diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/@GlobalScope.xml | 11 | ||||
-rw-r--r-- | doc/classes/AudioStreamPlayer3D.xml | 1 | ||||
-rw-r--r-- | doc/classes/EditorDebuggerPlugin.xml | 103 | ||||
-rw-r--r-- | doc/classes/EditorPlugin.xml | 18 | ||||
-rw-r--r-- | doc/classes/EngineDebugger.xml | 132 | ||||
-rw-r--r-- | doc/classes/Input.xml | 3 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 1 | ||||
-rw-r--r-- | doc/classes/RigidBody3D.xml | 1 | ||||
-rw-r--r-- | doc/classes/Thread.xml | 3 | ||||
-rw-r--r-- | doc/classes/TileMap.xml | 2 | ||||
-rw-r--r-- | doc/classes/TouchScreenButton.xml | 6 |
11 files changed, 272 insertions, 9 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 7f7df33471..2b1770f12b 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -27,6 +27,9 @@ <member name="Engine" type="Engine" setter="" getter=""> The [Engine] singleton. </member> + <member name="EngineDebugger" type="EngineDebugger" setter="" getter=""> + The [EngineDebugger] singleton. + </member> <member name="Geometry2D" type="Geometry2D" setter="" getter=""> The [Geometry2D] singleton. </member> @@ -353,16 +356,16 @@ 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. diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index bd90e3bd1a..98100370b6 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -5,6 +5,7 @@ </brief_description> <description> Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. + 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> 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/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 99fe9b4bb5..36076d8909 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -76,6 +76,15 @@ 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> @@ -424,6 +433,15 @@ 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> 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/Input.xml b/doc/classes/Input.xml index ffe29fc978..a3079a12a9 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -421,7 +421,8 @@ 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/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index a7efba518c..1fbcccdbb5 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -9,6 +9,7 @@ [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> </tutorials> diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 933885ba77..d53d6b001c 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -8,6 +8,7 @@ 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> diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index 5c63d01322..46377ecf20 100644 --- a/doc/classes/Thread.xml +++ b/doc/classes/Thread.xml @@ -5,6 +5,7 @@ </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 title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> @@ -15,7 +16,7 @@ <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 9df2b656f4..8777841e80 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -166,7 +166,7 @@ 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) 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> |