From 9dad1c4943934a584d02ee830542349042281980 Mon Sep 17 00:00:00 2001 From: HaSa1002 Date: Tue, 10 Nov 2020 10:12:49 +0100 Subject: [Docs] Add C# example for EditorPlugin::forward_canvas_draw_over_viewport Follow up to #43356 --- doc/classes/EditorPlugin.xml | 25 +++++++++++++++++++++++-- 1 file changed, 23 insertions(+), 2 deletions(-) diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 70d2c6b0a9..a069bdd836 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -211,7 +211,8 @@ 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]. - [codeblock] + [codeblocks] + [gdscript] func forward_canvas_draw_over_viewport(overlay): # Draw a circle at cursor position. overlay.draw_circle(overlay.get_local_mouse_position(), 64) @@ -220,7 +221,27 @@ if event is InputEventMouseMotion: # Redraw viewport when cursor is moved. update_overlays() - [/codeblock] + 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] -- cgit v1.2.3