors or need the squared length for some formula. + Returns the squared length (squared magnitude) of this vector. + This method runs faster than [method length], so prefer it if you need to compare vectors or need the squared distance for some formula. </description> </method> <method name="lerp"> <return type="Vector3"> </return> - <argument index="0" name="b" type="Vector3"> + <argument index="0" name="to" type="Vector3"> </argument> - <argument index="1" name="t" type="float"> + <argument index="1" name="weight" type="float"> </argument> <description> - Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation.. + Returns the result of the linear interpolation between this vector and [code]b[/code] by amount [code]weight[/code]. [code]weight[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. </description> </method> <method name="max_axis"> <return type="int"> </return> <description> - Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. + Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X]. </description> </method> <method name="min_axis"> <return type="int"> </return> <description> - Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. + Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z]. </description> </method> <method name="move_toward"> @@ -202,7 +229,7 @@ <argument index="1" name="delta" type="float"> </argument> <description> - Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] amount. + Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] amount. </description> </method> <method name="normalized"> @@ -212,10 +239,166 @@ Returns the vector scaled to unit length. Equivalent to [code]v / v.length()[/code]. </description> </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="Basis"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="Quat"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="Transform"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Vector3"> + </return> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Vector3"> + </return> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator <" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator <=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator >" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator >=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> <method name="outer"> <return type="Basis"> </return> - <argument index="0" name="b" type="Vector3"> + <argument index="0" name="with" type="Vector3"> </argument> <description> Returns the outer product with [code]b[/code]. @@ -227,7 +410,7 @@ <argument index="0" name="mod" type="float"> </argument> <description> - Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]mod[/code]. + Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]mod[/code]. </description> </method> <method name="posmodv"> @@ -236,7 +419,7 @@ <argument index="0" name="modv" type="Vector3"> </argument> <description> - Returns a vector composed of the [code]fposmod[/code] of this vector's components and [code]modv[/code]'s components. + Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]modv[/code]'s components. </description> </method> <method name="project"> @@ -245,7 +428,7 @@ <argument index="0" name="b" type="Vector3"> </argument> <description> - Returns the vector projected onto the vector [code]b[/code]. + Returns this vector projected onto another vector [code]b[/code]. </description> </method> <method name="reflect"> @@ -254,43 +437,43 @@ <argument index="0" name="n" type="Vector3"> </argument> <description> - Returns the vector reflected from a plane defined by the given normal. + Returns this vector reflected from a plane defined by the given normal. </description> </method> <method name="rotated"> <return type="Vector3"> </return> - <argument index="0" name="axis" type="Vector3"> + <argument index="0" name="by_axis" type="Vector3"> </argument> <argument index="1" name="phi" type="float"> </argument> <description> - Rotates the vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector. + Rotates this vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector. </description> </method> <method name="round"> <return type="Vector3"> </return> <description> - Returns the vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. + Returns this vector with all components rounded to the nearest integer, with halfway cases rounded away from zero. </description> </method> <method name="sign"> <return type="Vector3"> </return> <description> - Returns the vector with each component set to one or negative one, depending on the signs of the components. + Returns a vector with each component set to one or negative one, depending on the signs of this vector's components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. </description> </method> <method name="slerp"> <return type="Vector3"> </return> - <argument index="0" name="b" type="Vector3"> + <argument index="0" name="to" type="Vector3"> </argument> - <argument index="1" name="t" type="float"> + <argument index="1" name="weight" type="float"> </argument> <description> - Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 - 1.0[/code], representing the amount of interpolation. + Returns the result of spherical linear interpolation between this vector and [code]b[/code], by amount [code]t[/code]. [code]t[/code] is on the range of 0.0 to 1.0, representing the amount of interpolation. [b]Note:[/b] Both vectors must be normalized. </description> </method> @@ -300,16 +483,16 @@ <argument index="0" name="n" type="Vector3"> </argument> <description> - Returns the component of the vector along a plane defined by the given normal. + Returns this vector slid along a plane defined by the given normal. </description> </method> <method name="snapped"> <return type="Vector3"> </return> - <argument index="0" name="by" type="Vector3"> + <argument index="0" name="step" type="Vector3"> </argument> <description> - Returns a copy of the vector snapped to the lowest neared multiple. + Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals. </description> </method> <method name="to_diagonal_matrix"> @@ -317,6 +500,7 @@ </return> <description> Returns a diagonal matrix with the vector as main diagonal. + This is equivalent to a Basis with no rotation or shearing and this vector's components set as the scale. </description> </method> </methods> @@ -342,19 +526,19 @@ Enumerated value for the Z axis. Returned by [method max_axis] and [method min_axis]. </constant> <constant name="ZERO" value="Vector3( 0, 0, 0 )"> - Zero vector. + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector3( 1, 1, 1 )"> - One vector. + One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="INF" value="Vector3( inf, inf, inf )"> - Infinity vector. + Infinity vector, a vector with all components set to [constant @GDScript.INF]. </constant> <constant name="LEFT" value="Vector3( -1, 0, 0 )"> - Left unit vector. + Left unit vector. Represents the local direction of left, and the global direction of west. </constant> <constant name="RIGHT" value="Vector3( 1, 0, 0 )"> - Right unit vector. + Right unit vector. Represents the local direction of right, and the global direction of east. </constant> <constant name="UP" value="Vector3( 0, 1, 0 )"> Up unit vector. @@ -363,10 +547,10 @@ Down unit vector. </constant> <constant name="FORWARD" value="Vector3( 0, 0, -1 )"> - Forward unit vector. + Forward unit vector. Represents the local direction of forward, and the global direction of north. </constant> <constant name="BACK" value="Vector3( 0, 0, 1 )"> - Back unit vector. + Back unit vector. Represents the local direction of back, and the global direction of south. </constant> </constants> </class> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 4f5a658b89..a1ae2aceab 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -5,13 +5,41 @@ </brief_description> <description> 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. - It uses integer coordinates. + It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required. + [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link> + <link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link> </tutorials> <methods> - <method name="Vector3i"> + <method name="Vector3i" qualifiers="constructor"> + <return type="Vector3i"> + </return> + <description> + Constructs a default-initialized [Vector3i] with all components set to [code]0[/code]. + </description> + </method> + <method name="Vector3i" qualifiers="constructor"> + <return type="Vector3i"> + </return> + <argument index="0" name="from" type="Vector3i"> + </argument> + <description> + Constructs a [Vector3i] as a copy of the given [Vector3i]. + </description> + </method> + <method name="Vector3i" qualifiers="constructor"> + <return type="Vector3i"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <description> + Constructs a new [Vector3i] from [Vector3]. The floating point coordinates will be truncated. + </description> + </method> + <method name="Vector3i" qualifiers="constructor"> <return type="Vector3i"> </return> <argument index="0" name="x" type="int"> @@ -24,16 +52,193 @@ Returns a [Vector3i] with the given components. </description> </method> - <method name="Vector3i"> + <method name="abs"> <return type="Vector3i"> </return> - <argument index="0" name="from" type="Vector3"> + <description> + </description> + </method> + <method name="max_axis"> + <return type="int"> + </return> + <description> + Returns the axis of the vector's largest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_X]. + </description> + </method> + <method name="min_axis"> + <return type="int"> + </return> + <description> + Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] constants. If all components are equal, this method returns [constant AXIS_Z]. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector3i"> </argument> <description> - Constructs a new [Vector3i] from [Vector3]. The floating point coordinates will be truncated. + </description> + </method> + <method name="operator %" qualifiers="operator"> + <return type="Vector3i"> + </return> + <argument index="0" name="right" type="Vector3i"> + </argument> + <description> + </description> + </method> + <method name="operator %" qualifiers="operator"> + <return type="Vector3i"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3i"> + </return> + <argument index="0" name="right" type="Vector3i"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3i"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3i"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Vector3i"> + </return> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="Vector3i"> + </return> + <argument index="0" name="right" type="Vector3i"> + </argument> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Vector3i"> + </return> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="Vector3i"> + </return> + <argument index="0" name="right" type="Vector3i"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Vector3i"> + </return> + <argument index="0" name="right" type="Vector3i"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Vector3i"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="Vector3i"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator <" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector3i"> + </argument> + <description> + </description> + </method> + <method name="operator <=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector3i"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector3i"> + </argument> + <description> + </description> + </method> + <method name="operator >" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector3i"> + </argument> + <description> + </description> + </method> + <method name="operator >=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="Vector3i"> + </argument> + <description> + </description> + </method> + <method name="operator []" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="index" type="int"> + </argument> + <description> + </description> + </method> + <method name="sign"> + <return type="Vector3i"> + </return> + <description> + Returns the vector with each component set to one or negative one, depending on the signs of the components. </description> </method> </methods> + <members> + <member name="x" type="int" setter="" getter="" default="0"> + The vector's X component. Also accessible by using the index position [code][0][/code]. + </member> + <member name="y" type="int" setter="" getter="" default="0"> + The vector's Y component. Also accessible by using the index position [code][1][/code]. + </member> + <member name="z" type="int" setter="" getter="" default="0"> + The vector's Z component. Also accessible by using the index position [code][2][/code]. + </member> + </members> <constants> <constant name="AXIS_X" value="0"> Enumerated value for the X axis. @@ -45,16 +250,16 @@ Enumerated value for the Z axis. </constant> <constant name="ZERO" value="Vector3i( 0, 0, 0 )"> - Zero vector. + Zero vector, a vector with all components set to [code]0[/code]. </constant> <constant name="ONE" value="Vector3i( 1, 1, 1 )"> - One vector. + One vector, a vector with all components set to [code]1[/code]. </constant> <constant name="LEFT" value="Vector3i( -1, 0, 0 )"> - Left unit vector. + Left unit vector. Represents the local direction of left, and the global direction of west. </constant> <constant name="RIGHT" value="Vector3i( 1, 0, 0 )"> - Right unit vector. + Right unit vector. Represents the local direction of right, and the global direction of east. </constant> <constant name="UP" value="Vector3i( 0, 1, 0 )"> Up unit vector. @@ -63,10 +268,10 @@ Down unit vector. </constant> <constant name="FORWARD" value="Vector3i( 0, 0, -1 )"> - Forward unit vector. + Forward unit vector. Represents the local direction of forward, and the global direction of north. </constant> <constant name="BACK" value="Vector3i( 0, 0, 1 )"> - Back unit vector. + Back unit vector. Represents the local direction of back, and the global direction of south. </constant> </constants> </class> diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml index b8b85ff605..90d0591949 100644 --- a/doc/classes/VehicleBody3D.xml +++ b/doc/classes/VehicleBody3D.xml @@ -6,8 +6,10 @@ <description> This node implements all the physics logic needed to simulate a car. It is based on the raycast vehicle system commonly found in physics engines. You will need to add a [CollisionShape3D] for the main body of your vehicle and add [VehicleWheel3D] nodes for the wheels. You should also add a [MeshInstance3D] to this node for the 3D model of your car but this model should not include meshes for the wheels. You should control the vehicle by using the [member brake], [member engine_force], and [member steering] properties and not change the position or orientation of this node directly. [b]Note:[/b] The origin point of your VehicleBody3D will determine the center of gravity of your vehicle so it is better to keep this low and move the [CollisionShape3D] and [MeshInstance3D] upwards. + [b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you will probably have to write your own physics integration using another [PhysicsBody3D] class. </description> <tutorials> + <link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link> </tutorials> <methods> </methods> @@ -24,7 +26,6 @@ <member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0"> The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have [member VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically be rotated. </member> - <member name="weight" type="float" setter="set_weight" getter="get_weight" override="true" default="392.0" /> </members> <constants> </constants> diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index c71d797eff..fb0cb03d1c 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -5,8 +5,10 @@ </brief_description> <description> This node needs to be used as a child node of [VehicleBody3D] and simulates the behavior of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface. + [b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you will probably have to write your own physics integration using another [PhysicsBody3D] class. </description> <tutorials> + <link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link> </tutorials> <methods> <method name="get_rpm" qualifiers="const"> diff --git a/doc/classes/VideoPlayer.xml b/doc/classes/VideoPlayer.xml index 91c8ad0a77..80f97c3419 100644 --- a/doc/classes/VideoPlayer.xml +++ b/doc/classes/VideoPlayer.xml @@ -5,7 +5,8 @@ </brief_description> <description> Control node for playing video streams using [VideoStream] resources. - Supported video formats are [url=https://www.webmproject.org/]WebM[/url] ([VideoStreamWebm]), [url=https://www.theora.org/]Ogg Theora[/url] ([VideoStreamTheora]), and any format exposed via a GDNative plugin using [VideoStreamGDNative]. + Supported video formats are [url=https://www.webmproject.org/]WebM[/url] ([code].webm[/code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg Theora[/url] ([code].ogv[/code], [VideoStreamTheora]), and any format exposed via a GDNative plugin using [VideoStreamGDNative]. + [b]Note:[/b] Due to a bug, VideoPlayer does not support localization remapping yet. </description> <tutorials> </tutorials> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 3b52c80c9a..e66b8353a8 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -12,8 +12,14 @@ Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="Viewports tutorial index">https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link> + <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link> + <link title="3D in 2D Demo">https://godotengine.org/asset-library/asset/128</link> + <link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link> + <link title="Screen Capture Demo">https://godotengine.org/asset-library/asset/130</link> + <link title="Dynamic Split Screen Demo">https://godotengine.org/asset-library/asset/541</link> + <link title="3D Viewport Scaling Demo">https://godotengine.org/asset-library/asset/586</link> </tutorials> <methods> <method name="find_world_2d" qualifiers="const"> @@ -207,7 +213,7 @@ The global canvas transform of the viewport. The canvas transform is relative to this. </member> <member name="gui_disable_input" type="bool" setter="set_disable_input" getter="is_input_disabled" default="false"> - If [code]true[/code], the viewport will not receive input event. + If [code]true[/code], the viewport will not receive input events. </member> <member name="gui_embed_subwindows" type="bool" setter="set_embed_subwindows_hint" getter="get_embed_subwindows_hint" default="false"> </member> @@ -216,6 +222,8 @@ </member> <member name="handle_input_locally" type="bool" setter="set_handle_input_locally" getter="is_handling_input_locally" default="true"> </member> + <member name="lod_threshold" type="float" setter="set_lod_threshold" getter="get_lod_threshold" default="1.0"> + </member> <member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0"> The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems. </member> @@ -228,6 +236,10 @@ <member name="screen_space_aa" type="int" setter="set_screen_space_aa" getter="get_screen_space_aa" enum="Viewport.ScreenSpaceAA" default="0"> Sets the screen-space antialiasing method used. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. </member> + <member name="sdf_oversize" type="int" setter="set_sdf_oversize" getter="get_sdf_oversize" enum="Viewport.SDFOversize" default="1"> + </member> + <member name="sdf_scale" type="int" setter="set_sdf_scale" getter="get_sdf_scale" enum="Viewport.SDFScale" default="1"> + </member> <member name="shadow_atlas_quad_0" type="int" setter="set_shadow_atlas_quadrant_subdiv" getter="get_shadow_atlas_quadrant_subdiv" enum="Viewport.ShadowAtlasQuadrantSubdiv" default="2"> The subdivision amount of the first quadrant on the shadow atlas. </member> @@ -244,9 +256,15 @@ The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2. [b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-created viewports default to a value of 0, this value must be set above 0 manually. </member> + <member name="snap_2d_transforms_to_pixel" type="bool" setter="set_snap_2d_transforms_to_pixel" getter="is_snap_2d_transforms_to_pixel_enabled" default="false"> + </member> + <member name="snap_2d_vertices_to_pixel" type="bool" setter="set_snap_2d_vertices_to_pixel" getter="is_snap_2d_vertices_to_pixel_enabled" default="false"> + </member> <member name="transparent_bg" type="bool" setter="set_transparent_background" getter="has_transparent_background" default="false"> If [code]true[/code], the viewport should render its background as transparent. </member> + <member name="use_debanding" type="bool" setter="set_use_debanding" getter="is_using_debanding" default="false"> + </member> <member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d"> The custom [World2D] which can be used as 2D environment source. </member> @@ -315,7 +333,7 @@ Do not perform any antialiasing in the full screen post-process. </constant> <constant name="SCREEN_SPACE_AA_FXAA" value="1" enum="ScreenSpaceAA"> - Use fast approximate antialiasing. FXAA is a popular screen-space antialising method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. + Use fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. </constant> <constant name="SCREEN_SPACE_AA_MAX" value="2" enum="ScreenSpaceAA"> Represents the size of the [enum ScreenSpaceAA] enum. @@ -377,15 +395,20 @@ <constant name="DEBUG_DRAW_SSAO" value="12" enum="DebugDraw"> Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment]. </constant> - <constant name="DEBUG_DRAW_ROUGHNESS_LIMITER" value="13" enum="DebugDraw"> - Draws the roughness limiter post process over the Viewport so you can see where it has an effect. It must be enabled in [member ProjectSettings.rendering/quality/screen_filters/screen_space_roughness_limiter] to work. - </constant> - <constant name="DEBUG_DRAW_PSSM_SPLITS" value="14" enum="DebugDraw"> + <constant name="DEBUG_DRAW_PSSM_SPLITS" value="13" enum="DebugDraw"> Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow. </constant> - <constant name="DEBUG_DRAW_DECAL_ATLAS" value="15" enum="DebugDraw"> + <constant name="DEBUG_DRAW_DECAL_ATLAS" value="14" enum="DebugDraw"> Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport]. </constant> + <constant name="DEBUG_DRAW_SDFGI" value="15" enum="DebugDraw"> + </constant> + <constant name="DEBUG_DRAW_SDFGI_PROBES" value="16" enum="DebugDraw"> + </constant> + <constant name="DEBUG_DRAW_GI_BUFFER" value="17" enum="DebugDraw"> + </constant> + <constant name="DEBUG_DRAW_DISABLE_LOD" value="18" enum="DebugDraw"> + </constant> <constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter"> The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized. </constant> @@ -413,5 +436,23 @@ <constant name="DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MAX" value="3" enum="DefaultCanvasItemTextureRepeat"> Max value for [enum DefaultCanvasItemTextureRepeat] enum. </constant> + <constant name="SDF_OVERSIZE_100_PERCENT" value="0" enum="SDFOversize"> + </constant> + <constant name="SDF_OVERSIZE_120_PERCENT" value="1" enum="SDFOversize"> + </constant> + <constant name="SDF_OVERSIZE_150_PERCENT" value="2" enum="SDFOversize"> + </constant> + <constant name="SDF_OVERSIZE_200_PERCENT" value="3" enum="SDFOversize"> + </constant> + <constant name="SDF_OVERSIZE_MAX" value="4" enum="SDFOversize"> + </constant> + <constant name="SDF_SCALE_100_PERCENT" value="0" enum="SDFScale"> + </constant> + <constant name="SDF_SCALE_50_PERCENT" value="1" enum="SDFScale"> + </constant> + <constant name="SDF_SCALE_25_PERCENT" value="2" enum="SDFScale"> + </constant> + <constant name="SDF_SCALE_MAX" value="3" enum="SDFScale"> + </constant> </constants> </class> diff --git a/doc/classes/ViewportTexture.xml b/doc/classes/ViewportTexture.xml index 14b460a43b..393f1bb0b8 100644 --- a/doc/classes/ViewportTexture.xml +++ b/doc/classes/ViewportTexture.xml @@ -8,6 +8,10 @@ To create a ViewportTexture in code, use the [method Viewport.get_texture] method on the target viewport. </description> <tutorials> + <link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link> + <link title="3D in 2D Demo">https://godotengine.org/asset-library/asset/128</link> + <link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link> + <link title="3D Viewport Scaling Demo">https://godotengine.org/asset-library/asset/586</link> </tutorials> <methods> </methods> diff --git a/doc/classes/VisibilityEnabler2D.xml b/doc/classes/VisibilityEnabler2D.xml index a5abf16a8d..02fe7a7cd0 100644 --- a/doc/classes/VisibilityEnabler2D.xml +++ b/doc/classes/VisibilityEnabler2D.xml @@ -5,7 +5,8 @@ </brief_description> <description> The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and other nodes when they are not visible. It will only affect nodes with the same root node as the VisibilityEnabler2D, and the root node itself. - [b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need exact visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. + If you just want to receive notifications, use [VisibilityNotifier2D] instead. + [b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need precise visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. [b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene initialization. </description> <tutorials> diff --git a/doc/classes/VisibilityEnabler3D.xml b/doc/classes/VisibilityEnabler3D.xml index 342a37e7a4..d78ebb55f2 100644 --- a/doc/classes/VisibilityEnabler3D.xml +++ b/doc/classes/VisibilityEnabler3D.xml @@ -5,7 +5,8 @@ </brief_description> <description> The VisibilityEnabler3D will disable [RigidBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler3D itself. - [b]Note:[/b] VisibilityEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. If you need exact visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node. + If you just want to receive notifications, use [VisibilityNotifier3D] instead. + [b]Note:[/b] VisibilityEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot]. [b]Note:[/b] VisibilityEnabler3D will not affect nodes added after scene initialization. </description> <tutorials> diff --git a/doc/classes/VisibilityNotifier2D.xml b/doc/classes/VisibilityNotifier2D.xml index 391163ef94..761438b77e 100644 --- a/doc/classes/VisibilityNotifier2D.xml +++ b/doc/classes/VisibilityNotifier2D.xml @@ -5,9 +5,11 @@ </brief_description> <description> The VisibilityNotifier2D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a viewport. - [b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need exact visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. + If you want nodes to be disabled automatically when they exit the screen, use [VisibilityEnabler2D] instead. + [b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an approximate heuristic with precision determined by [member ProjectSettings.world/2d/cell_size]. If you need precise visibility checking, use another method such as adding an [Area2D] node as a child of a [Camera2D] node. </description> <tutorials> + <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> </tutorials> <methods> <method name="is_on_screen" qualifiers="const"> diff --git a/doc/classes/VisibilityNotifier3D.xml b/doc/classes/VisibilityNotifier3D.xml index eb7bb91f26..e5d3116612 100644 --- a/doc/classes/VisibilityNotifier3D.xml +++ b/doc/classes/VisibilityNotifier3D.xml @@ -5,7 +5,8 @@ </brief_description> <description> The VisibilityNotifier3D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a [Camera3D]'s view. - [b]Note:[/b] VisibilityNotifier3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. If you need exact visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node. + If you want nodes to be disabled automatically when they exit the screen, use [VisibilityEnabler3D] instead. + [b]Note:[/b] VisibilityNotifier3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml index 6451b3f330..01d569d9c8 100644 --- a/doc/classes/VisualInstance3D.xml +++ b/doc/classes/VisualInstance3D.xml @@ -13,7 +13,7 @@ <return type="AABB"> </return> <description> - Returns the [AABB] (also known as the bounding box) for this [VisualInstance3D]. + Returns the [AABB] (also known as the bounding box) for this [VisualInstance3D]. See also [method get_transformed_aabb]. </description> </method> <method name="get_base" qualifiers="const"> @@ -44,7 +44,7 @@ </return> <description> Returns the transformed [AABB] (also known as the bounding box) for this [VisualInstance3D]. - Transformed in this case means the [AABB] plus the position, rotation, and scale of the [Node3D]'s [Transform]. + Transformed in this case means the [AABB] plus the position, rotation, and scale of the [Node3D]'s [Transform]. See also [method get_aabb]. </description> </method> <method name="set_base"> diff --git a/doc/classes/VisualShader.xml b/doc/classes/VisualShader.xml index 40b0f52469..f03550bd5e 100644 --- a/doc/classes/VisualShader.xml +++ b/doc/classes/VisualShader.xml @@ -193,7 +193,6 @@ </method> </methods> <members> - <member name="code" type="String" setter="set_code" getter="get_code" override="true" default=""shader_type spatial;void vertex() {// Output:0}void fragment() {// Output:0}void light() {// Output:0}"" /> <member name="graph_offset" type="Vector2" setter="set_graph_offset" getter="get_graph_offset" default="Vector2( 0, 0 )"> The offset vector of the whole graph. </member> @@ -210,7 +209,13 @@ <constant name="TYPE_LIGHT" value="2" enum="Type"> A shader for light calculations. </constant> - <constant name="TYPE_MAX" value="3" enum="Type"> + <constant name="TYPE_EMIT" value="3" enum="Type"> + </constant> + <constant name="TYPE_PROCESS" value="4" enum="Type"> + </constant> + <constant name="TYPE_END" value="5" enum="Type"> + </constant> + <constant name="TYPE_MAX" value="6" enum="Type"> Represents the size of the [enum Type] enum. </constant> <constant name="NODE_ID_INVALID" value="-1"> diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index 28d13a7d32..6327ab534f 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -6,7 +6,7 @@ <description> </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html</link> + <link title="VisualShaders">https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html</link> </tutorials> <methods> <method name="get_default_input_values" qualifiers="const"> diff --git a/doc/classes/VisualShaderNodeBooleanUniform.xml b/doc/classes/VisualShaderNodeBooleanUniform.xml index 8313a8256e..7d72f13f9d 100644 --- a/doc/classes/VisualShaderNodeBooleanUniform.xml +++ b/doc/classes/VisualShaderNodeBooleanUniform.xml @@ -10,6 +10,14 @@ </tutorials> <methods> </methods> + <members> + <member name="default_value" type="bool" setter="set_default_value" getter="get_default_value" default="false"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeColorUniform.xml b/doc/classes/VisualShaderNodeColorUniform.xml index 6972ccefd9..90ef381b76 100644 --- a/doc/classes/VisualShaderNodeColorUniform.xml +++ b/doc/classes/VisualShaderNodeColorUniform.xml @@ -10,6 +10,14 @@ </tutorials> <methods> </methods> + <members> + <member name="default_value" type="Color" setter="set_default_value" getter="get_default_value" default="Color( 1, 1, 1, 1 )"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeCubemap.xml b/doc/classes/VisualShaderNodeCubemap.xml index b6813bdae8..13b367e8f2 100644 --- a/doc/classes/VisualShaderNodeCubemap.xml +++ b/doc/classes/VisualShaderNodeCubemap.xml @@ -34,7 +34,7 @@ <constant name="TYPE_COLOR" value="1" enum="TextureType"> Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion. </constant> - <constant name="TYPE_NORMALMAP" value="2" enum="TextureType"> + <constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType"> Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. </constant> </constants> diff --git a/doc/classes/VisualShaderNodeCurveTexture.xml b/doc/classes/VisualShaderNodeCurveTexture.xml new file mode 100644 index 0000000000..26b7b07df2 --- /dev/null +++ b/doc/classes/VisualShaderNodeCurveTexture.xml @@ -0,0 +1,17 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeCurveTexture" inherits="VisualShaderNodeResizableBase" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="texture" type="CurveTexture" setter="set_texture" getter="get_texture"> + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml index 5bd8ec38ed..59b501660a 100644 --- a/doc/classes/VisualShaderNodeCustom.xml +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -5,15 +5,15 @@ </brief_description> <description> By inheriting this class you can create a custom [VisualShader] script addon which will be automatically added to the Visual Shader Editor. The [VisualShaderNode]'s behavior is defined by overriding the provided virtual methods. - In order for the node to be registered as an editor addon, you must use the [code]tool[/code] keyword and provide a [code]class_name[/code] for your custom script. For example: + In order for the node to be registered as an editor addon, you must use the [code]@tool[/code] annotation and provide a [code]class_name[/code] for your custom script. For example: [codeblock] - tool + @tool extends VisualShaderNodeCustom class_name VisualShaderNodeNoise [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link> + <link title="Visual Shader plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link> </tutorials> <methods> <method name="_get_category" qualifiers="virtual"> diff --git a/doc/classes/VisualShaderNodeFloatUniform.xml b/doc/classes/VisualShaderNodeFloatUniform.xml index 33ece8ac1b..705d5e8796 100644 --- a/doc/classes/VisualShaderNodeFloatUniform.xml +++ b/doc/classes/VisualShaderNodeFloatUniform.xml @@ -11,6 +11,12 @@ <methods> </methods> <members> + <member name="default_value" type="float" setter="set_default_value" getter="get_default_value" default="0.0"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> <member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeFloatUniform.Hint" default="0"> A hint applied to the uniform, which controls the values it can take when set through the inspector. </member> diff --git a/doc/classes/VisualShaderNodeGroupBase.xml b/doc/classes/VisualShaderNodeGroupBase.xml index 13018d52f3..afa14c776e 100644 --- a/doc/classes/VisualShaderNodeGroupBase.xml +++ b/doc/classes/VisualShaderNodeGroupBase.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeGroupBase" inherits="VisualShaderNode" version="4.0"> +<class name="VisualShaderNodeGroupBase" inherits="VisualShaderNodeResizableBase" version="4.0"> <brief_description> Base class for a family of nodes with variable amount of input and output ports within the visual shader graph. </brief_description> @@ -199,11 +199,6 @@ </description> </method> </methods> - <members> - <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2( 0, 0 )"> - The size of the node in the visual shader graph. - </member> - </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index ed629508d0..8e819b011c 100644 --- a/doc/classes/VisualShaderNodeInput.xml +++ b/doc/classes/VisualShaderNodeInput.xml @@ -4,8 +4,10 @@ Represents the input shader parameter within the visual shader graph. </brief_description> <description> + Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link). </description> <tutorials> + <link title="Shading reference index">https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html</link> </tutorials> <methods> <method name="get_input_real_name" qualifiers="const"> @@ -18,7 +20,7 @@ </methods> <members> <member name="input_name" type="String" setter="set_input_name" getter="get_input_name" default=""[None]""> - One of the several input constants in lower-case style like: "vertex"([/code]VERTEX[code]) or "point_size"([code]POINT_SIZE[/code]). + One of the several input constants in lower-case style like: "vertex"([code]VERTEX[/code]) or "point_size"([code]POINT_SIZE[/code]). </member> </members> <signals> diff --git a/doc/classes/VisualShaderNodeIntUniform.xml b/doc/classes/VisualShaderNodeIntUniform.xml index 8c7c288177..e39eba865b 100644 --- a/doc/classes/VisualShaderNodeIntUniform.xml +++ b/doc/classes/VisualShaderNodeIntUniform.xml @@ -11,6 +11,12 @@ <methods> </methods> <members> + <member name="default_value" type="int" setter="set_default_value" getter="get_default_value" default="0"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> <member name="hint" type="int" setter="set_hint" getter="get_hint" enum="VisualShaderNodeIntUniform.Hint" default="0"> A hint applied to the uniform, which controls the values it can take when set through the inspector. </member> diff --git a/doc/classes/VisualShaderNodeIs.xml b/doc/classes/VisualShaderNodeIs.xml index 184c9e099f..b767a9638e 100644 --- a/doc/classes/VisualShaderNodeIs.xml +++ b/doc/classes/VisualShaderNodeIs.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeIs" inherits="VisualShaderNode" version="4.0"> <brief_description> + A boolean comparison operator to be used within the visual shader graph. </brief_description> <description> + Returns the boolean result of the comparison between [code]INF[/code] or [code]NaN[/code] and a scalar parameter. </description> <tutorials> </tutorials> @@ -10,12 +12,15 @@ </methods> <members> <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeIs.Function" default="0"> + The comparison function. See [enum Function] for options. </member> </members> <constants> <constant name="FUNC_IS_INF" value="0" enum="Function"> + Comparison with [code]INF[/code] (Infinity). </constant> <constant name="FUNC_IS_NAN" value="1" enum="Function"> + Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric results, e.g. division by zero). </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeMultiplyAdd.xml b/doc/classes/VisualShaderNodeMultiplyAdd.xml new file mode 100644 index 0000000000..daa9e02753 --- /dev/null +++ b/doc/classes/VisualShaderNodeMultiplyAdd.xml @@ -0,0 +1,29 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeMultiplyAdd" inherits="VisualShaderNode" version="4.0"> + <brief_description> + Performs a fused multiply-add operation within the visual shader graph. + </brief_description> + <description> + Uses three operands to compute [code](a * b + c)[/code] expression. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeMultiplyAdd.OpType" default="0"> + A type of operands and returned value. + </member> + </members> + <constants> + <constant name="OP_TYPE_SCALAR" value="0" enum="OpType"> + A scalar type. + </constant> + <constant name="OP_TYPE_VECTOR" value="1" enum="OpType"> + A vector type. + </constant> + <constant name="OP_TYPE_MAX" value="2" enum="OpType"> + Represents the size of the [enum OpType] enum. + </constant> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeOuterProduct.xml b/doc/classes/VisualShaderNodeOuterProduct.xml index b8d4fd687f..ba6822bfce 100644 --- a/doc/classes/VisualShaderNodeOuterProduct.xml +++ b/doc/classes/VisualShaderNodeOuterProduct.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeOuterProduct" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates an outer product of two vectors within the visual shader graph. </brief_description> <description> + [code]OuterProduct[/code] treats the first parameter [code]c[/code] as a column vector (matrix with one column) and the second parameter [code]r[/code] as a row vector (matrix with one row) and does a linear algebraic matrix multiply [code]c * r[/code], yielding a matrix whose number of rows is the number of components in [code]c[/code] and whose number of columns is the number of components in [code]r[/code]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeOutput.xml b/doc/classes/VisualShaderNodeOutput.xml index c63e307bad..83da6f29f9 100644 --- a/doc/classes/VisualShaderNodeOutput.xml +++ b/doc/classes/VisualShaderNodeOutput.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeOutput" inherits="VisualShaderNode" version="4.0"> <brief_description> + Represents the output shader parameters within the visual shader graph. </brief_description> <description> + This visual shader node is present in all shader graphs in form of "Output" block with multiple output value ports. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeResizableBase.xml b/doc/classes/VisualShaderNodeResizableBase.xml new file mode 100644 index 0000000000..9f827a96cc --- /dev/null +++ b/doc/classes/VisualShaderNodeResizableBase.xml @@ -0,0 +1,18 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeResizableBase" inherits="VisualShaderNode" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2( 0, 0 )"> + The size of the node in the visual shader graph. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeSample3D.xml b/doc/classes/VisualShaderNodeSample3D.xml new file mode 100644 index 0000000000..cf6933ab55 --- /dev/null +++ b/doc/classes/VisualShaderNodeSample3D.xml @@ -0,0 +1,26 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeSample3D" inherits="VisualShaderNode" version="4.0"> + <brief_description> + A base node for nodes which samples 3D textures in the visual shader graph. + </brief_description> + <description> + A virtual class, use the descendants instead. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeSample3D.Source" default="0"> + An input source type. + </member> + </members> + <constants> + <constant name="SOURCE_TEXTURE" value="0" enum="Source"> + Creates internal uniform and provides a way to assign it within node. + </constant> + <constant name="SOURCE_PORT" value="1" enum="Source"> + Use the uniform texture from sampler port. + </constant> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeScalarClamp.xml b/doc/classes/VisualShaderNodeScalarClamp.xml index fd963dcb5d..7432e8dfca 100644 --- a/doc/classes/VisualShaderNodeScalarClamp.xml +++ b/doc/classes/VisualShaderNodeScalarClamp.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeScalarClamp" inherits="VisualShaderNode" version="4.0"> <brief_description> + Clamps a scalar value within the visual shader graph. </brief_description> <description> + Constrains a value to lie between [code]min[/code] and [code]max[/code] values. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeScalarDerivativeFunc.xml b/doc/classes/VisualShaderNodeScalarDerivativeFunc.xml index fa9aa07761..33777c1e49 100644 --- a/doc/classes/VisualShaderNodeScalarDerivativeFunc.xml +++ b/doc/classes/VisualShaderNodeScalarDerivativeFunc.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeScalarDerivativeFunc" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates a scalar derivative within the visual shader graph. </brief_description> <description> + This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders. </description> <tutorials> </tutorials> @@ -10,14 +12,18 @@ </methods> <members> <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeScalarDerivativeFunc.Function" default="0"> + The derivative type. See [enum Function] for options. </member> </members> <constants> <constant name="FUNC_SUM" value="0" enum="Function"> + Sum of absolute derivative in [code]x[/code] and [code]y[/code]. </constant> <constant name="FUNC_X" value="1" enum="Function"> + Derivative in [code]x[/code] using local differencing. </constant> <constant name="FUNC_Y" value="2" enum="Function"> + Derivative in [code]y[/code] using local differencing. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeScalarInterp.xml b/doc/classes/VisualShaderNodeScalarInterp.xml index a25ab750cc..393ea70e1a 100644 --- a/doc/classes/VisualShaderNodeScalarInterp.xml +++ b/doc/classes/VisualShaderNodeScalarInterp.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeScalarInterp" inherits="VisualShaderNode" version="4.0"> <brief_description> + Linearly interpolates between two scalars within the visual shader graph. </brief_description> <description> + Translates to [code]mix(a, b, weight)[/code] in the shader language. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeScalarSmoothStep.xml b/doc/classes/VisualShaderNodeScalarSmoothStep.xml index 1ac16e451f..e619cc8571 100644 --- a/doc/classes/VisualShaderNodeScalarSmoothStep.xml +++ b/doc/classes/VisualShaderNodeScalarSmoothStep.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeScalarSmoothStep" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates a scalar SmoothStep function within the visual shader graph. </brief_description> <description> + Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language. + Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeScalarSwitch.xml b/doc/classes/VisualShaderNodeScalarSwitch.xml index 789c8972bb..2ad5202745 100644 --- a/doc/classes/VisualShaderNodeScalarSwitch.xml +++ b/doc/classes/VisualShaderNodeScalarSwitch.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeScalarSwitch" inherits="VisualShaderNodeSwitch" version="4.0"> <brief_description> + A boolean/scalar function for use within the visual shader graph. </brief_description> <description> + Returns an associated scalar if the provided boolean value is [code]true[/code] or [code]false[/code]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeSwitch.xml b/doc/classes/VisualShaderNodeSwitch.xml index 5bbb9168a0..9f8a12c0fd 100644 --- a/doc/classes/VisualShaderNodeSwitch.xml +++ b/doc/classes/VisualShaderNodeSwitch.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeSwitch" inherits="VisualShaderNode" version="4.0"> <brief_description> + A boolean/vector function for use within the visual shader graph. </brief_description> <description> + Returns an associated vector if the provided boolean value is [code]true[/code] or [code]false[/code]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeTexture.xml b/doc/classes/VisualShaderNodeTexture.xml index a28a7f5c65..8fa71b490d 100644 --- a/doc/classes/VisualShaderNodeTexture.xml +++ b/doc/classes/VisualShaderNodeTexture.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTexture" inherits="VisualShaderNode" version="4.0"> <brief_description> + Performs a 2D texture lookup within the visual shader graph. </brief_description> <description> + Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from. </description> <tutorials> </tutorials> @@ -10,30 +12,42 @@ </methods> <members> <member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeTexture.Source" default="0"> + Determines the source for the lookup. See [enum Source] for options. </member> <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> + The source texture, if needed for the selected [member source]. </member> <member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTexture.TextureType" default="0"> + Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options. </member> </members> <constants> <constant name="SOURCE_TEXTURE" value="0" enum="Source"> + Use the texture given as an argument for this function. </constant> <constant name="SOURCE_SCREEN" value="1" enum="Source"> + Use the current viewport's texture as the source. </constant> <constant name="SOURCE_2D_TEXTURE" value="2" enum="Source"> + Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite2D]). </constant> <constant name="SOURCE_2D_NORMAL" value="3" enum="Source"> + Use the texture from this shader's normal map built-in. </constant> <constant name="SOURCE_DEPTH" value="4" enum="Source"> + Use the depth texture available for this shader. </constant> <constant name="SOURCE_PORT" value="5" enum="Source"> + Use the texture provided in the input port for this function. </constant> <constant name="TYPE_DATA" value="0" enum="TextureType"> + No hints are added to the uniform declaration. </constant> <constant name="TYPE_COLOR" value="1" enum="TextureType"> + Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion. </constant> - <constant name="TYPE_NORMALMAP" value="2" enum="TextureType"> + <constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType"> + Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeTexture2DArray.xml b/doc/classes/VisualShaderNodeTexture2DArray.xml new file mode 100644 index 0000000000..3c6d328ed0 --- /dev/null +++ b/doc/classes/VisualShaderNodeTexture2DArray.xml @@ -0,0 +1,20 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeTexture2DArray" inherits="VisualShaderNodeSample3D" version="4.0"> + <brief_description> + A 2D texture uniform array to be used within the visual shader graph. + </brief_description> + <description> + Translated to [code]uniform sampler2DArray[/code] in the shader language. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="texture_array" type="Texture2DArray" setter="set_texture_array" getter="get_texture_array"> + A source texture array. Used if [member VisualShaderNodeSample3D.source] is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE]. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeTexture2DArrayUniform.xml b/doc/classes/VisualShaderNodeTexture2DArrayUniform.xml new file mode 100644 index 0000000000..976fcf26c8 --- /dev/null +++ b/doc/classes/VisualShaderNodeTexture2DArrayUniform.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeTexture2DArrayUniform" inherits="VisualShaderNodeTextureUniform" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeTexture3D.xml b/doc/classes/VisualShaderNodeTexture3D.xml new file mode 100644 index 0000000000..17929e823e --- /dev/null +++ b/doc/classes/VisualShaderNodeTexture3D.xml @@ -0,0 +1,20 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeTexture3D" inherits="VisualShaderNodeSample3D" version="4.0"> + <brief_description> + Performs a 3D texture lookup within the visual shader graph. + </brief_description> + <description> + Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="texture" type="Texture3D" setter="set_texture" getter="get_texture"> + A source texture. Used if [member VisualShaderNodeSample3D.source] is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE]. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeTexture3DUniform.xml b/doc/classes/VisualShaderNodeTexture3DUniform.xml new file mode 100644 index 0000000000..d9e9acf117 --- /dev/null +++ b/doc/classes/VisualShaderNodeTexture3DUniform.xml @@ -0,0 +1,15 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeTexture3DUniform" inherits="VisualShaderNodeTextureUniform" version="4.0"> + <brief_description> + Provides a 3D texture uniform within the visual shader graph. + </brief_description> + <description> + Translated to [code]uniform sampler3D[/code] in the shader language. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeTextureUniform.xml b/doc/classes/VisualShaderNodeTextureUniform.xml index 4e2c39a297..5a7474cca1 100644 --- a/doc/classes/VisualShaderNodeTextureUniform.xml +++ b/doc/classes/VisualShaderNodeTextureUniform.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTextureUniform" inherits="VisualShaderNodeUniform" version="4.0"> <brief_description> + Performs a uniform texture lookup within the visual shader graph. </brief_description> <description> + Performs a lookup operation on the texture provided as a uniform for the shader. </description> <tutorials> </tutorials> @@ -10,22 +12,30 @@ </methods> <members> <member name="color_default" type="int" setter="set_color_default" getter="get_color_default" enum="VisualShaderNodeTextureUniform.ColorDefault" default="0"> + Sets the default color if no texture is assigned to the uniform. </member> <member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureUniform.TextureType" default="0"> + Defines the type of data provided by the source texture. See [enum TextureType] for options. </member> </members> <constants> <constant name="TYPE_DATA" value="0" enum="TextureType"> + No hints are added to the uniform declaration. </constant> <constant name="TYPE_COLOR" value="1" enum="TextureType"> + Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion. </constant> - <constant name="TYPE_NORMALMAP" value="2" enum="TextureType"> + <constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType"> + Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. </constant> <constant name="TYPE_ANISO" value="3" enum="TextureType"> + Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a flowmap. </constant> <constant name="COLOR_DEFAULT_WHITE" value="0" enum="ColorDefault"> + Defaults to white color. </constant> <constant name="COLOR_DEFAULT_BLACK" value="1" enum="ColorDefault"> + Defaults to black color. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml b/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml index 3d69575444..28504cc7ac 100644 --- a/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml +++ b/doc/classes/VisualShaderNodeTextureUniformTriplanar.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTextureUniformTriplanar" inherits="VisualShaderNodeTextureUniform" version="4.0"> <brief_description> + Performs a uniform texture lookup with triplanar within the visual shader graph. </brief_description> <description> + Performs a lookup operation on the texture provided as a uniform for the shader, with support for triplanar mapping. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeTransformCompose.xml b/doc/classes/VisualShaderNodeTransformCompose.xml index 6d9cab7ab0..41762b0099 100644 --- a/doc/classes/VisualShaderNodeTransformCompose.xml +++ b/doc/classes/VisualShaderNodeTransformCompose.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformCompose" inherits="VisualShaderNode" version="4.0"> <brief_description> + Composes a [Transform] from four [Vector3]s within the visual shader graph. </brief_description> <description> + Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. Each vector is one row in the matrix and the last column is a [code]vec4(0, 0, 0, 1)[/code]. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeTransformConstant.xml b/doc/classes/VisualShaderNodeTransformConstant.xml index 15422e1728..e5004e5bb6 100644 --- a/doc/classes/VisualShaderNodeTransformConstant.xml +++ b/doc/classes/VisualShaderNodeTransformConstant.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformConstant" inherits="VisualShaderNode" version="4.0"> <brief_description> + A [Transform] constant for use within the visual shader graph. </brief_description> <description> + A constant [Transform], which can be used as an input node. </description> <tutorials> </tutorials> @@ -10,6 +12,7 @@ </methods> <members> <member name="constant" type="Transform" setter="set_constant" getter="get_constant" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )"> + A [Transform] constant which represents the state of this node. </member> </members> <constants> diff --git a/doc/classes/VisualShaderNodeTransformDecompose.xml b/doc/classes/VisualShaderNodeTransformDecompose.xml index 4d3c464781..c8d893db00 100644 --- a/doc/classes/VisualShaderNodeTransformDecompose.xml +++ b/doc/classes/VisualShaderNodeTransformDecompose.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformDecompose" inherits="VisualShaderNode" version="4.0"> <brief_description> + Decomposes a [Transform] into four [Vector3]s within the visual shader graph. </brief_description> <description> + Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] values, one from each row of the matrix. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeTransformFunc.xml b/doc/classes/VisualShaderNodeTransformFunc.xml index d2b6fcef2b..d0b5c5129d 100644 --- a/doc/classes/VisualShaderNodeTransformFunc.xml +++ b/doc/classes/VisualShaderNodeTransformFunc.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformFunc" inherits="VisualShaderNode" version="4.0"> <brief_description> + Computes a [Transform] function within the visual shader graph. </brief_description> <description> + Computes an inverse or transpose function on the provided [Transform]. </description> <tutorials> </tutorials> @@ -10,12 +12,15 @@ </methods> <members> <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeTransformFunc.Function" default="0"> + The function to be computed. See [enum Function] for options. </member> </members> <constants> <constant name="FUNC_INVERSE" value="0" enum="Function"> + Perform the inverse operation on the [Transform] matrix. </constant> <constant name="FUNC_TRANSPOSE" value="1" enum="Function"> + Perform the transpose operation on the [Transform] matrix. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeTransformMult.xml b/doc/classes/VisualShaderNodeTransformMult.xml index 5893d1413b..02b6e0cd1c 100644 --- a/doc/classes/VisualShaderNodeTransformMult.xml +++ b/doc/classes/VisualShaderNodeTransformMult.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformMult" inherits="VisualShaderNode" version="4.0"> <brief_description> + Multiplies [Transform] by [Transform] within the visual shader graph. </brief_description> <description> + A multiplication operation on two transforms (4x4 matrices), with support for different multiplication operators. </description> <tutorials> </tutorials> @@ -10,16 +12,21 @@ </methods> <members> <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeTransformMult.Operator" default="0"> + The multiplication type to be performed on the transforms. See [enum Operator] for options. </member> </members> <constants> <constant name="OP_AxB" value="0" enum="Operator"> + Multiplies transform [code]a[/code] by the transform [code]b[/code]. </constant> <constant name="OP_BxA" value="1" enum="Operator"> + Multiplies transform [code]b[/code] by the transform [code]a[/code]. </constant> <constant name="OP_AxB_COMP" value="2" enum="Operator"> + Performs a component-wise multiplication of transform [code]a[/code] by the transform [code]b[/code]. </constant> <constant name="OP_BxA_COMP" value="3" enum="Operator"> + Performs a component-wise multiplication of transform [code]b[/code] by the transform [code]a[/code]. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeTransformUniform.xml b/doc/classes/VisualShaderNodeTransformUniform.xml index 7605ef96d5..ff6246618d 100644 --- a/doc/classes/VisualShaderNodeTransformUniform.xml +++ b/doc/classes/VisualShaderNodeTransformUniform.xml @@ -1,13 +1,23 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformUniform" inherits="VisualShaderNodeUniform" version="4.0"> <brief_description> + A [Transform] uniform for use within the visual shader graph. </brief_description> <description> + Translated to [code]uniform mat4[/code] in the shader language. </description> <tutorials> </tutorials> <methods> </methods> + <members> + <member name="default_value" type="Transform" setter="set_default_value" getter="get_default_value" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeTransformVecMult.xml b/doc/classes/VisualShaderNodeTransformVecMult.xml index d53c3c5ae5..3d5f87f727 100644 --- a/doc/classes/VisualShaderNodeTransformVecMult.xml +++ b/doc/classes/VisualShaderNodeTransformVecMult.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeTransformVecMult" inherits="VisualShaderNode" version="4.0"> <brief_description> + Multiplies a [Transform] and a [Vector3] within the visual shader graph. </brief_description> <description> + A multiplication operation on a transform (4x4 matrix) and a vector, with support for different multiplication operators. </description> <tutorials> </tutorials> @@ -10,16 +12,21 @@ </methods> <members> <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeTransformVecMult.Operator" default="0"> + The multiplication type to be performed. See [enum Operator] for options. </member> </members> <constants> <constant name="OP_AxB" value="0" enum="Operator"> + Multiplies transform [code]a[/code] by the vector [code]b[/code]. </constant> <constant name="OP_BxA" value="1" enum="Operator"> + Multiplies vector [code]b[/code] by the transform [code]a[/code]. </constant> <constant name="OP_3x3_AxB" value="2" enum="Operator"> + Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping the last row and column of the transform. </constant> <constant name="OP_3x3_BxA" value="3" enum="Operator"> + Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping the last row and column of the transform. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeUniform.xml b/doc/classes/VisualShaderNodeUniform.xml index 1225d9c320..83261344bd 100644 --- a/doc/classes/VisualShaderNodeUniform.xml +++ b/doc/classes/VisualShaderNodeUniform.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeUniform" inherits="VisualShaderNode" version="4.0"> <brief_description> + A base type for the uniforms within the visual shader graph. </brief_description> <description> + A uniform represents a variable in the shader which is set externally, i.e. from the [ShaderMaterial]. Uniforms are exposed as properties in the [ShaderMaterial] and can be assigned from the inspector or from a script. </description> <tutorials> </tutorials> @@ -12,6 +14,7 @@ <member name="qualifier" type="int" setter="set_qualifier" getter="get_qualifier" enum="VisualShaderNodeUniform.Qualifier" default="0"> </member> <member name="uniform_name" type="String" setter="set_uniform_name" getter="get_uniform_name" default=""""> + Name of the uniform, by which it can be accessed through the [ShaderMaterial] properties. </member> </members> <constants> diff --git a/doc/classes/VisualShaderNodeUniformRef.xml b/doc/classes/VisualShaderNodeUniformRef.xml new file mode 100644 index 0000000000..db02e398ab --- /dev/null +++ b/doc/classes/VisualShaderNodeUniformRef.xml @@ -0,0 +1,20 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeUniformRef" inherits="VisualShaderNode" version="4.0"> + <brief_description> + A reference to an existing [VisualShaderNodeUniform]. + </brief_description> + <description> + Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this uniform in different shaders or shader stages easily. + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="uniform_name" type="String" setter="set_uniform_name" getter="get_uniform_name" default=""[None]""> + The name of the uniform which this reference points to. + </member> + </members> + <constants> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeVec3Constant.xml b/doc/classes/VisualShaderNodeVec3Constant.xml index 8532c5476f..4dfc9dc081 100644 --- a/doc/classes/VisualShaderNodeVec3Constant.xml +++ b/doc/classes/VisualShaderNodeVec3Constant.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVec3Constant" inherits="VisualShaderNode" version="4.0"> <brief_description> + A [Vector3] constant to be used within the visual shader graph. </brief_description> <description> + A constant [Vector3], which can be used as an input node. </description> <tutorials> </tutorials> @@ -10,6 +12,7 @@ </methods> <members> <member name="constant" type="Vector3" setter="set_constant" getter="get_constant" default="Vector3( 0, 0, 0 )"> + A [Vector3] constant which represents the state of this node. </member> </members> <constants> diff --git a/doc/classes/VisualShaderNodeVec3Uniform.xml b/doc/classes/VisualShaderNodeVec3Uniform.xml index f2b4c4778b..cd1500f5a1 100644 --- a/doc/classes/VisualShaderNodeVec3Uniform.xml +++ b/doc/classes/VisualShaderNodeVec3Uniform.xml @@ -1,13 +1,23 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVec3Uniform" inherits="VisualShaderNodeUniform" version="4.0"> <brief_description> + A [Vector3] uniform to be used within the visual shader graph. </brief_description> <description> + Translated to [code]uniform vec3[/code] in the shader language. </description> <tutorials> </tutorials> <methods> </methods> + <members> + <member name="default_value" type="Vector3" setter="set_default_value" getter="get_default_value" default="Vector3( 0, 0, 0 )"> + A default value to be assigned within the shader. + </member> + <member name="default_value_enabled" type="bool" setter="set_default_value_enabled" getter="is_default_value_enabled" default="false"> + Enables usage of the [member default_value]. + </member> + </members> <constants> </constants> </class> diff --git a/doc/classes/VisualShaderNodeVectorClamp.xml b/doc/classes/VisualShaderNodeVectorClamp.xml index 85c093f84c..567fed8a41 100644 --- a/doc/classes/VisualShaderNodeVectorClamp.xml +++ b/doc/classes/VisualShaderNodeVectorClamp.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorClamp" inherits="VisualShaderNode" version="4.0"> <brief_description> + Clamps a vector value within the visual shader graph. </brief_description> <description> + Constrains a value to lie between [code]min[/code] and [code]max[/code] values. The operation is performed on each component of the vector individually. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorCompose.xml b/doc/classes/VisualShaderNodeVectorCompose.xml index e5e4924a9e..c9ff3cd38e 100644 --- a/doc/classes/VisualShaderNodeVectorCompose.xml +++ b/doc/classes/VisualShaderNodeVectorCompose.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorCompose" inherits="VisualShaderNode" version="4.0"> <brief_description> + Composes a [Vector3] from three scalars within the visual shader graph. </brief_description> <description> + Creates a [code]vec3[/code] using three scalar values that can be provided from separate inputs. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorDecompose.xml b/doc/classes/VisualShaderNodeVectorDecompose.xml index 5378f38b6d..95af323c9b 100644 --- a/doc/classes/VisualShaderNodeVectorDecompose.xml +++ b/doc/classes/VisualShaderNodeVectorDecompose.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorDecompose" inherits="VisualShaderNode" version="4.0"> <brief_description> + Decomposes a [Vector3] into three scalars within the visual shader graph. </brief_description> <description> + Takes a [code]vec3[/code] and decomposes it into three scalar values that can be used as separate inputs. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorDerivativeFunc.xml b/doc/classes/VisualShaderNodeVectorDerivativeFunc.xml index d62512d68b..859c47bc33 100644 --- a/doc/classes/VisualShaderNodeVectorDerivativeFunc.xml +++ b/doc/classes/VisualShaderNodeVectorDerivativeFunc.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorDerivativeFunc" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates a vector derivative within the visual shader graph. </brief_description> <description> + This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders. </description> <tutorials> </tutorials> @@ -10,14 +12,18 @@ </methods> <members> <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeVectorDerivativeFunc.Function" default="0"> + A derivative type. See [enum Function] for options. </member> </members> <constants> <constant name="FUNC_SUM" value="0" enum="Function"> + Sum of absolute derivative in [code]x[/code] and [code]y[/code]. </constant> <constant name="FUNC_X" value="1" enum="Function"> + Derivative in [code]x[/code] using local differencing. </constant> <constant name="FUNC_Y" value="2" enum="Function"> + Derivative in [code]y[/code] using local differencing. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeVectorDistance.xml b/doc/classes/VisualShaderNodeVectorDistance.xml index 2e681156a5..2da04b122e 100644 --- a/doc/classes/VisualShaderNodeVectorDistance.xml +++ b/doc/classes/VisualShaderNodeVectorDistance.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorDistance" inherits="VisualShaderNode" version="4.0"> <brief_description> + Returns the distance between two points. To be used within the visual shader graph. </brief_description> <description> + Calculates distance from point represented by vector [code]p0[/code] to vector [code]p1[/code]. + Translated to [code]distance(p0, p1)[/code] in the shader language. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorFunc.xml b/doc/classes/VisualShaderNodeVectorFunc.xml index 0b3f317b8b..cbda3dfb46 100644 --- a/doc/classes/VisualShaderNodeVectorFunc.xml +++ b/doc/classes/VisualShaderNodeVectorFunc.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorFunc" inherits="VisualShaderNode" version="4.0"> <brief_description> + A vector function to be used within the visual shader graph. </brief_description> <description> + A visual shader node able to perform different functions using vectors. </description> <tutorials> </tutorials> @@ -10,78 +12,114 @@ </methods> <members> <member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeVectorFunc.Function" default="0"> + The function to be performed. See [enum Function] for options. </member> </members> <constants> <constant name="FUNC_NORMALIZE" value="0" enum="Function"> + Normalizes the vector so that it has a length of [code]1[/code] but points in the same direction. </constant> <constant name="FUNC_SATURATE" value="1" enum="Function"> + Clamps the value between [code]0.0[/code] and [code]1.0[/code]. </constant> <constant name="FUNC_NEGATE" value="2" enum="Function"> + Returns the opposite value of the parameter. </constant> <constant name="FUNC_RECIPROCAL" value="3" enum="Function"> + Returns [code]1/vector[/code]. </constant> <constant name="FUNC_RGB2HSV" value="4" enum="Function"> + Converts RGB vector to HSV equivalent. </constant> <constant name="FUNC_HSV2RGB" value="5" enum="Function"> + Converts HSV vector to RGB equivalent. </constant> <constant name="FUNC_ABS" value="6" enum="Function"> + Returns the absolute value of the parameter. </constant> <constant name="FUNC_ACOS" value="7" enum="Function"> + Returns the arc-cosine of the parameter. </constant> <constant name="FUNC_ACOSH" value="8" enum="Function"> + Returns the inverse hyperbolic cosine of the parameter. </constant> <constant name="FUNC_ASIN" value="9" enum="Function"> + Returns the arc-sine of the parameter. </constant> <constant name="FUNC_ASINH" value="10" enum="Function"> + Returns the inverse hyperbolic sine of the parameter. </constant> <constant name="FUNC_ATAN" value="11" enum="Function"> + Returns the arc-tangent of the parameter. </constant> <constant name="FUNC_ATANH" value="12" enum="Function"> + Returns the inverse hyperbolic tangent of the parameter. </constant> <constant name="FUNC_CEIL" value="13" enum="Function"> + Finds the nearest integer that is greater than or equal to the parameter. </constant> <constant name="FUNC_COS" value="14" enum="Function"> + Returns the cosine of the parameter. </constant> <constant name="FUNC_COSH" value="15" enum="Function"> + Returns the hyperbolic cosine of the parameter. </constant> <constant name="FUNC_DEGREES" value="16" enum="Function"> + Converts a quantity in radians to degrees. </constant> <constant name="FUNC_EXP" value="17" enum="Function"> + Base-e Exponential. </constant> <constant name="FUNC_EXP2" value="18" enum="Function"> + Base-2 Exponential. </constant> <constant name="FUNC_FLOOR" value="19" enum="Function"> + Finds the nearest integer less than or equal to the parameter. </constant> <constant name="FUNC_FRAC" value="20" enum="Function"> + Computes the fractional part of the argument. </constant> <constant name="FUNC_INVERSE_SQRT" value="21" enum="Function"> + Returns the inverse of the square root of the parameter. </constant> <constant name="FUNC_LOG" value="22" enum="Function"> + Natural logarithm. </constant> <constant name="FUNC_LOG2" value="23" enum="Function"> + Base-2 logarithm. </constant> <constant name="FUNC_RADIANS" value="24" enum="Function"> + Converts a quantity in degrees to radians. </constant> <constant name="FUNC_ROUND" value="25" enum="Function"> + Finds the nearest integer to the parameter. </constant> <constant name="FUNC_ROUNDEVEN" value="26" enum="Function"> + Finds the nearest even integer to the parameter. </constant> <constant name="FUNC_SIGN" value="27" enum="Function"> + Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the parameter is negative, [code]1[/code] if it's positive and [code]0[/code] otherwise. </constant> <constant name="FUNC_SIN" value="28" enum="Function"> + Returns the sine of the parameter. </constant> <constant name="FUNC_SINH" value="29" enum="Function"> + Returns the hyperbolic sine of the parameter. </constant> <constant name="FUNC_SQRT" value="30" enum="Function"> + Returns the square root of the parameter. </constant> <constant name="FUNC_TAN" value="31" enum="Function"> + Returns the tangent of the parameter. </constant> <constant name="FUNC_TANH" value="32" enum="Function"> + Returns the hyperbolic tangent of the parameter. </constant> <constant name="FUNC_TRUNC" value="33" enum="Function"> + Returns a value equal to the nearest integer to the parameter whose absolute value is not larger than the absolute value of the parameter. </constant> <constant name="FUNC_ONEMINUS" value="34" enum="Function"> + Returns [code]1.0 - vector[/code]. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeVectorInterp.xml b/doc/classes/VisualShaderNodeVectorInterp.xml index 4d6d3ac577..b63d34b742 100644 --- a/doc/classes/VisualShaderNodeVectorInterp.xml +++ b/doc/classes/VisualShaderNodeVectorInterp.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorInterp" inherits="VisualShaderNode" version="4.0"> <brief_description> + Linearly interpolates between two vectors within the visual shader graph. </brief_description> <description> + Translates to [code]mix(a, b, weight)[/code] in the shader language, where [code]weight[/code] is a [Vector3] with weights for each component. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorLen.xml b/doc/classes/VisualShaderNodeVectorLen.xml index ade575310c..77261d3190 100644 --- a/doc/classes/VisualShaderNodeVectorLen.xml +++ b/doc/classes/VisualShaderNodeVectorLen.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorLen" inherits="VisualShaderNode" version="4.0"> <brief_description> + Returns the length of a [Vector3] within the visual shader graph. </brief_description> <description> + Translated to [code]length(p0)[/code] in the shader language. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorOp.xml b/doc/classes/VisualShaderNodeVectorOp.xml index 8c391d09a2..d56c012f8f 100644 --- a/doc/classes/VisualShaderNodeVectorOp.xml +++ b/doc/classes/VisualShaderNodeVectorOp.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorOp" inherits="VisualShaderNode" version="4.0"> <brief_description> + A vector operator to be used within the visual shader graph. </brief_description> <description> + A visual shader node for use of vector operators. Operates on vector [code]a[/code] and vector [code]b[/code]. </description> <tutorials> </tutorials> @@ -10,32 +12,45 @@ </methods> <members> <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeVectorOp.Operator" default="0"> + The operator to be used. See [enum Operator] for options. </member> </members> <constants> <constant name="OP_ADD" value="0" enum="Operator"> + Adds two vectors. </constant> <constant name="OP_SUB" value="1" enum="Operator"> + Subtracts a vector from a vector. </constant> <constant name="OP_MUL" value="2" enum="Operator"> + Multiplies two vectors. </constant> <constant name="OP_DIV" value="3" enum="Operator"> + Divides vector by vector. </constant> <constant name="OP_MOD" value="4" enum="Operator"> + Returns the remainder of the two vectors. </constant> <constant name="OP_POW" value="5" enum="Operator"> + Returns the value of the first parameter raised to the power of the second, for each component of the vectors. </constant> <constant name="OP_MAX" value="6" enum="Operator"> + Returns the greater of two values, for each component of the vectors. </constant> <constant name="OP_MIN" value="7" enum="Operator"> + Returns the lesser of two values, for each component of the vectors. </constant> <constant name="OP_CROSS" value="8" enum="Operator"> + Calculates the cross product of two vectors. </constant> <constant name="OP_ATAN2" value="9" enum="Operator"> + Returns the arc-tangent of the parameters. </constant> <constant name="OP_REFLECT" value="10" enum="Operator"> + Returns the vector that points in the direction of reflection. [code]a[/code] is incident vector and [code]b[/code] is the normal vector. </constant> <constant name="OP_STEP" value="11" enum="Operator"> + Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller than [code]b[/code] and [code]1.0[/code] otherwise. </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeVectorRefract.xml b/doc/classes/VisualShaderNodeVectorRefract.xml index c5962e7e10..178c35f49a 100644 --- a/doc/classes/VisualShaderNodeVectorRefract.xml +++ b/doc/classes/VisualShaderNodeVectorRefract.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorRefract" inherits="VisualShaderNode" version="4.0"> <brief_description> + Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph. </brief_description> <description> + Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorScalarMix.xml b/doc/classes/VisualShaderNodeVectorScalarMix.xml index c425bfe45e..791a9e6be1 100644 --- a/doc/classes/VisualShaderNodeVectorScalarMix.xml +++ b/doc/classes/VisualShaderNodeVectorScalarMix.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorScalarMix" inherits="VisualShaderNode" version="4.0"> <brief_description> + Linearly interpolates between two vectors using a scalar. For use within the visual shader graph. </brief_description> <description> + Translates to [code]mix(a, b, weight)[/code] in the shader language, where [code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a scalar. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml b/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml index 2f341d71e0..580abaf5fe 100644 --- a/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml +++ b/doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorScalarSmoothStep" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates a vector SmoothStep function using scalar within the visual shader graph. </brief_description> <description> + Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language, where [code]x[/code] is a scalar. + Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorScalarStep.xml b/doc/classes/VisualShaderNodeVectorScalarStep.xml index 11da106001..d61414f3a8 100644 --- a/doc/classes/VisualShaderNodeVectorScalarStep.xml +++ b/doc/classes/VisualShaderNodeVectorScalarStep.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorScalarStep" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates a vector Step function within the visual shader graph. </brief_description> <description> + Translates to [code]step(edge, x)[/code] in the shader language. + Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] and [code]1.0[/code] otherwise. </description> <tutorials> </tutorials> diff --git a/doc/classes/VisualShaderNodeVectorSmoothStep.xml b/doc/classes/VisualShaderNodeVectorSmoothStep.xml index 54e9f1bd7d..1b77a3c535 100644 --- a/doc/classes/VisualShaderNodeVectorSmoothStep.xml +++ b/doc/classes/VisualShaderNodeVectorSmoothStep.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeVectorSmoothStep" inherits="VisualShaderNode" version="4.0"> <brief_description> + Calculates a vector SmoothStep function within the visual shader graph. </brief_description> <description> + Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language, where [code]x[/code] is a vector. + Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials. </description> <tutorials> </tutorials> diff --git a/doc/classes/WeakRef.xml b/doc/classes/WeakRef.xml index 07d82289a3..4140df5828 100644 --- a/doc/classes/WeakRef.xml +++ b/doc/classes/WeakRef.xml @@ -4,7 +4,7 @@ Holds an [Object], but does not contribute to the reference count if the object is a reference. </brief_description> <description> - A weakref can hold a [Reference], without contributing to the reference counter. A weakref can be created from an [Object] using [method @GDScript.weakref]. If this object is not a reference, weakref still works, however, it does not have any effect on the object. Weakrefs are useful in cases where multiple classes have variables that refer to each other. Without weakrefs, using these classes could lead to memory leaks, since both references keep each other from being released. Making part of the variables a weakref can prevent this cyclic dependency, and allows the references to be released. + A weakref can hold a [Reference], without contributing to the reference counter. A weakref can be created from an [Object] using [method @GlobalScope.weakref]. If this object is not a reference, weakref still works, however, it does not have any effect on the object. Weakrefs are useful in cases where multiple classes have variables that refer to each other. Without weakrefs, using these classes could lead to memory leaks, since both references keep each other from being released. Making part of the variables a weakref can prevent this cyclic dependency, and allows the references to be released. </description> <tutorials> </tutorials> diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index e1a0f1f22a..0f887c7705 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -27,6 +27,13 @@ <description> </description> </method> + <method name="get_layout_direction" qualifiers="const"> + <return type="int" enum="Window.LayoutDirection"> + </return> + <description> + Returns layout direction and text writing direction. + </description> + </method> <method name="get_real_size" qualifiers="const"> <return type="Vector2i"> </return> @@ -61,6 +68,18 @@ <argument index="1" name="type" type="StringName" default=""""> </argument> <description> + Returns the [Font] at [code]name[/code] if the theme has [code]type[/code]. + </description> + </method> + <method name="get_theme_font_size" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="type" type="StringName" default=""""> + </argument> + <description> + Returns the font size at [code]name[/code] if the theme has [code]type[/code]. </description> </method> <method name="get_theme_icon" qualifiers="const"> @@ -123,6 +142,20 @@ <argument index="1" name="type" type="StringName" default=""""> </argument> <description> + Returns [code]true[/code] if [Font] with [code]name[/code] is in [code]type[/code]. + Returns [code]false[/code] if the theme does not have [code]type[/code]. + </description> + </method> + <method name="has_theme_font_size" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="name" type="StringName"> + </argument> + <argument index="1" name="type" type="StringName" default=""""> + </argument> + <description> + Returns [code]true[/code] if font size with [code]name[/code] is in [code]type[/code]. + Returns [code]false[/code] if the theme does not have [code]type[/code]. </description> </method> <method name="has_theme_icon" qualifiers="const"> @@ -157,6 +190,13 @@ <description> </description> </method> + <method name="is_layout_rtl" qualifiers="const"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if layout is right-to-left. + </description> + </method> <method name="is_maximize_allowed" qualifiers="const"> <return type="bool"> </return> @@ -249,6 +289,15 @@ <description> </description> </method> + <method name="set_layout_direction"> + <return type="void"> + </return> + <argument index="0" name="direction" type="int" enum="Window.LayoutDirection"> + </argument> + <description> + Sets layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew). + </description> + </method> <method name="set_use_font_oversampling"> <return type="void"> </return> @@ -362,6 +411,8 @@ <constant name="MODE_MAXIMIZED" value="2" enum="Mode"> </constant> <constant name="MODE_FULLSCREEN" value="3" enum="Mode"> + Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project. + Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. </constant> <constant name="FLAG_RESIZE_DISABLED" value="0" enum="Flags"> </constant> @@ -377,9 +428,9 @@ </constant> <constant name="CONTENT_SCALE_MODE_DISABLED" value="0" enum="ContentScaleMode"> </constant> - <constant name="CONTENT_SCALE_MODE_OBJECTS" value="1" enum="ContentScaleMode"> + <constant name="CONTENT_SCALE_MODE_CANVAS_ITEMS" value="1" enum="ContentScaleMode"> </constant> - <constant name="CONTENT_SCALE_MODE_PIXELS" value="2" enum="ContentScaleMode"> + <constant name="CONTENT_SCALE_MODE_VIEWPORT" value="2" enum="ContentScaleMode"> </constant> <constant name="CONTENT_SCALE_ASPECT_IGNORE" value="0" enum="ContentScaleAspect"> </constant> @@ -391,6 +442,18 @@ </constant> <constant name="CONTENT_SCALE_ASPECT_EXPAND" value="4" enum="ContentScaleAspect"> </constant> + <constant name="LAYOUT_DIRECTION_INHERITED" value="0" enum="LayoutDirection"> + Automatic layout direction, determined from the parent control layout direction. + </constant> + <constant name="LAYOUT_DIRECTION_LOCALE" value="1" enum="LayoutDirection"> + Automatic layout direction, determined from the current locale. + </constant> + <constant name="LAYOUT_DIRECTION_LTR" value="2" enum="LayoutDirection"> + Left-to-right layout direction. + </constant> + <constant name="LAYOUT_DIRECTION_RTL" value="3" enum="LayoutDirection"> + Right-to-left layout direction. + </constant> </constants> <theme_items> <theme_item name="close" type="Texture2D"> diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index 2d8382b7e3..25033cdb09 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> </methods> @@ -16,7 +16,7 @@ The [RID] of this world's canvas resource. Used by the [RenderingServer] for 2D drawing. </member> <member name="direct_space_state" type="PhysicsDirectSpaceState2D" setter="" getter="get_direct_space_state"> - The state of this world's physics space. This allows arbitrary querying for collision. + Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to [code]_physics_process(delta)[/code] in the main thread. </member> <member name="space" type="RID" setter="" getter="get_space"> The [RID] of this world's physics space resource. Used by the [PhysicsServer2D] for 2D physics, treating it as both a space and an area. diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml index 4224a2a2c3..fe92077432 100644 --- a/doc/classes/World3D.xml +++ b/doc/classes/World3D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Node3D nodes register their resources into the current world. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> </methods> @@ -15,7 +15,7 @@ <member name="camera_effects" type="CameraEffects" setter="set_camera_effects" getter="get_camera_effects"> </member> <member name="direct_space_state" type="PhysicsDirectSpaceState3D" setter="" getter="get_direct_space_state"> - The World3D's physics direct space state, used for making various queries. Might be used only during [code]_physics_process[/code]. + Direct access to the world's physics 3D space state. Used for querying current and potential collisions. </member> <member name="environment" type="Environment" setter="set_environment" getter="get_environment"> The World3D's [Environment]. diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index 92b75621c2..c1cf639ec0 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -9,7 +9,10 @@ The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> + <link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> + <link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link> + <link title="2D HDR Demo">https://godotengine.org/asset-library/asset/110</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> </methods> diff --git a/doc/classes/XRCamera3D.xml b/doc/classes/XRCamera3D.xml index 4d86e24daa..b2682f7a90 100644 --- a/doc/classes/XRCamera3D.xml +++ b/doc/classes/XRCamera3D.xml @@ -8,7 +8,7 @@ The position and orientation of this node is automatically updated by the XR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the XR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for rendering as a result. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml index e4a06a80db..a4a86cc22a 100644 --- a/doc/classes/XRController3D.xml +++ b/doc/classes/XRController3D.xml @@ -9,7 +9,7 @@ The position of the controller node is automatically updated by the [XRServer]. This makes this node ideal to add child nodes to visualize the controller. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_controller_name" qualifiers="const"> @@ -19,13 +19,6 @@ If active, returns the name of the associated controller if provided by the AR/VR SDK used. </description> </method> - <method name="get_hand" qualifiers="const"> - <return type="int" enum="XRPositionalTracker.TrackerHand"> - </return> - <description> - Returns the hand holding this controller, if known. See [enum XRPositionalTracker.TrackerHand]. - </description> - </method> <method name="get_is_active" qualifiers="const"> <return type="bool"> </return> @@ -56,13 +49,20 @@ If provided by the [XRInterface], this returns a mesh associated with the controller. This can be used to visualize the controller. </description> </method> + <method name="get_tracker_hand" qualifiers="const"> + <return type="int" enum="XRPositionalTracker.TrackerHand"> + </return> + <description> + Returns the hand holding this controller, if known. See [enum XRPositionalTracker.TrackerHand]. + </description> + </method> <method name="is_button_pressed" qualifiers="const"> <return type="bool"> </return> <argument index="0" name="button" type="int"> </argument> <description> - Returns [code]true[/code] if the button at index [code]button[/code] is pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] constants. + Returns [code]true[/code] if the button at index [code]button[/code] is pressed. See [enum JoyButtonList]. </description> </method> </methods> @@ -86,7 +86,7 @@ Emitted when a button on this controller is pressed. </description> </signal> - <signal name="button_release"> + <signal name="button_released"> <argument index="0" name="button" type="int"> </argument> <description> diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml index 1985010223..034cb51be3 100644 --- a/doc/classes/XRInterface.xml +++ b/doc/classes/XRInterface.xml @@ -8,7 +8,7 @@ Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_camera_feed_id"> diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml index 57cf673d30..3e075e99b9 100644 --- a/doc/classes/XROrigin3D.xml +++ b/doc/classes/XROrigin3D.xml @@ -10,7 +10,7 @@ For example, if your character is driving a car, the XROrigin3D node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml index 2f7cc21703..36cd6e2ea0 100644 --- a/doc/classes/XRPositionalTracker.xml +++ b/doc/classes/XRPositionalTracker.xml @@ -9,16 +9,9 @@ The [XRController3D] and [XRAnchor3D] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> - <method name="get_hand" qualifiers="const"> - <return type="int" enum="XRPositionalTracker.TrackerHand"> - </return> - <description> - Returns the hand holding this tracker, if known. See [enum TrackerHand] constants. - </description> - </method> <method name="get_joy_id" qualifiers="const"> <return type="int"> </return> @@ -33,13 +26,6 @@ Returns the mesh related to a controller or anchor point if one is available. </description> </method> - <method name="get_name" qualifiers="const"> - <return type="StringName"> - </return> - <description> - Returns the controller or anchor point's name if available. - </description> - </method> <method name="get_orientation" qualifiers="const"> <return type="Basis"> </return> @@ -54,6 +40,13 @@ Returns the world-space controller position. </description> </method> + <method name="get_tracker_hand" qualifiers="const"> + <return type="int" enum="XRPositionalTracker.TrackerHand"> + </return> + <description> + Returns the hand holding this tracker, if known. See [enum TrackerHand] constants. + </description> + </method> <method name="get_tracker_id" qualifiers="const"> <return type="int"> </return> @@ -61,18 +54,18 @@ Returns the internal tracker ID. This uniquely identifies the tracker per tracker type and matches the ID you need to specify for nodes such as the [XRController3D] and [XRAnchor3D] nodes. </description> </method> - <method name="get_tracks_orientation" qualifiers="const"> - <return type="bool"> + <method name="get_tracker_name" qualifiers="const"> + <return type="StringName"> </return> <description> - Returns [code]true[/code] if this device tracks orientation. + Returns the controller or anchor point's name, if applicable. </description> </method> - <method name="get_tracks_position" qualifiers="const"> - <return type="bool"> + <method name="get_tracker_type" qualifiers="const"> + <return type="int" enum="XRServer.TrackerType"> </return> <description> - Returns [code]true[/code] if this device tracks position. + Returns the tracker's type, which will be one of the values from the [enum XRServer.TrackerType] enum. </description> </method> <method name="get_transform" qualifiers="const"> @@ -84,11 +77,18 @@ Returns the transform combining this device's orientation and position. </description> </method> - <method name="get_type" qualifiers="const"> - <return type="int" enum="XRServer.TrackerType"> + <method name="is_tracking_orientation" qualifiers="const"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if this device is tracking orientation. + </description> + </method> + <method name="is_tracking_position" qualifiers="const"> + <return type="bool"> </return> <description> - Returns the tracker's type. + Returns [code]true[/code] if this device is tracking position. </description> </method> </methods> @@ -101,10 +101,10 @@ <constant name="TRACKER_HAND_UNKNOWN" value="0" enum="TrackerHand"> The hand this tracker is held in is unknown or not applicable. </constant> - <constant name="TRACKER_LEFT_HAND" value="1" enum="TrackerHand"> + <constant name="TRACKER_HAND_LEFT" value="1" enum="TrackerHand"> This tracker is the left hand controller. </constant> - <constant name="TRACKER_RIGHT_HAND" value="2" enum="TrackerHand"> + <constant name="TRACKER_HAND_RIGHT" value="2" enum="TrackerHand"> This tracker is the right hand controller. </constant> </constants> diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml index 5e6002aee3..75a05bef17 100644 --- a/doc/classes/XRServer.xml +++ b/doc/classes/XRServer.xml @@ -7,7 +7,7 @@ The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="center_on_hmd"> diff --git a/doc/classes/bool.xml b/doc/classes/bool.xml index 4482a280b2..03e8bee7d5 100644 --- a/doc/classes/bool.xml +++ b/doc/classes/bool.xml @@ -4,67 +4,157 @@ Boolean built-in type. </brief_description> <description> - Boolean is a built-in type. It can represent any data type that is either a true or false value. You can think of it as an switch with on or off (1 or 0) setting. It's often used as part of programming logic in condition statements like [code]if[/code] statements. - [b]Note:[/b] In a code below [code]if can_shoot[/code] is equivalent of [code]if can_shoot == true[/code]. It is good practice to follow the natural spoken language structure when possible. Use [code]if can_shoot[/code] rather than [code]if can_shoot == true[/code] and use [code]if not can_shoot[/code] rather than [code]if can_shoot == false[/code]. - [codeblock] - var can_shoot = true + Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as an switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements. + Booleans can be directly used in [code]if[/code] statements. The code below demonstrates this on the [code]if can_shoot:[/code] line. You don't need to use [code]== true[/code], you only need [code]if can_shoot:[/code]. Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/code]. + [codeblocks] + [gdscript] + var _can_shoot = true func shoot(): - if can_shoot: - # Perform shooting actions here. - [/codeblock] + if _can_shoot: + pass # Perform shooting actions here. + [/gdscript] + [csharp] + private bool _canShoot = true; + + public void Shoot() + { + if (_canShoot) + { + // Perform shooting actions here. + } + } + [/csharp] + [/codeblocks] The following code will only create a bullet if both conditions are met: action "shoot" is pressed and if [code]can_shoot[/code] is [code]true[/code]. [b]Note:[/b] [code]Input.is_action_pressed("shoot")[/code] is also a boolean that is [code]true[/code] when "shoot" is pressed and [code]false[/code] when "shoot" isn't pressed. - [codeblock] - var can_shoot = true + [codeblocks] + [gdscript] + var _can_shoot = true func shoot(): - if can_shoot and Input.is_action_pressed("shoot"): + if _can_shoot and Input.is_action_pressed("shoot"): create_bullet() - [/codeblock] + [/gdscript] + [csharp] + private bool _canShoot = true; + + public void Shoot() + { + if (_canShoot && Input.IsActionPressed("shoot")) + { + CreateBullet(); + } + } + [/csharp] + [/codeblocks] The following code will set [code]can_shoot[/code] to [code]false[/code] and start a timer. This will prevent player from shooting until the timer runs out. Next [code]can_shoot[/code] will be set to [code]true[/code] again allowing player to shoot once again. - [codeblock] - var can_shoot = true - onready var cool_down = $CoolDownTimer + [gdscript] + var _can_shoot = true + onready var _cool_down = $CoolDownTimer func shoot(): - if can_shoot and Input.is_action_pressed("shoot"): + if _can_shoot and Input.is_action_pressed("shoot"): create_bullet() - can_shoot = false - cool_down.start() + _can_shoot = false + _cool_down.start() func _on_CoolDownTimer_timeout(): - can_shoot = true - [/codeblock] + _can_shoot = true + [/gdscript] + [csharp] + private bool _canShoot = true; + private Timer _coolDown; + + public override void _Ready() + { + _coolDown = GetNode<Timer>("CoolDownTimer"); + } + + public void Shoot() + { + if (_canShoot && Input.IsActionPressed("shoot")) + { + CreateBullet(); + _canShoot = false; + _coolDown.Start(); + } + } + + public void OnCoolDownTimerTimeout() + { + _canShoot = true; + } + [/csharp] + [/codeblocks] </description> <tutorials> </tutorials> <methods> - <method name="bool"> + <method name="bool" qualifiers="constructor"> <return type="bool"> </return> - <argument index="0" name="from" type="int"> + <description> + Constructs a default-initialized [bool] set to [code]false[/code]. + </description> + </method> + <method name="bool" qualifiers="constructor"> + <return type="bool"> + </return> + <argument index="0" name="from" type="bool"> </argument> <description> - Cast an [int] value to a boolean value, this method will return [code]true[/code] if called with an integer value different to 0 and [code]false[/code] in other case. + Constructs a [bool] as a copy of the given [bool]. </description> </method> - <method name="bool"> + <method name="bool" qualifiers="constructor"> <return type="bool"> </return> <argument index="0" name="from" type="float"> </argument> <description> - Cast a [float] value to a boolean value, this method will return [code]true[/code] if called with a floating-point value different to 0 and [code]false[/code] in other case. + Cast a [float] value to a boolean value, this method will return [code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] for all other floats. + </description> + </method> + <method name="bool" qualifiers="constructor"> + <return type="bool"> + </return> + <argument index="0" name="from" type="int"> + </argument> + <description> + Cast an [int] value to a boolean value, this method will return [code]false[/code] if [code]0[/code] is passed in, and [code]true[/code] for all other ints. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="bool"> + </argument> + <description> + </description> + </method> + <method name="operator <" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="bool"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="bool"> + </argument> + <description> </description> </method> - <method name="bool"> + <method name="operator >" qualifiers="operator"> <return type="bool"> </return> - <argument index="0" name="from" type="String"> + <argument index="0" name="right" type="bool"> </argument> <description> - Cast a [String] value to a boolean value, this method will return [code]true[/code] if called with a non-empty string and [code]false[/code] in other case. Examples: [code]bool("False")[/code] returns [code]true[/code], [code]bool("")[/code] returns [code]false[/code]. </description> </method> </methods> diff --git a/doc/classes/float.xml b/doc/classes/float.xml index 16a696f959..85fe31eec8 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -9,7 +9,23 @@ <tutorials> </tutorials> <methods> - <method name="float"> + <method name="float" qualifiers="constructor"> + <return type="float"> + </return> + <description> + Constructs a default-initialized [float] set to [code]0.0[/code]. + </description> + </method> + <method name="float" qualifiers="constructor"> + <return type="float"> + </return> + <argument index="0" name="from" type="float"> + </argument> + <description> + Constructs a [float] as a copy of the given [float]. + </description> + </method> + <method name="float" qualifiers="constructor"> <return type="float"> </return> <argument index="0" name="from" type="bool"> @@ -18,22 +34,233 @@ Cast a [bool] value to a floating-point value, [code]float(true)[/code] will be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0. </description> </method> - <method name="float"> + <method name="float" qualifiers="constructor"> <return type="float"> </return> <argument index="0" name="from" type="int"> </argument> <description> - Cast an [int] value to a floating-point value, [code]float(1)[/code] will be equal to 1.0. + Cast an [int] value to a floating-point value, [code]float(1)[/code] will be equal to [code]1.0[/code]. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> </description> </method> - <method name="float"> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> <return type="float"> </return> - <argument index="0" name="from" type="String"> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector2i"> + </return> + <argument index="0" name="right" type="Vector2i"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3i"> + </return> + <argument index="0" name="right" type="Vector3i"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Quat"> + </return> + <argument index="0" name="right" type="Quat"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Color"> + </return> + <argument index="0" name="right" type="Color"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="float"> + </return> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="float"> + </return> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator <" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator <" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator <=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator <=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator >" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator >" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator >=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator >=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="int"> </argument> <description> - Cast a [String] value to a floating-point value. This method accepts float value strings like [code]"1.23"[/code] and exponential notation strings for its parameter so calling [code]float("1e3")[/code] will return 1000.0 and calling [code]float("1e-3")[/code] will return 0.001. Calling this method with an invalid float string will return 0. This method stops parsing at the first invalid character and will return the parsed result so far, so calling [code]float("1a3")[/code] will return 1 while calling [code]float("1e3a2")[/code] will return 1000.0. </description> </method> </methods> diff --git a/doc/classes/int.xml b/doc/classes/int.xml index 2c9f0ad371..a63c509937 100644 --- a/doc/classes/int.xml +++ b/doc/classes/int.xml @@ -7,23 +7,55 @@ Signed 64-bit integer type. It can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those bounds will wrap around. [int] is a [Variant] type, and will thus be used when assigning an integer value to a [Variant]. It can also be enforced with the [code]: int[/code] type hint. - [codeblock] + [codeblocks] + [gdscript] var my_variant = 0 # int, value 0. my_variant += 4.2 # float, value 4.2. var my_int: int = 1 # int, value 1. my_int = 4.2 # int, value 4, the right value is implicitly cast to int. my_int = int("6.7") # int, value 6, the String is explicitly cast with int. - var max_int = 9223372036854775807 print(max_int) # 9223372036854775807, OK. max_int += 1 print(max_int) # -9223372036854775808, we overflowed and wrapped around. - [/codeblock] + [/gdscript] + [csharp] + int myInt = (int)"6.7".ToFloat(); // int, value 6, the String is explicitly cast with int. + // We have to use `long` here, because GDSript's `int` + // is 64 bits long while C#'s `int` is only 32 bits. + long maxInt = 9223372036854775807; + GD.Print(maxInt); // 9223372036854775807, OK. + maxInt++; + GD.Print(maxInt); // -9223372036854775808, we overflowed and wrapped around. + + // Alternatively, if we used C#'s 32-bit `int` type, the maximum value is much smaller: + int halfInt = 2147483647; + GD.Print(halfInt); // 2147483647, OK. + halfInt++; + GD.Print(halfInt); // -2147483648, we overflowed and wrapped around. + [/csharp] + [/codeblocks] </description> <tutorials> </tutorials> <methods> - <method name="int"> + <method name="int" qualifiers="constructor"> + <return type="int"> + </return> + <description> + Constructs a default-initialized [int] set to [code]0[/code]. + </description> + </method> + <method name="int" qualifiers="constructor"> + <return type="int"> + </return> + <argument index="0" name="from" type="int"> + </argument> + <description> + Constructs an [int] as a copy of the given [int]. + </description> + </method> + <method name="int" qualifiers="constructor"> <return type="int"> </return> <argument index="0" name="from" type="bool"> @@ -32,22 +64,287 @@ Cast a [bool] value to an integer value, [code]int(true)[/code] will be equals to 1 and [code]int(false)[/code] will be equals to 0. </description> </method> - <method name="int"> + <method name="int" qualifiers="constructor"> <return type="int"> </return> <argument index="0" name="from" type="float"> </argument> <description> - Cast a float value to an integer value, this method simply removes the number fractions, so for example [code]int(2.7)[/code] will be equals to 2, [code]int(.1)[/code] will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. + Cast a float value to an integer value, this method simply removes the number fractions (i.e. rounds [code]from[/code] towards zero), so for example [code]int(2.7)[/code] will be equals to 2, [code]int(0.1)[/code] will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. This operation is also called truncation. + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator !=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator %" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator &" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector2"> + </return> + <argument index="0" name="right" type="Vector2"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector2i"> + </return> + <argument index="0" name="right" type="Vector2i"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3"> + </return> + <argument index="0" name="right" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Vector3i"> + </return> + <argument index="0" name="right" type="Vector3i"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Quat"> + </return> + <argument index="0" name="right" type="Quat"> + </argument> + <description> + </description> + </method> + <method name="operator *" qualifiers="operator"> + <return type="Color"> + </return> + <argument index="0" name="right" type="Color"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator +" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="int"> + </return> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator -" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="float"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator /" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator <" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator <" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator <<" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator <=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator <=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator ==" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator >" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator >" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator >=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="float"> + </argument> + <description> + </description> + </method> + <method name="operator >=" qualifiers="operator"> + <return type="bool"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator >>" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> + </description> + </method> + <method name="operator ^" qualifiers="operator"> + <return type="int"> + </return> + <argument index="0" name="right" type="int"> + </argument> + <description> </description> </method> - <method name="int"> + <method name="operator |" qualifiers="operator"> <return type="int"> </return> - <argument index="0" name="from" type="String"> + <argument index="0" name="right" type="int"> </argument> <description> - Cast a [String] value to an integer value, this method is an integer parser from a string, so calling this method with an invalid integer string will return 0, a valid string will be something like [code]'1.7'[/code]. This method will ignore all non-number characters, so calling [code]int('1e3')[/code] will return 13. + </description> + </method> + <method name="operator ~" qualifiers="operator"> + <return type="int"> + </return> + <description> </description> </method> </methods> |