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-rw-r--r--doc/classes/CanvasItem.xml4
-rw-r--r--doc/classes/CanvasLayer.xml11
-rw-r--r--doc/classes/Image.xml9
-rw-r--r--doc/classes/InputEventMouse.xml6
-rw-r--r--doc/classes/MultiplayerAPI.xml4
-rw-r--r--doc/classes/Node.xml18
-rw-r--r--doc/classes/TextureButton.xml10
-rw-r--r--doc/classes/Viewport.xml4
-rw-r--r--doc/classes/bool.xml2
9 files changed, 45 insertions, 23 deletions
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index 44845947b1..16aa7309cc 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -334,7 +334,7 @@
<method name="get_global_mouse_position" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the global position of the mouse.
+ Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is in using the coordinate system of the [CanvasLayer].
</description>
</method>
<method name="get_global_transform" qualifiers="const">
@@ -352,7 +352,7 @@
<method name="get_local_mouse_position" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the mouse position relative to this item's position.
+ Returns the mouse's position in this [CanvasItem] using the local coordinate system of this [CanvasItem].
</description>
</method>
<method name="get_transform" qualifiers="const">
diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml
index 9ee5ce0dcb..614bd558e8 100644
--- a/doc/classes/CanvasLayer.xml
+++ b/doc/classes/CanvasLayer.xml
@@ -44,5 +44,16 @@
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D(1, 0, 0, 1, 0, 0)">
The layer's transform.
</member>
+ <member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
+ If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be hidden.
+ Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't propagated to underlying layers.
+ </member>
</members>
+ <signals>
+ <signal name="visibility_changed">
+ <description>
+ Emitted when visibility of the layer is changed. See [member visible].
+ </description>
+ </signal>
+ </signals>
</class>
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 60d4b664d2..2f4a0079c9 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -88,6 +88,15 @@
<description>
</description>
</method>
+ <method name="compute_image_metrics">
+ <return type="Dictionary" />
+ <argument index="0" name="compared_image" type="Image" />
+ <argument index="1" name="use_luma" type="bool" />
+ <description>
+ Compute image metrics on the current image and the compared image.
+ The dictionary contains [code]max[/code], [code]mean[/code], [code]mean_squared[/code], [code]root_mean_squared[/code] and [code]peak_snr[/code].
+ </description>
+ </method>
<method name="convert">
<return type="void" />
<argument index="0" name="format" type="int" enum="Image.Format" />
diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml
index 5215c29b4a..054b3dbb33 100644
--- a/doc/classes/InputEventMouse.xml
+++ b/doc/classes/InputEventMouse.xml
@@ -14,10 +14,12 @@
The mouse button mask identifier, one of or a bitwise combination of the [enum MouseButton] button masks.
</member>
<member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position" default="Vector2(0, 0)">
- The global mouse position relative to the current [Viewport]. If used in [method Control._gui_input] and if the current [Control] is not under the mouse, moving it will not update this value.
+ When received in [method Node._input] or [method Node._unhandled_input], returns the mouse's position in the root [Viewport] using the coordinate system of the root [Viewport].
+ When received in [method Control._gui_input], returns the mouse's position in the [CanvasLayer] that the [Control] is in using the coordinate system of the [CanvasLayer].
</member>
<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
- The local mouse position relative to the [Viewport]. If used in [method Control._gui_input], the position is relative to the current [Control] which is under the mouse. If the current [Control] is not under the mouse, moving it will not update this value.
+ When received in [method Node._input] or [method Node._unhandled_input], returns the mouse's position in the [Viewport] this [Node] is in using the coordinate system of this [Viewport].
+ When received in [method Control._gui_input], returns the mouse's position in the [Control] using the local coordinate system of the [Control].
</member>
</members>
</class>
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index 426d902983..642e000efc 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -79,8 +79,8 @@
<member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="false">
If [code]true[/code], the MultiplayerAPI's [member multiplayer_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.
+ <member name="root_path" type="NodePath" setter="set_root_path" getter="get_root_path" default="NodePath(&quot;&quot;)">
+ The root path to use for RPCs and replication. 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>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 47be5695a0..89bc905e69 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -52,7 +52,7 @@
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).
+ [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
</description>
</method>
<method name="_physics_process" qualifiers="virtual">
@@ -62,7 +62,7 @@
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).
+ [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
</description>
</method>
<method name="_process" qualifiers="virtual">
@@ -72,38 +72,38 @@
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).
+ [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
</description>
</method>
<method name="_ready" qualifiers="virtual">
<return type="void" />
<description>
Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their [method _ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards.
- Corresponds to the [constant NOTIFICATION_READY] notification in [method Object._notification]. See also the [code]onready[/code] keyword for variables.
+ Corresponds to the [constant NOTIFICATION_READY] notification in [method Object._notification]. See also the [code]@onready[/code] annotation for variables.
Usually used for initialization. For even earlier initialization, [method Object._init] may be used. See also [method _enter_tree].
- [b]Note:[/b] [method _ready] may be called only once for each node. After removing a node from the scene tree and adding again, [code]_ready[/code] will not be called for the second time. This can be bypassed with requesting another call with [method request_ready], which may be called anywhere before adding the node again.
+ [b]Note:[/b] [method _ready] may be called only once for each node. After removing a node from the scene tree and adding it again, [code]_ready[/code] will not be called a second time. This can be bypassed by requesting another call with [method request_ready], which may be called anywhere before adding the node again.
</description>
</method>
<method name="_unhandled_input" qualifiers="virtual">
<return type="void" />
<argument index="0" name="event" type="InputEvent" />
<description>
- Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
+ Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it.
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).
+ [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
</description>
</method>
<method name="_unhandled_key_input" qualifiers="virtual">
<return type="void" />
<argument index="0" name="event" type="InputEvent" />
<description>
- Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
+ Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it.
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).
+ [b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
</description>
</method>
<method name="add_child">
diff --git a/doc/classes/TextureButton.xml b/doc/classes/TextureButton.xml
index 476ab2d1bf..5f081b95f5 100644
--- a/doc/classes/TextureButton.xml
+++ b/doc/classes/TextureButton.xml
@@ -12,17 +12,17 @@
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<members>
- <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 name="ignore_texture_size" type="bool" setter="set_ignore_texture_size" getter="get_ignore_texture_size" default="false">
+ If [code]true[/code], the size of the texture won't be considered for minimum size calculation, so the [TextureButton] can be shrunk down past the texture size.
+ </member>
+ <member name="stretch_mode" type="int" setter="set_stretch_mode" getter="get_stretch_mode" enum="TextureButton.StretchMode" default="2">
+ Controls the texture's behavior when you resize the node's bounding rectangle. See the [enum StretchMode] constants for available options.
</member>
<member name="texture_click_mask" type="BitMap" setter="set_click_mask" getter="get_click_mask">
Pure black and white [BitMap] image to use for click detection. On the mask, white pixels represent the button's clickable area. Use it to create buttons with curved shapes.
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 1b37cab68e..7a60ca9fa6 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -55,7 +55,7 @@
<method name="get_mouse_position" qualifiers="const">
<return type="Vector2" />
<description>
- Returns the mouse position relative to the viewport.
+ Returns the mouse's positon in this [Viewport] using the coordinate system of this [Viewport].
</description>
</method>
<method name="get_render_info">
@@ -180,7 +180,7 @@
<return type="void" />
<argument index="0" name="to_position" type="Vector2" />
<description>
- Warps the mouse to a position relative to the viewport.
+ Moves the mouse pointer to the specified position in this [Viewport] using the coordinate system of this [Viewport].
</description>
</method>
</methods>
diff --git a/doc/classes/bool.xml b/doc/classes/bool.xml
index 49f2d2dd7f..243d19d94f 100644
--- a/doc/classes/bool.xml
+++ b/doc/classes/bool.xml
@@ -52,7 +52,7 @@
[codeblocks]
[gdscript]
var _can_shoot = true
- onready var _cool_down = $CoolDownTimer
+ @onready var _cool_down = $CoolDownTimer
func shoot():
if _can_shoot and Input.is_action_pressed("shoot"):