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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "@GlobalScope" version= "4.1" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Global scope constants and functions.
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</brief_description>
<description >
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A list of global scope enumerated constants and built-in functions. This is all that resides in the globals, constants regarding error codes, keycodes, property hints, etc.
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Singletons are also documented here, since they can be accessed from anywhere.
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For the entries related to GDScript which can be accessed in any script see [@GDScript].
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</description>
<tutorials >
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<link title= "Random number generation" > $DOCS_URL/tutorials/math/random_number_generation.html</link>
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</tutorials>
<methods >
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<method name= "abs" >
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<return type= "Variant" />
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<param index= "0" name= "x" type= "Variant" />
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<description >
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Returns the absolute value of a [Variant] parameter [param x] (i.e. non-negative value). Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
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[codeblock]
var a = abs(-1)
# a is 1
var b = abs(-1.2)
# b is 1.2
var c = abs(Vector2(-3.5, -4))
# c is (3.5, 4)
var d = abs(Vector2i(-5, -6))
# d is (5, 6)
var e = abs(Vector3(-7, 8.5, -3.8))
# e is (7, 8.5, 3.8)
var f = abs(Vector3i(-7, -8, -9))
# f is (7, 8, 9)
[/codeblock]
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[b]Note:[/b] For better type safety, use [method absf], [method absi], [method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs].
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</description>
</method>
<method name= "absf" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns the absolute value of float parameter [param x] (i.e. positive value).
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[codeblock]
# a is 1.2
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var a = absf(-1.2)
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[/codeblock]
</description>
</method>
<method name= "absi" >
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<return type= "int" />
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<param index= "0" name= "x" type= "int" />
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<description >
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Returns the absolute value of int parameter [param x] (i.e. positive value).
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[codeblock]
# a is 1
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var a = absi(-1)
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[/codeblock]
</description>
</method>
<method name= "acos" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns the arc cosine of [param x] in radians. Use to get the angle of cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/code] (inclusive), in order to prevent [method acos] from returning [constant @GDScript.NAN].
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[codeblock]
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# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)
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var c = acos(0.866025)
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[/codeblock]
</description>
</method>
<method name= "asin" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns the arc sine of [param x] in radians. Use to get the angle of sine [param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/code] (inclusive), in order to prevent [method asin] from returning [constant @GDScript.NAN].
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[codeblock]
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# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)
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var s = asin(0.5)
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[/codeblock]
</description>
</method>
<method name= "atan" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns the arc tangent of [param x] in radians. Use it to get the angle from an angle's tangent in trigonometry.
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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]
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var a = atan(0.5) # a is 0.463648
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[/codeblock]
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If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] (inclusive), [code]atan(tan(x))[/code] is equal to [param x].
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</description>
</method>
<method name= "atan2" >
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<return type= "float" />
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<param index= "0" name= "y" type= "float" />
<param index= "1" name= "x" type= "float" />
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<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]
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var a = atan2(0, -1) # a is 3.141593
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[/codeblock]
</description>
</method>
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<method name= "bezier_derivative" >
<return type= "float" />
<param index= "0" name= "start" type= "float" />
<param index= "1" name= "control_1" type= "float" />
<param index= "2" name= "control_2" type= "float" />
<param index= "3" name= "end" type= "float" />
<param index= "4" name= "t" type= "float" />
<description >
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Returns the derivative at the given [param t] on a one-dimensional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points.
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</description>
</method>
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<method name= "bezier_interpolate" >
<return type= "float" />
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<param index= "0" name= "start" type= "float" />
<param index= "1" name= "control_1" type= "float" />
<param index= "2" name= "control_2" type= "float" />
<param index= "3" name= "end" type= "float" />
<param index= "4" name= "t" type= "float" />
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<description >
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Returns the point at the given [param t] on a one-dimensional [url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given [param control_1], [param control_2], and [param end] points.
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</description>
</method>
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<method name= "bytes_to_var" >
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<return type= "Variant" />
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<param index= "0" name= "bytes" type= "PackedByteArray" />
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<description >
Decodes a byte array back to a [Variant] value, without decoding objects.
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[b]Note:[/b] If you need object deserialization, see [method bytes_to_var_with_objects].
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</description>
</method>
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<method name= "bytes_to_var_with_objects" >
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<return type= "Variant" />
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<param index= "0" name= "bytes" type= "PackedByteArray" />
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<description >
Decodes a byte array back to a [Variant] value. Decoding objects is allowed.
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[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).
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</description>
</method>
<method name= "ceil" >
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<return type= "Variant" />
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<param index= "0" name= "x" type= "Variant" />
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<description >
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Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x]. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].
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[codeblock]
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var i = ceil(1.45) # i is 2.0
i = ceil(1.001) # i is 2.0
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[/codeblock]
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See also [method floor], [method round], and [method snapped].
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[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil].
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</description>
</method>
<method name= "ceilf" >
<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x].
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A type-safe version of [method ceil], returning a [float].
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</description>
</method>
<method name= "ceili" >
<return type= "int" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Rounds [param x] upward (towards positive infinity), returning the smallest whole number that is not less than [param x].
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A type-safe version of [method ceil], returning an [int].
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</description>
</method>
<method name= "clamp" >
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<return type= "Variant" />
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<param index= "0" name= "value" type= "Variant" />
<param index= "1" name= "min" type= "Variant" />
<param index= "2" name= "max" type= "Variant" />
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<description >
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Clamps the [param value], returning a [Variant] not less than [param min] and not more than [param max]. Any values that can be compared with the less than and greater than operators will work.
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[codeblock]
var a = clamp(-10, -1, 5)
# a is -1
var b = clamp(8.1, 0.9, 5.5)
# b is 5.5
var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))
# c is (-3.2, -2)
var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))
# d is (2, 6)
var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, -4.1))
# e is (-3, -2, 5.4)
var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, -6))
# f is (-4, -5, -6)
[/codeblock]
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[b]Note:[/b] For better type safety, use [method clampf], [method clampi], [method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], [method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or [method Color.clamp].
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</description>
</method>
<method name= "clampf" >
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<return type= "float" />
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<param index= "0" name= "value" type= "float" />
<param index= "1" name= "min" type= "float" />
<param index= "2" name= "max" type= "float" />
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<description >
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Clamps the [param value], returning a [float] not less than [param min] and not more than [param max].
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[codeblock]
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var speed = 42.1
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var a = clampf(speed, 1.0, 20.5) # a is 20.5
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speed = -10.0
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var b = clampf(speed, -1.0, 1.0) # b is -1.0
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[/codeblock]
</description>
</method>
<method name= "clampi" >
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<return type= "int" />
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<param index= "0" name= "value" type= "int" />
<param index= "1" name= "min" type= "int" />
<param index= "2" name= "max" type= "int" />
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<description >
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Clamps the [param value], returning an [int] not less than [param min] and not more than [param max].
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[codeblock]
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var speed = 42
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var a = clampi(speed, 1, 20) # a is 20
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speed = -10
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var b = clampi(speed, -1, 1) # b is -1
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[/codeblock]
</description>
</method>
<method name= "cos" >
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<return type= "float" />
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<param index= "0" name= "angle_rad" type= "float" />
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<description >
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Returns the cosine of angle [param angle_rad] in radians.
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[codeblock]
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cos(PI * 2) # Returns 1.0
cos(PI) # Returns -1.0
cos(deg_to_rad(90)) # Returns 0.0
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[/codeblock]
</description>
</method>
<method name= "cosh" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns the hyperbolic cosine of [param x] in radians.
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[codeblock]
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print(cosh(1)) # Prints 1.543081
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[/codeblock]
</description>
</method>
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<method name= "cubic_interpolate" >
<return type= "float" />
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<param index= "0" name= "from" type= "float" />
<param index= "1" name= "to" type= "float" />
<param index= "2" name= "pre" type= "float" />
<param index= "3" name= "post" type= "float" />
<param index= "4" name= "weight" type= "float" />
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<description >
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Cubic interpolates between two values by the factor defined in [param weight] with [param pre] and [param post] values.
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</description>
</method>
<method name= "cubic_interpolate_angle" >
<return type= "float" />
<param index= "0" name= "from" type= "float" />
<param index= "1" name= "to" type= "float" />
<param index= "2" name= "pre" type= "float" />
<param index= "3" name= "post" type= "float" />
<param index= "4" name= "weight" type= "float" />
<description >
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Cubic interpolates between two rotation values with shortest path by the factor defined in [param weight] with [param pre] and [param post] values. See also [method lerp_angle].
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</description>
</method>
<method name= "cubic_interpolate_angle_in_time" >
<return type= "float" />
<param index= "0" name= "from" type= "float" />
<param index= "1" name= "to" type= "float" />
<param index= "2" name= "pre" type= "float" />
<param index= "3" name= "post" type= "float" />
<param index= "4" name= "weight" type= "float" />
<param index= "5" name= "to_t" type= "float" />
<param index= "6" name= "pre_t" type= "float" />
<param index= "7" name= "post_t" type= "float" />
<description >
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Cubic interpolates between two rotation values with shortest path by the factor defined in [param weight] with [param pre] and [param post] values. See also [method lerp_angle].
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It can perform smoother interpolation than [code]cubic_interpolate()[/code] by the time values.
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</description>
</method>
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<method name= "cubic_interpolate_in_time" >
<return type= "float" />
<param index= "0" name= "from" type= "float" />
<param index= "1" name= "to" type= "float" />
<param index= "2" name= "pre" type= "float" />
<param index= "3" name= "post" type= "float" />
<param index= "4" name= "weight" type= "float" />
<param index= "5" name= "to_t" type= "float" />
<param index= "6" name= "pre_t" type= "float" />
<param index= "7" name= "post_t" type= "float" />
<description >
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Cubic interpolates between two values by the factor defined in [param weight] with [param pre] and [param post] values.
It can perform smoother interpolation than [method cubic_interpolate] by the time values.
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</description>
</method>
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<method name= "db_to_linear" >
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<return type= "float" />
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<param index= "0" name= "db" type= "float" />
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<description >
Converts from decibels to linear energy (audio).
</description>
</method>
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<method name= "deg_to_rad" >
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<return type= "float" />
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<param index= "0" name= "deg" type= "float" />
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<description >
Converts an angle expressed in degrees to radians.
[codeblock]
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var r = deg_to_rad(180) # r is 3.141593
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[/codeblock]
</description>
</method>
<method name= "ease" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
<param index= "1" name= "curve" type= "float" />
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<description >
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Returns an "eased" value of [param x] based on an easing function defined with [param curve]. This easing function is based on an exponent. The [param curve] can be any floating-point number, with specific values leading to the following behaviors:
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[codeblock]
- Lower than -1.0 (exclusive): Ease in-out
- 1.0: Linear
- Between -1.0 and 0.0 (exclusive): Ease out-in
- 0.0: Constant
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- Between 0.0 to 1.0 (exclusive): Ease out
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- 1.0: Linear
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- Greater than 1.0 (exclusive): Ease in
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[/codeblock]
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[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/ease_cheatsheet.png]ease() curve values cheatsheet[/url]
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See also [method smoothstep]. If you need to perform more advanced transitions, use [method Tween.interpolate_value].
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</description>
</method>
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<method name= "error_string" >
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<return type= "String" />
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<param index= "0" name= "error" type= "int" />
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<description >
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Returns a human-readable name for the given [enum Error] code.
[codeblock]
print(OK) # Prints 0
print(error_string(OK)) # Prints OK
print(error_string(ERR_BUSY)) # Prints Busy
print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory
[/codeblock]
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</description>
</method>
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<method name= "exp" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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The natural exponential function. It raises the mathematical constant [b]e[/b] to the power of [param x] and returns it.
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[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]
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var a = exp(2) # Approximately 7.39
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[/codeblock]
</description>
</method>
<method name= "floor" >
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<return type= "Variant" />
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<param index= "0" name= "x" type= "Variant" />
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<description >
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Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x]. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].
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[codeblock]
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var a = floor(2.99) # a is 2.0
a = floor(-2.99) # a is -3.0
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[/codeblock]
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See also [method ceil], [method round], and [method snapped].
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[b]Note:[/b] For better type safety, use [method floorf], [method floori], [method Vector2.floor], [method Vector3.floor], or [method Vector4.floor].
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</description>
</method>
<method name= "floorf" >
<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x].
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A type-safe version of [method floor], returning a [float].
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</description>
</method>
<method name= "floori" >
<return type= "int" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Rounds [param x] downward (towards negative infinity), returning the largest whole number that is not more than [param x].
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A type-safe version of [method floor], returning an [int].
[b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], which rounds towards 0.
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</description>
</method>
<method name= "fmod" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
<param index= "1" name= "y" type= "float" />
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<description >
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Returns the floating-point remainder of [param x] divided by [param y], keeping the sign of [param x].
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[codeblock]
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var remainder = fmod(7, 5.5) # remainder is 1.5
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[/codeblock]
For the integer remainder operation, use the [code]%[/code] operator.
</description>
</method>
<method name= "fposmod" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
<param index= "1" name= "y" type= "float" />
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<description >
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Returns the floating-point modulus of [param x] divided by [param y], wrapping equally in positive and negative.
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[codeblock]
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print(" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))")
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for i in 7:
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var x = i * 0.5 - 1.5
print("%4.1f %4.1f | %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)])
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[/codeblock]
Produces:
[codeblock]
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(x) (fmod(x, 1.5)) (fposmod(x, 1.5))
-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
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[/codeblock]
</description>
</method>
<method name= "hash" >
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<return type= "int" />
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<param index= "0" name= "variable" type= "Variant" />
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<description >
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Returns the integer hash of the passed [param variable].
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[codeblocks]
[gdscript]
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print(hash("a")) # Prints 177670
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[/gdscript]
[csharp]
GD.Print(GD.Hash("a")); // Prints 177670
[/csharp]
[/codeblocks]
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</description>
</method>
<method name= "instance_from_id" >
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<return type= "Object" />
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<param index= "0" name= "instance_id" type= "int" />
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<description >
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Returns the [Object] that corresponds to [param instance_id]. All Objects have a unique instance ID. See also [method Object.get_instance_id].
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[codeblocks]
[gdscript]
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var foo = "bar"
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func _ready():
var id = get_instance_id()
var inst = instance_from_id(id)
print(inst.foo) # Prints bar
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[/gdscript]
[csharp]
public partial class MyNode : Node
{
public string Foo { get; set; } = "bar";
public override void _Ready()
{
ulong id = GetInstanceId();
var inst = (MyNode)InstanceFromId(Id);
GD.Print(inst.Foo); // Prints bar
}
}
[/csharp]
[/codeblocks]
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</description>
</method>
<method name= "inverse_lerp" >
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<return type= "float" />
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<param index= "0" name= "from" type= "float" />
<param index= "1" name= "to" type= "float" />
<param index= "2" name= "weight" type= "float" />
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<description >
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Returns an interpolation or extrapolation factor considering the range specified in [param from] and [param to], and the interpolated value specified in [param weight]. The returned value will be between [code]0.0[/code] and [code]1.0[/code] if [param weight] is between [param from] and [param to] (inclusive). If [param weight] is located outside this range, then an extrapolation factor will be returned (return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). Use [method clamp] on the result of [method inverse_lerp] if this is not desired.
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[codeblock]
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# The interpolation ratio in the `lerp()` call below is 0.75.
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var middle = lerp(20, 30, 0.75)
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# middle is now 27.5.
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# Now, we pretend to have forgotten the original ratio and want to get it back.
var ratio = inverse_lerp(20, 30, 27.5)
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# ratio is now 0.75.
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[/codeblock]
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See also [method lerp], which performs the reverse of this operation, and [method remap] to map a continuous series of values to another.
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</description>
</method>
<method name= "is_equal_approx" >
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<return type= "bool" />
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<param index= "0" name= "a" type= "float" />
<param index= "1" name= "b" type= "float" />
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<description >
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Returns [code]true[/code] if [param a] and [param b] are approximately equal to each other.
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Here, "approximately equal" means that [param a] and [param b] are within a small internal epsilon of each other, which scales with the magnitude of the numbers.
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Infinity values of the same sign are considered equal.
</description>
</method>
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<method name= "is_finite" >
<return type= "bool" />
<param index= "0" name= "x" type= "float" />
<description >
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Returns whether [param x] is a finite value, i.e. it is not [constant @GDScript.NAN], positive infinity, or negative infinity.
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</description>
</method>
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<method name= "is_inf" >
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<return type= "bool" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns [code]true[/code] if [param x] is either positive infinity or negative infinity.
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</description>
</method>
<method name= "is_instance_id_valid" >
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<return type= "bool" />
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<param index= "0" name= "id" type= "int" />
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<description >
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Returns [code]true[/code] if the Object that corresponds to [param id] is a valid object (e.g. has not been deleted from memory). All Objects have a unique instance ID.
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</description>
</method>
<method name= "is_instance_valid" >
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<return type= "bool" />
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<param index= "0" name= "instance" type= "Variant" />
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<description >
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Returns [code]true[/code] if [param instance] is a valid Object (e.g. has not been deleted from memory).
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</description>
</method>
<method name= "is_nan" >
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<return type= "bool" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns [code]true[/code] if [param x] is a NaN ("Not a Number" or invalid) value.
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</description>
</method>
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<method name= "is_same" >
<return type= "bool" />
<param index= "0" name= "a" type= "Variant" />
<param index= "1" name= "b" type= "Variant" />
<description >
Returns [code]true[/code], for value types, if [param a] and [param b] share the same value. Returns [code]true[/code], for reference types, if the references of [param a] and [param b] are the same.
[codeblock]
# Vector2 is a value type
var vec2_a = Vector2(0, 0)
var vec2_b = Vector2(0, 0)
var vec2_c = Vector2(1, 1)
is_same(vec2_a, vec2_a) # true
is_same(vec2_a, vec2_b) # true
is_same(vec2_a, vec2_c) # false
# Array is a reference type
var arr_a = []
var arr_b = []
is_same(arr_a, arr_a) # true
is_same(arr_a, arr_b) # false
[/codeblock]
These are [Variant] value types: [code]null[/code], [bool], [int], [float], [String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], [Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], [RID], [Callable] and [Signal].
These are [Variant] reference types: [Object], [Dictionary], [Array], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], [PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], [PackedVector2Array], [PackedVector3Array] and [PackedColorArray].
</description>
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</method>
<method name= "is_zero_approx" >
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<return type= "bool" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns [code]true[/code] if [param x] is zero or almost zero. The comparison is done using a tolerance calculation with a small internal epsilon.
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This function is faster than using [method is_equal_approx] with one value as zero.
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</description>
</method>
<method name= "lerp" >
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<return type= "Variant" />
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<param index= "0" name= "from" type= "Variant" />
<param index= "1" name= "to" type= "Variant" />
<param index= "2" name= "weight" type= "Variant" />
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<description >
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Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. If this is not desired, use [method clamp] on the result of this function.
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Both [param from] and [param to] must be the same type. Supported types: [int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], [Basis].
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[codeblock]
lerp(0, 4, 0.75) # Returns 3.0
[/codeblock]
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See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep]. See also [method remap] to map a continuous series of values to another.
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[b]Note:[/b] For better type safety, use [method lerpf], [method Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], [method Quaternion.slerp] or [method Basis.slerp].
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</description>
</method>
<method name= "lerp_angle" >
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<return type= "float" />
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<param index= "0" name= "from" type= "float" />
<param index= "1" name= "to" type= "float" />
<param index= "2" name= "weight" type= "float" />
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<description >
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Linearly interpolates between two angles (in radians) by a [param weight] value between 0.0 and 1.0.
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Similar to [method lerp], but interpolates correctly when the angles wrap around [constant @GDScript.TAU]. To perform eased interpolation with [method lerp_angle], combine it with [method ease] or [method smoothstep].
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[codeblock]
extends Sprite
var elapsed = 0.0
func _process(delta):
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var min_angle = deg_to_rad(0.0)
var max_angle = deg_to_rad(90.0)
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rotation = lerp_angle(min_angle, max_angle, elapsed)
elapsed += delta
[/codeblock]
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[b]Note:[/b] This function lerps through the shortest path between [param from] and [param to]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise.
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</description>
</method>
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<method name= "lerpf" >
<return type= "float" />
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<param index= "0" name= "from" type= "float" />
<param index= "1" name= "to" type= "float" />
<param index= "2" name= "weight" type= "float" />
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<description >
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Linearly interpolates between two values by the factor defined in [param weight]. To perform interpolation, [param weight] should be between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside this range are allowed and can be used to perform [i]extrapolation[/i]. If this is not desired, use [method clampf] on the result of this function.
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[codeblock]
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lerpf(0, 4, 0.75) # Returns 3.0
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[/codeblock]
See also [method inverse_lerp] which performs the reverse of this operation. To perform eased interpolation with [method lerp], combine it with [method ease] or [method smoothstep].
</description>
</method>
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<method name= "linear_to_db" >
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<return type= "float" />
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<param index= "0" name= "lin" type= "float" />
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<description >
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Converts from linear energy to decibels (audio). This can be used to implement volume sliders that behave as expected (since volume isn't linear).
[b]Example:[/b]
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[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.
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db($Slider.value))
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[/codeblock]
</description>
</method>
<method name= "log" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns the [url=https://en.wikipedia.org/wiki/Natural_logarithm]natural logarithm[/url] of [param x] (base [url=https://en.wikipedia.org/wiki/E_(mathematical_constant)][i]e[/i][/url], with [i]e[/i] being approximately 2.71828). This is 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. To use base 10 logarithm, use [code]log(x) / log(10)[/code].
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[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" >
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<return type= "Variant" />
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<description >
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Returns the maximum of the given numeric values. This function can take any number of arguments.
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[codeblock]
max(1, 7, 3, -6, 5) # Returns 7
[/codeblock]
</description>
</method>
<method name= "maxf" >
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<return type= "float" />
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<param index= "0" name= "a" type= "float" />
<param index= "1" name= "b" type= "float" />
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<description >
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Returns the maximum of two [float] values.
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[codeblock]
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maxf(3.6, 24) # Returns 24.0
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maxf(-3.99, -4) # Returns -3.99
[/codeblock]
</description>
</method>
<method name= "maxi" >
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<return type= "int" />
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<param index= "0" name= "a" type= "int" />
<param index= "1" name= "b" type= "int" />
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<description >
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Returns the maximum of two [int] values.
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[codeblock]
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maxi(1, 2) # Returns 2
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maxi(-3, -4) # Returns -3
[/codeblock]
</description>
</method>
<method name= "min" qualifiers= "vararg" >
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<return type= "Variant" />
2020-11-17 10:21:08 +00:00
<description >
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Returns the minimum of the given numeric values. This function can take any number of arguments.
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[codeblock]
min(1, 7, 3, -6, 5) # Returns -6
[/codeblock]
</description>
</method>
<method name= "minf" >
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<return type= "float" />
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<param index= "0" name= "a" type= "float" />
<param index= "1" name= "b" type= "float" />
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<description >
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Returns the minimum of two [float] values.
2020-11-17 10:21:08 +00:00
[codeblock]
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minf(3.6, 24) # Returns 3.6
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minf(-3.99, -4) # Returns -4.0
[/codeblock]
</description>
</method>
<method name= "mini" >
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<return type= "int" />
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<param index= "0" name= "a" type= "int" />
<param index= "1" name= "b" type= "int" />
2020-11-17 10:21:08 +00:00
<description >
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Returns the minimum of two [int] values.
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[codeblock]
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mini(1, 2) # Returns 1
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mini(-3, -4) # Returns -4
[/codeblock]
</description>
</method>
<method name= "move_toward" >
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<return type= "float" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "from" type= "float" />
<param index= "1" name= "to" type= "float" />
<param index= "2" name= "delta" type= "float" />
2020-11-17 10:21:08 +00:00
<description >
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Moves [param from] toward [param to] by the [param delta] amount. Will not go past [param to].
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Use a negative [param delta] value to move away.
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[codeblock]
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move_toward(5, 10, 4) # Returns 9
move_toward(10, 5, 4) # Returns 6
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move_toward(5, 10, 9) # Returns 10
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move_toward(10, 5, -1.5) # Returns 11.5
[/codeblock]
</description>
</method>
<method name= "nearest_po2" >
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<return type= "int" />
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<param index= "0" name= "value" type= "int" />
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<description >
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Returns the nearest equal or larger power of 2 for the integer [param value].
2020-11-17 10:21:08 +00:00
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
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nearest_po2(0) # Returns 0 (this may not be expected)
nearest_po2(-1) # Returns 0 (this may not be expected)
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[/codeblock]
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[b]Warning:[/b] Due to the way it is implemented, this function returns [code]0[/code] rather than [code]1[/code] for negative values of [param value] (in reality, 1 is the smallest integer power of 2).
2020-11-17 10:21:08 +00:00
</description>
</method>
2021-10-15 13:25:00 +00:00
<method name= "pingpong" >
<return type= "float" />
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<param index= "0" name= "value" type= "float" />
<param index= "1" name= "length" type= "float" />
2021-10-15 13:25:00 +00:00
<description >
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Wraps [param value] between [code]0[/code] and the [param length]. If the limit is reached, the next value the function returns is decreased to the [code]0[/code] side or increased to the [param length] side (like a triangle wave). If [param length] is less than zero, it becomes positive.
2021-10-15 13:25:00 +00:00
[codeblock]
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pingpong(-3.0, 3.0) # Returns 3.0
pingpong(-2.0, 3.0) # Returns 2.0
pingpong(-1.0, 3.0) # Returns 1.0
pingpong(0.0, 3.0) # Returns 0.0
pingpong(1.0, 3.0) # Returns 1.0
pingpong(2.0, 3.0) # Returns 2.0
pingpong(3.0, 3.0) # Returns 3.0
pingpong(4.0, 3.0) # Returns 2.0
pingpong(5.0, 3.0) # Returns 1.0
pingpong(6.0, 3.0) # Returns 0.0
2021-10-15 13:25:00 +00:00
[/codeblock]
</description>
</method>
2021-05-04 10:51:03 +00:00
<method name= "posmod" >
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<return type= "int" />
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<param index= "0" name= "x" type= "int" />
<param index= "1" name= "y" type= "int" />
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<description >
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Returns the integer modulus of [param x] divided by [param y] that wraps equally in positive and negative.
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[codeblock]
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print("#(i) (i % 3) (posmod(i, 3))")
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for i in range(-3, 4):
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print("%2d %2d | %2d" % [i, i % 3, posmod(i, 3)])
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[/codeblock]
Produces:
[codeblock]
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(i) (i % 3) (posmod(i, 3))
-3 0 | 0
-2 -2 | 1
-1 -1 | 2
0 0 | 0
1 1 | 1
2 2 | 2
3 0 | 0
2021-05-04 10:51:03 +00:00
[/codeblock]
</description>
</method>
2020-11-17 10:21:08 +00:00
<method name= "pow" >
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<return type= "float" />
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<param index= "0" name= "base" type= "float" />
<param index= "1" name= "exp" type= "float" />
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<description >
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Returns the result of [param base] raised to the power of [param exp].
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In GDScript, this is the equivalent of the [code]**[/code] operator.
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[codeblock]
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pow(2, 5) # Returns 32.0
pow(4, 1.5) # Returns 8.0
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[/codeblock]
</description>
</method>
<method name= "print" qualifiers= "vararg" >
<description >
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Converts one or more arguments of any type to string in the best way possible and prints them to the console.
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[codeblocks]
[gdscript]
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var a = [1, 2, 3]
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print("a", "b", a) # Prints ab[1, 2, 3]
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[/gdscript]
[csharp]
var a = new Godot.Collections.Array { 1, 2, 3 };
GD.Print("a", "b", a); // Prints ab[1, 2, 3]
[/csharp]
[/codeblocks]
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[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
2020-11-17 10:21:08 +00:00
</description>
</method>
2022-05-02 23:29:38 +00:00
<method name= "print_rich" qualifiers= "vararg" >
<description >
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Converts one or more arguments of any type to string in the best way possible and prints them to the console.
The following BBCode tags are supported: [code]b[/code], [code]i[/code], [code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], [code]url[/code], [code]center[/code], [code]right[/code], [code]color[/code], [code]bgcolor[/code], [code]fgcolor[/code].
Color tags only support the following named colors: [code]black[/code], [code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/code], [code]magenta[/code], [code]pink[/code], [code]purple[/code], [code]cyan[/code], [code]white[/code], [code]orange[/code], [code]gray[/code]. Hexadecimal color codes are not supported.
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URL tags only support URLs wrapped by a URL tag, not URLs with a different title.
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When printing to standard output, the supported subset of BBCode is converted to ANSI escape codes for the terminal emulator to display. Support for ANSI escape codes varies across terminal emulators, especially for italic and strikethrough. In standard output, [code]code[/code] is represented with faint text but without any font change. Unsupported tags are left as-is in standard output.
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[codeblocks]
[gdscript]
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print_rich("[color=green][b]Hello world![/b][/color]") # Prints out "Hello world!" in green with a bold font
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[/gdscript]
[csharp]
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GD.PrintRich("[color=green][b]Hello world![/b][/color]"); // Prints out "Hello world!" in green with a bold font
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[/csharp]
[/codeblocks]
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[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print] or [method print_rich]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
2023-04-16 14:28:30 +00:00
[b]Note:[/b] On Windows, only Windows 10 and later correctly displays ANSI escape codes in standard output.
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</description>
</method>
2021-09-20 17:14:27 +00:00
<method name= "print_verbose" qualifiers= "vararg" >
<description >
If verbose mode is enabled ([method OS.is_stdout_verbose] returning [code]true[/code]), converts one or more arguments of any type to string in the best way possible and prints them to the console.
</description>
</method>
2020-11-17 10:21:08 +00:00
<method name= "printerr" qualifiers= "vararg" >
<description >
Prints one or more arguments to strings in the best way possible to standard error line.
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[codeblocks]
[gdscript]
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printerr("prints to stderr")
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[/gdscript]
[csharp]
GD.PrintErr("prints to stderr");
[/csharp]
[/codeblocks]
2020-11-17 10:21:08 +00:00
</description>
</method>
<method name= "printraw" qualifiers= "vararg" >
<description >
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Prints one or more arguments to strings in the best way possible to the OS terminal. Unlike [method print], no newline is automatically added at the end.
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[codeblocks]
[gdscript]
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printraw("A")
printraw("B")
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printraw("C")
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# Prints ABC to terminal
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[/gdscript]
[csharp]
GD.PrintRaw("A");
GD.PrintRaw("B");
GD.PrintRaw("C");
// Prints ABC to terminal
[/csharp]
[/codeblocks]
2020-11-17 10:21:08 +00:00
</description>
</method>
<method name= "prints" qualifiers= "vararg" >
<description >
Prints one or more arguments to the console with a space between each argument.
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[codeblocks]
[gdscript]
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prints("A", "B", "C") # Prints A B C
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[/gdscript]
[csharp]
GD.PrintS("A", "B", "C"); // Prints A B C
[/csharp]
[/codeblocks]
2020-11-17 10:21:08 +00:00
</description>
</method>
<method name= "printt" qualifiers= "vararg" >
<description >
Prints one or more arguments to the console with a tab between each argument.
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[codeblocks]
[gdscript]
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printt("A", "B", "C") # Prints A B C
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[/gdscript]
[csharp]
GD.PrintT("A", "B", "C"); // Prints A B C
[/csharp]
[/codeblocks]
2020-11-17 10:21:08 +00:00
</description>
</method>
<method name= "push_error" qualifiers= "vararg" >
<description >
Pushes an error message to Godot's built-in debugger and to the OS terminal.
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[codeblocks]
[gdscript]
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push_error("test error") # Prints "test error" to debugger and terminal as error call
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[/gdscript]
[csharp]
GD.PushError("test error"); // Prints "test error" to debugger and terminal as error call
[/csharp]
[/codeblocks]
2022-10-10 18:09:56 +00:00
[b]Note:[/b] This function does not pause project execution. To print an error message and pause project execution in debug builds, use [code]assert(false, "test error")[/code] instead.
2020-11-17 10:21:08 +00:00
</description>
</method>
<method name= "push_warning" qualifiers= "vararg" >
<description >
Pushes a warning message to Godot's built-in debugger and to the OS terminal.
2023-01-24 01:08:15 +00:00
[codeblocks]
[gdscript]
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push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call
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[/gdscript]
[csharp]
GD.PushWarning("test warning"); // Prints "test warning" to debugger and terminal as warning call
[/csharp]
[/codeblocks]
2020-11-17 10:21:08 +00:00
</description>
</method>
2022-08-13 15:45:42 +00:00
<method name= "rad_to_deg" >
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<return type= "float" />
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<param index= "0" name= "rad" type= "float" />
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<description >
Converts an angle expressed in radians to degrees.
[codeblock]
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rad_to_deg(0.523599) # Returns 30
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rad_to_deg(PI) # Returns 180
rad_to_deg(PI * 2) # Returns 360
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[/codeblock]
</description>
</method>
<method name= "rand_from_seed" >
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<return type= "PackedInt64Array" />
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<param index= "0" name= "seed" type= "int" />
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<description >
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Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], where its first element is the randomized [int] value, and the second element is the same as [param seed]. Passing the same [param seed] consistently returns the same array.
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[b]Note:[/b] "Seed" here refers to the internal state of the pseudo random number generator, currently implemented as a 64 bit integer.
[codeblock]
var a = rand_from_seed(4)
print(a[0]) # Prints 2879024997
print(a[1]) # Prints 4
[/codeblock]
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</description>
</method>
<method name= "randf" >
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<return type= "float" />
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<description >
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Returns a random floating point value between [code]0.0[/code] and [code]1.0[/code] (inclusive).
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[codeblocks]
[gdscript]
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randf() # Returns e.g. 0.375671
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[/gdscript]
[csharp]
GD.Randf(); // Returns e.g. 0.375671
[/csharp]
[/codeblocks]
2020-11-17 10:21:08 +00:00
</description>
</method>
<method name= "randf_range" >
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<return type= "float" />
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<param index= "0" name= "from" type= "float" />
<param index= "1" name= "to" type= "float" />
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<description >
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Returns a random floating point value between [param from] and [param to] (inclusive).
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[codeblocks]
[gdscript]
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randf_range(0, 20.5) # Returns e.g. 7.45315
randf_range(-10, 10) # Returns e.g. -3.844535
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[/gdscript]
[csharp]
GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315
GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535
[/csharp]
[/codeblocks]
2020-11-17 10:21:08 +00:00
</description>
</method>
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<method name= "randfn" >
<return type= "float" />
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<param index= "0" name= "mean" type= "float" />
<param index= "1" name= "deviation" type= "float" />
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<description >
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Returns a normally-distributed pseudo-random floating point value using Box-Muller transform with the specified [param mean] and a standard [param deviation]. This is also called Gaussian distribution.
2021-06-21 09:58:31 +00:00
</description>
</method>
2020-11-17 10:21:08 +00:00
<method name= "randi" >
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<return type= "int" />
2020-11-17 10:21:08 +00:00
<description >
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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).
2023-01-24 01:08:15 +00:00
[codeblocks]
[gdscript]
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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
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[/gdscript]
[csharp]
GD.Randi(); // Returns random integer between 0 and 2^32 - 1
GD.Randi() % 20; // Returns random integer between 0 and 19
GD.Randi() % 100; // Returns random integer between 0 and 99
GD.Randi() % 100 + 1; // Returns random integer between 1 and 100
[/csharp]
[/codeblocks]
2020-11-17 10:21:08 +00:00
</description>
</method>
<method name= "randi_range" >
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<return type= "int" />
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<param index= "0" name= "from" type= "int" />
<param index= "1" name= "to" type= "int" />
2020-11-17 10:21:08 +00:00
<description >
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Returns a random signed 32-bit integer between [param from] and [param to] (inclusive). If [param to] is lesser than [param from], they are swapped.
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[codeblocks]
[gdscript]
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randi_range(0, 1) # Returns either 0 or 1
randi_range(-10, 1000) # Returns random integer between -10 and 1000
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[/gdscript]
[csharp]
GD.RandRange(0, 1); // Returns either 0 or 1
GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000
[/csharp]
[/codeblocks]
2020-11-17 10:21:08 +00:00
</description>
</method>
<method name= "randomize" >
<description >
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Randomizes the seed (or the internal state) of the random number generator. The current implementation uses a number based on the device's time.
[b]Note:[/b] This function is called automatically when the project is run. If you need to fix the seed to have consistent, reproducible results, use [method seed] to initialize the random number generator.
2020-11-17 10:21:08 +00:00
</description>
</method>
2022-09-05 12:05:50 +00:00
<method name= "remap" >
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<return type= "float" />
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<param index= "0" name= "value" type= "float" />
<param index= "1" name= "istart" type= "float" />
<param index= "2" name= "istop" type= "float" />
<param index= "3" name= "ostart" type= "float" />
<param index= "4" name= "ostop" type= "float" />
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<description >
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Maps a [param value] from range [code][istart, istop][/code] to [code][ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If [param value] is outside [code][istart, istop][/code], then the resulting value will also be outside [code][ostart, ostop][/code]. If this is not desired, use [method clamp] on the result of this function.
2020-11-17 10:21:08 +00:00
[codeblock]
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remap(75, 0, 100, -1, 1) # Returns 0.5
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[/codeblock]
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For complex use cases where multiple ranges are needed, consider using [Curve] or [Gradient] instead.
2020-11-17 10:21:08 +00:00
</description>
</method>
2021-08-23 23:57:52 +00:00
<method name= "rid_allocate_id" >
<return type= "int" />
<description >
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Allocates a unique ID which can be used by the implementation to construct a RID. This is used mainly from native extensions to implement servers.
2021-08-23 23:57:52 +00:00
</description>
</method>
<method name= "rid_from_int64" >
<return type= "RID" />
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<param index= "0" name= "base" type= "int" />
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<description >
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Creates a RID from a [param base]. This is used mainly from native extensions to build servers.
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</description>
</method>
2020-11-17 10:21:08 +00:00
<method name= "round" >
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<return type= "Variant" />
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<param index= "0" name= "x" type= "Variant" />
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<description >
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Rounds [param x] to the nearest whole number, with halfway cases rounded away from 0. Supported types: [int], [float], [Vector2], [Vector3], [Vector4].
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[codeblock]
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round(2.4) # Returns 2
round(2.5) # Returns 3
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round(2.6) # Returns 3
[/codeblock]
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See also [method floor], [method ceil], and [method snapped].
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[b]Note:[/b] For better type safety, use [method roundf], [method roundi], [method Vector2.round], [method Vector3.round], or [method Vector4.round].
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</description>
</method>
<method name= "roundf" >
<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Rounds [param x] to the nearest whole number, with halfway cases rounded away from 0.
A type-safe version of [method round], returning a [float].
2022-07-23 20:12:23 +00:00
</description>
</method>
<method name= "roundi" >
<return type= "int" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Rounds [param x] to the nearest whole number, with halfway cases rounded away from 0.
A type-safe version of [method round], returning an [int].
2020-11-17 10:21:08 +00:00
</description>
</method>
<method name= "seed" >
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<param index= "0" name= "base" type= "int" />
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<description >
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Sets the seed for the random number generator to [param base]. Setting the seed manually can ensure consistent, repeatable results for most random functions.
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[codeblocks]
[gdscript]
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var my_seed = "Godot Rocks".hash()
seed(my_seed)
var a = randf() + randi()
seed(my_seed)
var b = randf() + randi()
# a and b are now identical
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[/gdscript]
[csharp]
ulong mySeed = (ulong)GD.Hash("Godot Rocks");
GD.Seed(mySeed);
var a = GD.Randf() + GD.Randi();
GD.Seed(mySeed);
var b = GD.Randf() + GD.Randi();
// a and b are now identical
[/csharp]
[/codeblocks]
2020-11-17 10:21:08 +00:00
</description>
</method>
<method name= "sign" >
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<return type= "Variant" />
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<param index= "0" name= "x" type= "Variant" />
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<description >
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Returns the same type of [Variant] as [param x], with [code]-1[/code] for negative values, [code]1[/code] for positive values, and [code]0[/code] for zeros. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
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[codeblock]
sign(-6.0) # Returns -1
sign(0.0) # Returns 0
sign(6.0) # Returns 1
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sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)
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[/codeblock]
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[b]Note:[/b] For better type safety, use [method signf], [method signi], [method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign].
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</description>
</method>
<method name= "signf" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if [param x] is positive, and [code]0.0[/code] if [param x] is zero.
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[codeblock]
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signf(-6.5) # Returns -1.0
signf(0.0) # Returns 0.0
signf(6.5) # Returns 1.0
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[/codeblock]
</description>
</method>
<method name= "signi" >
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<return type= "int" />
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<param index= "0" name= "x" type= "int" />
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<description >
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Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] is positive, and [code]0[/code] if if [param x] is zero.
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[codeblock]
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signi(-6) # Returns -1
signi(0) # Returns 0
signi(6) # Returns 1
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[/codeblock]
</description>
</method>
<method name= "sin" >
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<return type= "float" />
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<param index= "0" name= "angle_rad" type= "float" />
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<description >
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Returns the sine of angle [param angle_rad] in radians.
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[codeblock]
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sin(0.523599) # Returns 0.5
sin(deg_to_rad(90)) # Returns 1.0
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[/codeblock]
</description>
</method>
<method name= "sinh" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns the hyperbolic sine of [param x].
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[codeblock]
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var a = log(2.0) # Returns 0.693147
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sinh(a) # Returns 0.75
[/codeblock]
</description>
</method>
<method name= "smoothstep" >
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<return type= "float" />
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<param index= "0" name= "from" type= "float" />
<param index= "1" name= "to" type= "float" />
<param index= "2" name= "x" type= "float" />
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<description >
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Returns the result of smoothly interpolating the value of [param x] between [code]0[/code] and [code]1[/code], based on the where [param x] lies with respect to the edges [param from] and [param to].
The return value is [code]0[/code] if [code]x < = from[/code], and [code]1[/code] if [code]x > = to[/code]. If [param x] lies between [param from] and [param to], the returned value follows an S-shaped curve that maps [param x] between [code]0[/code] and [code]1[/code].
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This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = 3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].
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[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]
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Compared to [method ease] with a curve value of [code]-1.6521[/code], [method smoothstep] returns the smoothest possible curve with no sudden changes in the derivative. If you need to perform more advanced transitions, use [Tween] or [AnimationPlayer].
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[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, -1.6521) return values[/url]
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</description>
</method>
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<method name= "snapped" >
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<return type= "Variant" />
<param index= "0" name= "x" type= "Variant" />
<param index= "1" name= "step" type= "Variant" />
<description >
Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating point number to an arbitrary number of decimals.
The returned value is the same type of [Variant] as [param step]. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].
[codeblock]
snapped(100, 32) # Returns 96
snapped(3.14159, 0.01) # Returns 3.14
snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)
[/codeblock]
See also [method ceil], [method floor], and [method round].
[b]Note:[/b] For better type safety, use [method snappedf], [method snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or [method Vector4i.snapped].
</description>
</method>
<method name= "snappedf" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
<param index= "1" name= "step" type= "float" />
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<description >
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Returns the multiple of [param step] that is the closest to [param x]. This can also be used to round a floating point number to an arbitrary number of decimals.
A type-safe version of [method snapped], returning a [float].
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[codeblock]
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snappedf(32.0, 2.5) # Returns 32.5
snappedf(3.14159, 0.01) # Returns 3.14
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[/codeblock]
</description>
</method>
<method name= "snappedi" >
<return type= "int" />
<param index= "0" name= "x" type= "float" />
<param index= "1" name= "step" type= "int" />
<description >
Returns the multiple of [param step] that is the closest to [param x].
A type-safe version of [method snapped], returning an [int].
[codeblock]
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snappedi(53, 16) # Returns 48
snappedi(4096, 100) # Returns 4100
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[/codeblock]
</description>
</method>
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<method name= "sqrt" >
2021-07-30 13:28:05 +00:00
<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns the square root of [param x], where [param x] is a non-negative number.
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[codeblock]
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sqrt(9) # Returns 3
sqrt(10.24) # Returns 3.2
sqrt(-1) # Returns NaN
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[/codeblock]
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[b]Note:[/b] Negative values of [param x] return NaN ("Not a Number"). in C#, if you need negative inputs, use [code]System.Numerics.Complex[/code].
2020-11-17 10:21:08 +00:00
</description>
</method>
<method name= "step_decimals" >
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<return type= "int" />
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<param index= "0" name= "x" type= "float" />
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<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]
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var n = step_decimals(5) # n is 0
n = step_decimals(1.0005) # n is 4
n = step_decimals(0.000000005) # n is 9
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[/codeblock]
</description>
</method>
<method name= "str" qualifiers= "vararg" >
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<return type= "String" />
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<description >
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Converts one or more arguments of any [Variant] type to a [String] in the best way possible.
[codeblock]
var a = [10, 20, 30]
var b = str(a)
print(len(a)) # Prints 3 (the number of elements in the array).
print(len(b)) # Prints 12 (the length of the string "[10, 20, 30]").
[/codeblock]
2020-11-17 10:21:08 +00:00
</description>
</method>
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<method name= "str_to_var" >
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<return type= "Variant" />
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<param index= "0" name= "string" type= "String" />
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<description >
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Converts a formatted [param string] that was returned by [method var_to_str] to the original [Variant].
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[codeblocks]
[gdscript]
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var data = '{ "a": 1, "b": 2 }' # data is a String
var dict = str_to_var(data) # dict is a Dictionary
print(dict["a"]) # Prints 1
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[/gdscript]
[csharp]
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string data = "{ \"a\": 1, \"b\": 2 }"; // data is a string
var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary
GD.Print(dict["a"]); // Prints 1
2023-01-24 01:08:15 +00:00
[/csharp]
[/codeblocks]
2020-11-17 10:21:08 +00:00
</description>
</method>
<method name= "tan" >
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<return type= "float" />
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<param index= "0" name= "angle_rad" type= "float" />
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<description >
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Returns the tangent of angle [param angle_rad] in radians.
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[codeblock]
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tan(deg_to_rad(45)) # Returns 1
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[/codeblock]
</description>
</method>
<method name= "tanh" >
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<return type= "float" />
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<param index= "0" name= "x" type= "float" />
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<description >
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Returns the hyperbolic tangent of [param x].
2020-11-17 10:21:08 +00:00
[codeblock]
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var a = log(2.0) # Returns 0.693147
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tanh(a) # Returns 0.6
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[/codeblock]
</description>
</method>
<method name= "typeof" >
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<return type= "int" />
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<param index= "0" name= "variable" type= "Variant" />
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<description >
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Returns the internal type of the given [param variable], using the [enum Variant.Type] values.
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[codeblock]
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var json = JSON.new()
json.parse('["a", "b", "c"]')
var result = json.get_data()
if typeof(result) == TYPE_ARRAY:
print(result[0]) # Prints a
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else:
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print("Unexpected result")
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[/codeblock]
</description>
</method>
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<method name= "var_to_bytes" >
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<return type= "PackedByteArray" />
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<param index= "0" name= "variable" type= "Variant" />
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<description >
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Encodes a [Variant] value to a byte array, without encoding objects. Deserialization can be done with [method bytes_to_var].
[b]Note:[/b] If you need object serialization, see [method var_to_bytes_with_objects].
2020-11-17 10:21:08 +00:00
</description>
</method>
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<method name= "var_to_bytes_with_objects" >
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<return type= "PackedByteArray" />
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<param index= "0" name= "variable" type= "Variant" />
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<description >
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Encodes a [Variant] value to a byte array. Encoding objects is allowed (and can potentially include executable code). Deserialization can be done with [method bytes_to_var_with_objects].
2020-11-17 10:21:08 +00:00
</description>
</method>
2022-08-13 15:45:42 +00:00
<method name= "var_to_str" >
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<return type= "String" />
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<param index= "0" name= "variable" type= "Variant" />
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<description >
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Converts a [Variant] [param variable] to a formatted [String] that can then be parsed using [method str_to_var].
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[codeblocks]
[gdscript]
var a = { "a": 1, "b": 2 }
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print(var_to_str(a))
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[/gdscript]
[csharp]
var a = new Godot.Collections.Dictionary { ["a"] = 1, ["b"] = 2 };
GD.Print(GD.VarToStr(a));
[/csharp]
[/codeblocks]
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Prints:
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[codeblock]
{
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"a": 1,
"b": 2
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}
[/codeblock]
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[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will result in an empty value for these types, regardless of their data.
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</description>
</method>
<method name= "weakref" >
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<return type= "Variant" />
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<param index= "0" name= "obj" type= "Variant" />
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<description >
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Returns a weak reference to an object, or [code]null[/code] if [param obj] is invalid.
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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>
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<method name= "wrap" >
<return type= "Variant" />
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<param index= "0" name= "value" type= "Variant" />
<param index= "1" name= "min" type= "Variant" />
<param index= "2" name= "max" type= "Variant" />
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<description >
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Wraps the [Variant] [param value] between [param min] and [param max]. Can be used for creating loop-alike behavior or infinite surfaces.
Variant types [int] and [float] are supported. If any of the arguments is [float] this function returns a [float], otherwise it returns an [int].
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[codeblock]
var a = wrap(4, 5, 10)
# a is 9 (int)
var a = wrap(7, 5, 10)
# a is 7 (int)
var a = wrap(10.5, 5, 10)
# a is 5.5 (float)
[/codeblock]
</description>
</method>
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<method name= "wrapf" >
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<return type= "float" />
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<param index= "0" name= "value" type= "float" />
<param index= "1" name= "min" type= "float" />
<param index= "2" name= "max" type= "float" />
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<description >
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Wraps the float [param value] between [param min] and [param max]. Can be used for creating loop-alike behavior or infinite surfaces.
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[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]
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[b]Note:[/b] If [param min] is [code]0[/code], this is equivalent to [method fposmod], so prefer using that instead.
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[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" >
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<return type= "int" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "value" type= "int" />
<param index= "1" name= "min" type= "int" />
<param index= "2" name= "max" type= "int" />
2020-11-17 10:21:08 +00:00
<description >
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Wraps the integer [param value] between [param min] and [param max]. Can be used for creating loop-alike behavior or infinite surfaces.
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[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>
2017-09-12 20:42:36 +00:00
</methods>
<members >
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<member name= "AudioServer" type= "AudioServer" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [AudioServer] singleton.
2017-09-12 20:42:36 +00:00
</member>
2017-08-20 14:17:24 +00:00
<member name= "CameraServer" type= "CameraServer" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [CameraServer] singleton.
2017-08-20 14:17:24 +00:00
</member>
2017-09-13 06:49:40 +00:00
<member name= "ClassDB" type= "ClassDB" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [ClassDB] singleton.
2017-09-12 20:42:36 +00:00
</member>
2020-04-24 15:43:10 +00:00
<member name= "DisplayServer" type= "DisplayServer" setter= "" getter= "" >
The [DisplayServer] singleton.
</member>
2017-09-13 06:49:40 +00:00
<member name= "Engine" type= "Engine" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [Engine] singleton.
2017-09-12 20:42:36 +00:00
</member>
2020-05-18 14:55:49 +00:00
<member name= "EngineDebugger" type= "EngineDebugger" setter= "" getter= "" >
The [EngineDebugger] singleton.
</member>
2022-12-07 11:11:28 +00:00
<member name= "GDExtensionManager" type= "GDExtensionManager" setter= "" getter= "" >
The [GDExtensionManager] singleton.
</member>
2020-05-25 17:20:45 +00:00
<member name= "Geometry2D" type= "Geometry2D" setter= "" getter= "" >
The [Geometry2D] singleton.
</member>
<member name= "Geometry3D" type= "Geometry3D" setter= "" getter= "" >
The [Geometry3D] singleton.
2017-09-12 20:42:36 +00:00
</member>
2020-06-17 13:06:13 +00:00
<member name= "GodotSharp" type= "GodotSharp" setter= "" getter= "" >
The [GodotSharp] singleton.
</member>
2017-09-13 06:49:40 +00:00
<member name= "IP" type= "IP" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [IP] singleton.
2017-09-12 20:42:36 +00:00
</member>
2020-04-28 13:19:37 +00:00
<member name= "Input" type= "Input" setter= "" getter= "" >
The [Input] singleton.
2017-09-12 20:42:36 +00:00
</member>
2017-09-13 06:49:40 +00:00
<member name= "InputMap" type= "InputMap" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [InputMap] singleton.
2017-09-12 20:42:36 +00:00
</member>
2020-01-19 22:19:21 +00:00
<member name= "JavaClassWrapper" type= "JavaClassWrapper" setter= "" getter= "" >
The [JavaClassWrapper] singleton.
[b]Note:[/b] Only implemented on Android.
</member>
2022-09-02 12:40:41 +00:00
<member name= "JavaScriptBridge" type= "JavaScriptBridge" setter= "" getter= "" >
The [JavaScriptBridge] singleton.
2022-08-28 18:27:45 +00:00
[b]Note:[/b] Only implemented on the Web platform.
2017-11-16 00:33:48 +00:00
</member>
2020-02-24 12:56:22 +00:00
<member name= "Marshalls" type= "Marshalls" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [Marshalls] singleton.
2017-09-12 20:42:36 +00:00
</member>
2020-02-12 08:59:06 +00:00
<member name= "NavigationMeshGenerator" type= "NavigationMeshGenerator" setter= "" getter= "" >
The [NavigationMeshGenerator] singleton.
</member>
2020-03-30 16:22:57 +00:00
<member name= "NavigationServer2D" type= "NavigationServer2D" setter= "" getter= "" >
The [NavigationServer2D] singleton.
</member>
<member name= "NavigationServer3D" type= "NavigationServer3D" setter= "" getter= "" >
2023-06-25 17:04:56 +00:00
The [NavigationServer3D] singleton.
2019-05-28 16:08:13 +00:00
</member>
2017-09-13 06:49:40 +00:00
<member name= "OS" type= "OS" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [OS] singleton.
2017-09-12 20:42:36 +00:00
</member>
2017-09-13 06:49:40 +00:00
<member name= "Performance" type= "Performance" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [Performance] singleton.
2017-09-12 20:42:36 +00:00
</member>
2020-03-30 16:22:57 +00:00
<member name= "PhysicsServer2D" type= "PhysicsServer2D" setter= "" getter= "" >
The [PhysicsServer2D] singleton.
2017-09-12 20:42:36 +00:00
</member>
2022-09-06 13:35:33 +00:00
<member name= "PhysicsServer2DManager" type= "PhysicsServer2DManager" setter= "" getter= "" >
The [PhysicsServer2DManager] singleton.
</member>
2020-03-30 16:22:57 +00:00
<member name= "PhysicsServer3D" type= "PhysicsServer3D" setter= "" getter= "" >
The [PhysicsServer3D] singleton.
2017-09-12 20:42:36 +00:00
</member>
2022-09-06 13:35:33 +00:00
<member name= "PhysicsServer3DManager" type= "PhysicsServer3DManager" setter= "" getter= "" >
The [PhysicsServer3DManager] singleton.
</member>
2017-09-13 06:49:40 +00:00
<member name= "ProjectSettings" type= "ProjectSettings" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [ProjectSettings] singleton.
2017-09-12 20:42:36 +00:00
</member>
2020-03-30 16:22:57 +00:00
<member name= "RenderingServer" type= "RenderingServer" setter= "" getter= "" >
The [RenderingServer] singleton.
</member>
2017-09-13 06:49:40 +00:00
<member name= "ResourceLoader" type= "ResourceLoader" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [ResourceLoader] singleton.
2017-09-12 20:42:36 +00:00
</member>
2017-09-13 06:49:40 +00:00
<member name= "ResourceSaver" type= "ResourceSaver" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [ResourceSaver] singleton.
2017-09-12 20:42:36 +00:00
</member>
2021-07-23 19:01:18 +00:00
<member name= "ResourceUID" type= "ResourceUID" setter= "" getter= "" >
2022-08-03 17:59:11 +00:00
The [ResourceUID] singleton.
2021-07-23 19:01:18 +00:00
</member>
2020-08-12 11:49:10 +00:00
<member name= "TextServerManager" type= "TextServerManager" setter= "" getter= "" >
The [TextServerManager] singleton.
</member>
2022-08-08 16:29:36 +00:00
<member name= "ThemeDB" type= "ThemeDB" setter= "" getter= "" >
The [ThemeDB] singleton.
</member>
2021-05-24 11:54:05 +00:00
<member name= "Time" type= "Time" setter= "" getter= "" >
The [Time] singleton.
</member>
2017-09-13 06:49:40 +00:00
<member name= "TranslationServer" type= "TranslationServer" setter= "" getter= "" >
2019-06-21 23:04:47 +00:00
The [TranslationServer] singleton.
2017-09-12 20:42:36 +00:00
</member>
2022-07-18 10:09:19 +00:00
<member name= "WorkerThreadPool" type= "WorkerThreadPool" setter= "" getter= "" >
2022-08-24 10:05:37 +00:00
The [WorkerThreadPool] singleton.
2022-07-18 10:09:19 +00:00
</member>
2020-04-20 09:48:00 +00:00
<member name= "XRServer" type= "XRServer" setter= "" getter= "" >
The [XRServer] singleton.
</member>
2017-09-12 20:42:36 +00:00
</members>
<constants >
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<constant name= "SIDE_LEFT" value= "0" enum= "Side" >
Left side, usually used for [Control] or [StyleBox]-derived classes.
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</constant>
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<constant name= "SIDE_TOP" value= "1" enum= "Side" >
Top side, usually used for [Control] or [StyleBox]-derived classes.
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</constant>
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<constant name= "SIDE_RIGHT" value= "2" enum= "Side" >
Right side, usually used for [Control] or [StyleBox]-derived classes.
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</constant>
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<constant name= "SIDE_BOTTOM" value= "3" enum= "Side" >
Bottom side, usually used for [Control] or [StyleBox]-derived classes.
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</constant>
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<constant name= "CORNER_TOP_LEFT" value= "0" enum= "Corner" >
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Top-left corner.
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</constant>
<constant name= "CORNER_TOP_RIGHT" value= "1" enum= "Corner" >
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Top-right corner.
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</constant>
<constant name= "CORNER_BOTTOM_RIGHT" value= "2" enum= "Corner" >
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Bottom-right corner.
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</constant>
<constant name= "CORNER_BOTTOM_LEFT" value= "3" enum= "Corner" >
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Bottom-left corner.
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</constant>
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<constant name= "VERTICAL" value= "1" enum= "Orientation" >
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General vertical alignment, usually used for [Separator], [ScrollBar], [Slider], etc.
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</constant>
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<constant name= "HORIZONTAL" value= "0" enum= "Orientation" >
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General horizontal alignment, usually used for [Separator], [ScrollBar], [Slider], etc.
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</constant>
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<constant name= "CLOCKWISE" value= "0" enum= "ClockDirection" >
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Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90]).
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</constant>
<constant name= "COUNTERCLOCKWISE" value= "1" enum= "ClockDirection" >
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Counter-clockwise rotation. Used by some methods (e.g. [method Image.rotate_90]).
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</constant>
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<constant name= "HORIZONTAL_ALIGNMENT_LEFT" value= "0" enum= "HorizontalAlignment" >
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Horizontal left alignment, usually for text-derived classes.
</constant>
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<constant name= "HORIZONTAL_ALIGNMENT_CENTER" value= "1" enum= "HorizontalAlignment" >
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Horizontal center alignment, usually for text-derived classes.
</constant>
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<constant name= "HORIZONTAL_ALIGNMENT_RIGHT" value= "2" enum= "HorizontalAlignment" >
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Horizontal right alignment, usually for text-derived classes.
</constant>
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<constant name= "HORIZONTAL_ALIGNMENT_FILL" value= "3" enum= "HorizontalAlignment" >
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Expand row to fit width, usually for text-derived classes.
</constant>
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<constant name= "VERTICAL_ALIGNMENT_TOP" value= "0" enum= "VerticalAlignment" >
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Vertical top alignment, usually for text-derived classes.
</constant>
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<constant name= "VERTICAL_ALIGNMENT_CENTER" value= "1" enum= "VerticalAlignment" >
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Vertical center alignment, usually for text-derived classes.
</constant>
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<constant name= "VERTICAL_ALIGNMENT_BOTTOM" value= "2" enum= "VerticalAlignment" >
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Vertical bottom alignment, usually for text-derived classes.
</constant>
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<constant name= "VERTICAL_ALIGNMENT_FILL" value= "3" enum= "VerticalAlignment" >
Expand rows to fit height, usually for text-derived classes.
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</constant>
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<constant name= "INLINE_ALIGNMENT_TOP_TO" value= "0" enum= "InlineAlignment" >
Aligns the top of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
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</constant>
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<constant name= "INLINE_ALIGNMENT_CENTER_TO" value= "1" enum= "InlineAlignment" >
Aligns the center of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
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</constant>
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<constant name= "INLINE_ALIGNMENT_BASELINE_TO" value= "3" enum= "InlineAlignment" >
Aligns the baseline (user defined) of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
</constant>
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<constant name= "INLINE_ALIGNMENT_BOTTOM_TO" value= "2" enum= "InlineAlignment" >
Aligns the bottom of the inline object (e.g. image, table) to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant.
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</constant>
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<constant name= "INLINE_ALIGNMENT_TO_TOP" value= "0" enum= "InlineAlignment" >
Aligns the position of the inline object (e.g. image, table) specified by [code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text.
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</constant>
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<constant name= "INLINE_ALIGNMENT_TO_CENTER" value= "4" enum= "InlineAlignment" >
Aligns the position of the inline object (e.g. image, table) specified by [code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text.
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</constant>
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<constant name= "INLINE_ALIGNMENT_TO_BASELINE" value= "8" enum= "InlineAlignment" >
Aligns the position of the inline object (e.g. image, table) specified by [code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text.
</constant>
<constant name= "INLINE_ALIGNMENT_TO_BOTTOM" value= "12" enum= "InlineAlignment" >
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Aligns inline object (e.g. image, table) to the bottom of the text.
</constant>
2021-11-25 02:58:47 +00:00
<constant name= "INLINE_ALIGNMENT_TOP" value= "0" enum= "InlineAlignment" >
Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 06:03:58 +00:00
Aligns top of the inline object (e.g. image, table) to the top of the text. Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code].
2021-06-14 07:11:37 +00:00
</constant>
2021-11-25 02:58:47 +00:00
<constant name= "INLINE_ALIGNMENT_CENTER" value= "5" enum= "InlineAlignment" >
Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 06:03:58 +00:00
Aligns center of the inline object (e.g. image, table) to the center of the text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code].
2021-06-14 07:11:37 +00:00
</constant>
2021-11-25 02:58:47 +00:00
<constant name= "INLINE_ALIGNMENT_BOTTOM" value= "14" enum= "InlineAlignment" >
Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 06:03:58 +00:00
Aligns bottom of the inline object (e.g. image, table) to the bottom of the text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code].
2021-06-14 07:11:37 +00:00
</constant>
2022-02-08 07:49:14 +00:00
<constant name= "INLINE_ALIGNMENT_IMAGE_MASK" value= "3" enum= "InlineAlignment" >
A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants.
</constant>
<constant name= "INLINE_ALIGNMENT_TEXT_MASK" value= "12" enum= "InlineAlignment" >
A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants.
</constant>
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<constant name= "EULER_ORDER_XYZ" value= "0" enum= "EulerOrder" >
Specifies that Euler angles should be in XYZ order. When composing, the order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X last.
</constant>
<constant name= "EULER_ORDER_XZY" value= "1" enum= "EulerOrder" >
Specifies that Euler angles should be in XZY order. When composing, the order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X last.
</constant>
<constant name= "EULER_ORDER_YXZ" value= "2" enum= "EulerOrder" >
Specifies that Euler angles should be in YXZ order. When composing, the order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y last.
</constant>
<constant name= "EULER_ORDER_YZX" value= "3" enum= "EulerOrder" >
Specifies that Euler angles should be in YZX order. When composing, the order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y last.
</constant>
<constant name= "EULER_ORDER_ZXY" value= "4" enum= "EulerOrder" >
Specifies that Euler angles should be in ZXY order. When composing, the order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z last.
</constant>
<constant name= "EULER_ORDER_ZYX" value= "5" enum= "EulerOrder" >
Specifies that Euler angles should be in ZYX order. When composing, the order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z last.
</constant>
2022-02-08 16:43:53 +00:00
<constant name= "KEY_NONE" value= "0" enum= "Key" >
Enum value which doesn't correspond to any key. This is used to initialize [enum Key] properties with a generic state.
</constant>
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<constant name= "KEY_SPECIAL" value= "4194304" enum= "Key" >
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Keycodes with this bit applied are non-printable.
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</constant>
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<constant name= "KEY_ESCAPE" value= "4194305" enum= "Key" >
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Escape key.
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</constant>
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<constant name= "KEY_TAB" value= "4194306" enum= "Key" >
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Tab key.
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</constant>
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<constant name= "KEY_BACKTAB" value= "4194307" enum= "Key" >
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Shift + Tab key.
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</constant>
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<constant name= "KEY_BACKSPACE" value= "4194308" enum= "Key" >
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Backspace key.
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</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_ENTER" value= "4194309" enum= "Key" >
2019-06-21 23:04:47 +00:00
Return key (on the main keyboard).
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_ENTER" value= "4194310" enum= "Key" >
2019-06-21 23:04:47 +00:00
Enter key on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_INSERT" value= "4194311" enum= "Key" >
2019-06-21 23:04:47 +00:00
Insert key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_DELETE" value= "4194312" enum= "Key" >
2019-06-21 23:04:47 +00:00
Delete key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_PAUSE" value= "4194313" enum= "Key" >
2019-06-21 23:04:47 +00:00
Pause key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_PRINT" value= "4194314" enum= "Key" >
2019-06-21 23:04:47 +00:00
Print Screen key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_SYSREQ" value= "4194315" enum= "Key" >
2019-06-21 23:04:47 +00:00
System Request key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_CLEAR" value= "4194316" enum= "Key" >
2019-06-21 23:04:47 +00:00
Clear key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_HOME" value= "4194317" enum= "Key" >
2019-06-21 23:04:47 +00:00
Home key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_END" value= "4194318" enum= "Key" >
2019-06-21 23:04:47 +00:00
End key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LEFT" value= "4194319" enum= "Key" >
2019-06-21 23:04:47 +00:00
Left arrow key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_UP" value= "4194320" enum= "Key" >
2019-06-21 23:04:47 +00:00
Up arrow key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_RIGHT" value= "4194321" enum= "Key" >
2019-06-21 23:04:47 +00:00
Right arrow key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_DOWN" value= "4194322" enum= "Key" >
2019-06-21 23:04:47 +00:00
Down arrow key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_PAGEUP" value= "4194323" enum= "Key" >
2019-06-21 23:04:47 +00:00
Page Up key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_PAGEDOWN" value= "4194324" enum= "Key" >
2019-06-21 23:04:47 +00:00
Page Down key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_SHIFT" value= "4194325" enum= "Key" >
2019-06-21 23:04:47 +00:00
Shift key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_CTRL" value= "4194326" enum= "Key" >
2019-06-21 23:04:47 +00:00
Control key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_META" value= "4194327" enum= "Key" >
2019-06-21 23:04:47 +00:00
Meta key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_ALT" value= "4194328" enum= "Key" >
2019-06-21 23:04:47 +00:00
Alt key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_CAPSLOCK" value= "4194329" enum= "Key" >
2019-06-21 23:04:47 +00:00
Caps Lock key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_NUMLOCK" value= "4194330" enum= "Key" >
2019-06-21 23:04:47 +00:00
Num Lock key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_SCROLLLOCK" value= "4194331" enum= "Key" >
2019-06-21 23:04:47 +00:00
Scroll Lock key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F1" value= "4194332" enum= "Key" >
2019-06-21 23:04:47 +00:00
F1 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F2" value= "4194333" enum= "Key" >
2019-06-21 23:04:47 +00:00
F2 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F3" value= "4194334" enum= "Key" >
2019-06-21 23:04:47 +00:00
F3 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F4" value= "4194335" enum= "Key" >
2019-06-21 23:04:47 +00:00
F4 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F5" value= "4194336" enum= "Key" >
2019-06-21 23:04:47 +00:00
F5 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F6" value= "4194337" enum= "Key" >
2019-06-21 23:04:47 +00:00
F6 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F7" value= "4194338" enum= "Key" >
2019-06-21 23:04:47 +00:00
F7 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F8" value= "4194339" enum= "Key" >
2019-06-21 23:04:47 +00:00
F8 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F9" value= "4194340" enum= "Key" >
2019-06-21 23:04:47 +00:00
F9 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F10" value= "4194341" enum= "Key" >
2019-06-21 23:04:47 +00:00
F10 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F11" value= "4194342" enum= "Key" >
2019-06-21 23:04:47 +00:00
F11 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F12" value= "4194343" enum= "Key" >
2019-06-21 23:04:47 +00:00
F12 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F13" value= "4194344" enum= "Key" >
2019-06-21 23:04:47 +00:00
F13 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F14" value= "4194345" enum= "Key" >
2019-06-21 23:04:47 +00:00
F14 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F15" value= "4194346" enum= "Key" >
2019-06-21 23:04:47 +00:00
F15 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F16" value= "4194347" enum= "Key" >
2019-06-21 23:04:47 +00:00
F16 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F17" value= "4194348" enum= "Key" >
2022-06-13 16:44:44 +00:00
F17 key.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F18" value= "4194349" enum= "Key" >
2022-06-13 16:44:44 +00:00
F18 key.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F19" value= "4194350" enum= "Key" >
2022-06-13 16:44:44 +00:00
F19 key.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F20" value= "4194351" enum= "Key" >
2022-06-13 16:44:44 +00:00
F20 key.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F21" value= "4194352" enum= "Key" >
2022-06-13 16:44:44 +00:00
F21 key.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F22" value= "4194353" enum= "Key" >
2022-06-13 16:44:44 +00:00
F22 key.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F23" value= "4194354" enum= "Key" >
2022-06-13 16:44:44 +00:00
F23 key.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F24" value= "4194355" enum= "Key" >
2022-06-13 16:44:44 +00:00
F24 key.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F25" value= "4194356" enum= "Key" >
2022-06-13 16:44:44 +00:00
F25 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F26" value= "4194357" enum= "Key" >
2022-06-13 16:44:44 +00:00
F26 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F27" value= "4194358" enum= "Key" >
2022-06-13 16:44:44 +00:00
F27 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F28" value= "4194359" enum= "Key" >
2022-06-13 16:44:44 +00:00
F28 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F29" value= "4194360" enum= "Key" >
2022-06-13 16:44:44 +00:00
F29 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F30" value= "4194361" enum= "Key" >
2022-06-13 16:44:44 +00:00
F30 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F31" value= "4194362" enum= "Key" >
2022-06-13 16:44:44 +00:00
F31 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F32" value= "4194363" enum= "Key" >
2022-06-13 16:44:44 +00:00
F32 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F33" value= "4194364" enum= "Key" >
2022-06-13 16:44:44 +00:00
F33 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F34" value= "4194365" enum= "Key" >
2022-06-13 16:44:44 +00:00
F34 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_F35" value= "4194366" enum= "Key" >
2022-06-13 16:44:44 +00:00
F35 key. Only supported on macOS and Linux due to a Windows limitation.
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_MULTIPLY" value= "4194433" enum= "Key" >
2019-06-21 23:04:47 +00:00
Multiply (*) key on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_DIVIDE" value= "4194434" enum= "Key" >
2019-06-21 23:04:47 +00:00
Divide (/) key on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_SUBTRACT" value= "4194435" enum= "Key" >
2019-06-21 23:04:47 +00:00
Subtract (-) key on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_PERIOD" value= "4194436" enum= "Key" >
2019-06-21 23:04:47 +00:00
Period (.) key on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_ADD" value= "4194437" enum= "Key" >
2019-06-21 23:04:47 +00:00
Add (+) key on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_0" value= "4194438" enum= "Key" >
2019-06-21 23:04:47 +00:00
Number 0 on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_1" value= "4194439" enum= "Key" >
2019-06-21 23:04:47 +00:00
Number 1 on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_2" value= "4194440" enum= "Key" >
2019-06-21 23:04:47 +00:00
Number 2 on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_3" value= "4194441" enum= "Key" >
2019-06-21 23:04:47 +00:00
Number 3 on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_4" value= "4194442" enum= "Key" >
2019-06-21 23:04:47 +00:00
Number 4 on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_5" value= "4194443" enum= "Key" >
2019-06-21 23:04:47 +00:00
Number 5 on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_6" value= "4194444" enum= "Key" >
2019-06-21 23:04:47 +00:00
Number 6 on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_7" value= "4194445" enum= "Key" >
2019-06-21 23:04:47 +00:00
Number 7 on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_8" value= "4194446" enum= "Key" >
2019-06-21 23:04:47 +00:00
Number 8 on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_KP_9" value= "4194447" enum= "Key" >
2019-06-21 23:04:47 +00:00
Number 9 on the numeric keypad.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_MENU" value= "4194370" enum= "Key" >
2019-06-21 23:04:47 +00:00
Context menu key.
2017-09-12 20:42:36 +00:00
</constant>
2022-12-10 23:21:22 +00:00
<constant name= "KEY_HYPER" value= "4194371" enum= "Key" >
Hyper key. (On Linux/X11 only).
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_HELP" value= "4194373" enum= "Key" >
2019-06-21 23:04:47 +00:00
Help key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_BACK" value= "4194376" enum= "Key" >
2020-08-28 15:10:08 +00:00
Media back key. Not to be confused with the Back button on an Android device.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_FORWARD" value= "4194377" enum= "Key" >
2020-08-28 15:10:08 +00:00
Media forward key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_STOP" value= "4194378" enum= "Key" >
2020-08-28 15:10:08 +00:00
Media stop key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_REFRESH" value= "4194379" enum= "Key" >
2020-08-28 15:10:08 +00:00
Media refresh key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_VOLUMEDOWN" value= "4194380" enum= "Key" >
2019-06-21 23:04:47 +00:00
Volume down key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_VOLUMEMUTE" value= "4194381" enum= "Key" >
2019-06-21 23:04:47 +00:00
Mute volume key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_VOLUMEUP" value= "4194382" enum= "Key" >
2019-06-21 23:04:47 +00:00
Volume up key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_MEDIAPLAY" value= "4194388" enum= "Key" >
2019-06-21 23:04:47 +00:00
Media play key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_MEDIASTOP" value= "4194389" enum= "Key" >
2019-06-21 23:04:47 +00:00
Media stop key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_MEDIAPREVIOUS" value= "4194390" enum= "Key" >
2019-06-21 23:04:47 +00:00
Previous song key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_MEDIANEXT" value= "4194391" enum= "Key" >
2019-06-21 23:04:47 +00:00
Next song key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_MEDIARECORD" value= "4194392" enum= "Key" >
2019-06-21 23:04:47 +00:00
Media record key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_HOMEPAGE" value= "4194393" enum= "Key" >
2019-06-21 23:04:47 +00:00
Home page key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_FAVORITES" value= "4194394" enum= "Key" >
2019-06-21 23:04:47 +00:00
Favorites key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_SEARCH" value= "4194395" enum= "Key" >
2019-06-21 23:04:47 +00:00
Search key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_STANDBY" value= "4194396" enum= "Key" >
2019-06-21 23:04:47 +00:00
Standby key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_OPENURL" value= "4194397" enum= "Key" >
2019-06-21 23:04:47 +00:00
Open URL / Launch Browser key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCHMAIL" value= "4194398" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Mail key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCHMEDIA" value= "4194399" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Media key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCH0" value= "4194400" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut 0 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCH1" value= "4194401" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut 1 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCH2" value= "4194402" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut 2 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCH3" value= "4194403" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut 3 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCH4" value= "4194404" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut 4 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCH5" value= "4194405" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut 5 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCH6" value= "4194406" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut 6 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCH7" value= "4194407" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut 7 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCH8" value= "4194408" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut 8 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCH9" value= "4194409" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut 9 key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCHA" value= "4194410" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut A key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCHB" value= "4194411" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut B key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCHC" value= "4194412" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut C key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCHD" value= "4194413" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut D key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCHE" value= "4194414" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut E key.
2017-09-12 20:42:36 +00:00
</constant>
2022-09-02 09:37:48 +00:00
<constant name= "KEY_LAUNCHF" value= "4194415" enum= "Key" >
2019-06-21 23:04:47 +00:00
Launch Shortcut F key.
2017-09-12 20:42:36 +00:00
</constant>
2023-08-27 19:10:13 +00:00
<constant name= "KEY_GLOBE" value= "4194416" enum= "Key" >
"Globe" key on Mac / iPad keyboard.
</constant>
<constant name= "KEY_KEYBOARD" value= "4194417" enum= "Key" >
"On-screen keyboard" key on iPad keyboard.
</constant>
<constant name= "KEY_JIS_EISU" value= "4194418" enum= "Key" >
英数 key on Mac keyboard.
</constant>
<constant name= "KEY_JIS_KANA" value= "4194419" enum= "Key" >
かな key on Mac keyboard.
</constant>
2022-12-10 23:21:22 +00:00
<constant name= "KEY_UNKNOWN" value= "8388607" enum= "Key" >
2019-06-21 23:04:47 +00:00
Unknown key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_SPACE" value= "32" enum= "Key" >
2019-06-21 23:04:47 +00:00
Space key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_EXCLAM" value= "33" enum= "Key" >
2019-06-21 23:04:47 +00:00
! key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_QUOTEDBL" value= "34" enum= "Key" >
2019-06-21 23:04:47 +00:00
" key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_NUMBERSIGN" value= "35" enum= "Key" >
2019-06-21 23:04:47 +00:00
# key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_DOLLAR" value= "36" enum= "Key" >
2019-06-21 23:04:47 +00:00
$ key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_PERCENT" value= "37" enum= "Key" >
2019-06-21 23:04:47 +00:00
% key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_AMPERSAND" value= "38" enum= "Key" >
2019-06-21 23:04:47 +00:00
& key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_APOSTROPHE" value= "39" enum= "Key" >
2019-06-21 23:04:47 +00:00
' key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_PARENLEFT" value= "40" enum= "Key" >
2019-06-21 23:04:47 +00:00
( key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_PARENRIGHT" value= "41" enum= "Key" >
2019-06-21 23:04:47 +00:00
) key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_ASTERISK" value= "42" enum= "Key" >
2019-06-21 23:04:47 +00:00
* key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_PLUS" value= "43" enum= "Key" >
2019-06-21 23:04:47 +00:00
+ key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_COMMA" value= "44" enum= "Key" >
2019-06-21 23:04:47 +00:00
, key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_MINUS" value= "45" enum= "Key" >
2019-06-21 23:04:47 +00:00
- key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_PERIOD" value= "46" enum= "Key" >
2019-06-21 23:04:47 +00:00
. key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_SLASH" value= "47" enum= "Key" >
2019-06-21 23:04:47 +00:00
/ key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_0" value= "48" enum= "Key" >
2022-10-10 19:18:46 +00:00
Number 0 key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_1" value= "49" enum= "Key" >
2022-10-10 19:18:46 +00:00
Number 1 key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_2" value= "50" enum= "Key" >
2022-10-10 19:18:46 +00:00
Number 2 key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_3" value= "51" enum= "Key" >
2022-10-10 19:18:46 +00:00
Number 3 key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_4" value= "52" enum= "Key" >
2022-10-10 19:18:46 +00:00
Number 4 key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_5" value= "53" enum= "Key" >
2022-10-10 19:18:46 +00:00
Number 5 key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_6" value= "54" enum= "Key" >
2022-10-10 19:18:46 +00:00
Number 6 key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_7" value= "55" enum= "Key" >
2022-10-10 19:18:46 +00:00
Number 7 key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_8" value= "56" enum= "Key" >
2022-10-10 19:18:46 +00:00
Number 8 key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_9" value= "57" enum= "Key" >
2022-10-10 19:18:46 +00:00
Number 9 key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_COLON" value= "58" enum= "Key" >
2019-06-21 23:04:47 +00:00
: key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_SEMICOLON" value= "59" enum= "Key" >
2019-06-21 23:04:47 +00:00
; key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_LESS" value= "60" enum= "Key" >
2019-06-21 23:04:47 +00:00
< key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_EQUAL" value= "61" enum= "Key" >
2019-06-21 23:04:47 +00:00
= key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_GREATER" value= "62" enum= "Key" >
2019-06-21 23:04:47 +00:00
> key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_QUESTION" value= "63" enum= "Key" >
2019-06-21 23:04:47 +00:00
? key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_AT" value= "64" enum= "Key" >
2019-06-21 23:04:47 +00:00
@ key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_A" value= "65" enum= "Key" >
2019-06-21 23:04:47 +00:00
A key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_B" value= "66" enum= "Key" >
2019-06-21 23:04:47 +00:00
B key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_C" value= "67" enum= "Key" >
2019-06-21 23:04:47 +00:00
C key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_D" value= "68" enum= "Key" >
2019-06-21 23:04:47 +00:00
D key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_E" value= "69" enum= "Key" >
2019-06-21 23:04:47 +00:00
E key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_F" value= "70" enum= "Key" >
2019-06-21 23:04:47 +00:00
F key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_G" value= "71" enum= "Key" >
2019-06-21 23:04:47 +00:00
G key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_H" value= "72" enum= "Key" >
2019-06-21 23:04:47 +00:00
H key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_I" value= "73" enum= "Key" >
2019-06-21 23:04:47 +00:00
I key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_J" value= "74" enum= "Key" >
2019-06-21 23:04:47 +00:00
J key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_K" value= "75" enum= "Key" >
2019-06-21 23:04:47 +00:00
K key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_L" value= "76" enum= "Key" >
2019-06-21 23:04:47 +00:00
L key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_M" value= "77" enum= "Key" >
2019-06-21 23:04:47 +00:00
M key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_N" value= "78" enum= "Key" >
2019-06-21 23:04:47 +00:00
N key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_O" value= "79" enum= "Key" >
2019-06-21 23:04:47 +00:00
O key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_P" value= "80" enum= "Key" >
2019-06-21 23:04:47 +00:00
P key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_Q" value= "81" enum= "Key" >
2019-06-21 23:04:47 +00:00
Q key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_R" value= "82" enum= "Key" >
2019-06-21 23:04:47 +00:00
R key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_S" value= "83" enum= "Key" >
2019-06-21 23:04:47 +00:00
S key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_T" value= "84" enum= "Key" >
2019-06-21 23:04:47 +00:00
T key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_U" value= "85" enum= "Key" >
2019-06-21 23:04:47 +00:00
U key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_V" value= "86" enum= "Key" >
2019-06-21 23:04:47 +00:00
V key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_W" value= "87" enum= "Key" >
2019-06-21 23:04:47 +00:00
W key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_X" value= "88" enum= "Key" >
2019-06-21 23:04:47 +00:00
X key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_Y" value= "89" enum= "Key" >
2019-06-21 23:04:47 +00:00
Y key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_Z" value= "90" enum= "Key" >
2019-06-21 23:04:47 +00:00
Z key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_BRACKETLEFT" value= "91" enum= "Key" >
2019-06-21 23:04:47 +00:00
[ key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_BACKSLASH" value= "92" enum= "Key" >
2019-06-21 23:04:47 +00:00
\ key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_BRACKETRIGHT" value= "93" enum= "Key" >
2019-06-21 23:04:47 +00:00
] key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_ASCIICIRCUM" value= "94" enum= "Key" >
2019-06-21 23:04:47 +00:00
^ key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_UNDERSCORE" value= "95" enum= "Key" >
2019-06-21 23:04:47 +00:00
_ key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_QUOTELEFT" value= "96" enum= "Key" >
2019-06-30 15:17:46 +00:00
` key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_BRACELEFT" value= "123" enum= "Key" >
2019-06-21 23:04:47 +00:00
{ key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_BAR" value= "124" enum= "Key" >
2019-06-21 23:04:47 +00:00
| key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_BRACERIGHT" value= "125" enum= "Key" >
2019-06-21 23:04:47 +00:00
} key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_ASCIITILDE" value= "126" enum= "Key" >
2019-06-21 23:04:47 +00:00
~ key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_YEN" value= "165" enum= "Key" >
2019-06-30 15:17:46 +00:00
¥ key.
2017-09-12 20:42:36 +00:00
</constant>
2020-05-13 22:27:34 +00:00
<constant name= "KEY_SECTION" value= "167" enum= "Key" >
2019-06-21 23:04:47 +00:00
§ key.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "KEY_CODE_MASK" value= "8388607" enum= "KeyModifierMask" is_bitfield= "true" >
2019-06-21 23:04:47 +00:00
Key Code mask.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "KEY_MODIFIER_MASK" value= "532676608" enum= "KeyModifierMask" is_bitfield= "true" >
2019-06-21 23:04:47 +00:00
Modifier key mask.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "KEY_MASK_CMD_OR_CTRL" value= "16777216" enum= "KeyModifierMask" is_bitfield= "true" >
2022-09-02 09:37:48 +00:00
Automatically remapped to [constant KEY_META] on macOS and [constant KEY_CTRL] on other platforms, this mask is never set in the actual events, and should be used for key mapping only.
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "KEY_MASK_SHIFT" value= "33554432" enum= "KeyModifierMask" is_bitfield= "true" >
2019-06-21 23:04:47 +00:00
Shift key mask.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "KEY_MASK_ALT" value= "67108864" enum= "KeyModifierMask" is_bitfield= "true" >
2022-09-02 09:37:48 +00:00
Alt or Option (on macOS) key mask.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "KEY_MASK_META" value= "134217728" enum= "KeyModifierMask" is_bitfield= "true" >
2022-09-02 09:37:48 +00:00
Command (on macOS) or Meta/Windows key mask.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "KEY_MASK_CTRL" value= "268435456" enum= "KeyModifierMask" is_bitfield= "true" >
2023-02-14 10:38:32 +00:00
Control key mask.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "KEY_MASK_KPAD" value= "536870912" enum= "KeyModifierMask" is_bitfield= "true" >
2019-06-21 23:04:47 +00:00
Keypad key mask.
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</constant>
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<constant name= "KEY_MASK_GROUP_SWITCH" value= "1073741824" enum= "KeyModifierMask" is_bitfield= "true" >
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Group Switch key mask.
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</constant>
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<constant name= "MOUSE_BUTTON_NONE" value= "0" enum= "MouseButton" >
Enum value which doesn't correspond to any mouse button. This is used to initialize [enum MouseButton] properties with a generic state.
</constant>
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<constant name= "MOUSE_BUTTON_LEFT" value= "1" enum= "MouseButton" >
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Primary mouse button, usually assigned to the left button.
2017-09-12 20:42:36 +00:00
</constant>
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<constant name= "MOUSE_BUTTON_RIGHT" value= "2" enum= "MouseButton" >
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Secondary mouse button, usually assigned to the right button.
2017-09-12 20:42:36 +00:00
</constant>
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<constant name= "MOUSE_BUTTON_MIDDLE" value= "3" enum= "MouseButton" >
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Middle mouse button.
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</constant>
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<constant name= "MOUSE_BUTTON_WHEEL_UP" value= "4" enum= "MouseButton" >
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Mouse wheel scrolling up.
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</constant>
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<constant name= "MOUSE_BUTTON_WHEEL_DOWN" value= "5" enum= "MouseButton" >
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Mouse wheel scrolling down.
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</constant>
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<constant name= "MOUSE_BUTTON_WHEEL_LEFT" value= "6" enum= "MouseButton" >
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Mouse wheel left button (only present on some mice).
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</constant>
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<constant name= "MOUSE_BUTTON_WHEEL_RIGHT" value= "7" enum= "MouseButton" >
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Mouse wheel right button (only present on some mice).
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</constant>
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<constant name= "MOUSE_BUTTON_XBUTTON1" value= "8" enum= "MouseButton" >
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Extra mouse button 1. This is sometimes present, usually to the sides of the mouse.
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</constant>
<constant name= "MOUSE_BUTTON_XBUTTON2" value= "9" enum= "MouseButton" >
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Extra mouse button 2. This is sometimes present, usually to the sides of the mouse.
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</constant>
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<constant name= "MOUSE_BUTTON_MASK_LEFT" value= "1" enum= "MouseButtonMask" is_bitfield= "true" >
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Primary mouse button mask, usually for the left button.
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</constant>
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<constant name= "MOUSE_BUTTON_MASK_RIGHT" value= "2" enum= "MouseButtonMask" is_bitfield= "true" >
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Secondary mouse button mask, usually for the right button.
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</constant>
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<constant name= "MOUSE_BUTTON_MASK_MIDDLE" value= "4" enum= "MouseButtonMask" is_bitfield= "true" >
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Middle mouse button mask.
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</constant>
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<constant name= "MOUSE_BUTTON_MASK_MB_XBUTTON1" value= "128" enum= "MouseButtonMask" is_bitfield= "true" >
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Extra mouse button 1 mask.
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</constant>
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<constant name= "MOUSE_BUTTON_MASK_MB_XBUTTON2" value= "256" enum= "MouseButtonMask" is_bitfield= "true" >
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Extra mouse button 2 mask.
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</constant>
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<constant name= "JOY_BUTTON_INVALID" value= "-1" enum= "JoyButton" >
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An invalid game controller button.
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</constant>
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<constant name= "JOY_BUTTON_A" value= "0" enum= "JoyButton" >
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Game controller SDL button A. Corresponds to the bottom action button: Sony Cross, Xbox A, Nintendo B.
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</constant>
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<constant name= "JOY_BUTTON_B" value= "1" enum= "JoyButton" >
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Game controller SDL button B. Corresponds to the right action button: Sony Circle, Xbox B, Nintendo A.
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</constant>
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<constant name= "JOY_BUTTON_X" value= "2" enum= "JoyButton" >
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Game controller SDL button X. Corresponds to the left action button: Sony Square, Xbox X, Nintendo Y.
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</constant>
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<constant name= "JOY_BUTTON_Y" value= "3" enum= "JoyButton" >
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Game controller SDL button Y. Corresponds to the top action button: Sony Triangle, Xbox Y, Nintendo X.
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</constant>
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<constant name= "JOY_BUTTON_BACK" value= "4" enum= "JoyButton" >
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Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, Nintendo - button.
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</constant>
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<constant name= "JOY_BUTTON_GUIDE" value= "5" enum= "JoyButton" >
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Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home button.
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</constant>
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<constant name= "JOY_BUTTON_START" value= "6" enum= "JoyButton" >
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Game controller SDL start button. Corresponds to the Nintendo + button.
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</constant>
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<constant name= "JOY_BUTTON_LEFT_STICK" value= "7" enum= "JoyButton" >
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Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS button.
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</constant>
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<constant name= "JOY_BUTTON_RIGHT_STICK" value= "8" enum= "JoyButton" >
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Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS button.
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</constant>
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<constant name= "JOY_BUTTON_LEFT_SHOULDER" value= "9" enum= "JoyButton" >
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Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB button.
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</constant>
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<constant name= "JOY_BUTTON_RIGHT_SHOULDER" value= "10" enum= "JoyButton" >
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Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox RB button.
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</constant>
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<constant name= "JOY_BUTTON_DPAD_UP" value= "11" enum= "JoyButton" >
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Game controller D-pad up button.
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</constant>
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<constant name= "JOY_BUTTON_DPAD_DOWN" value= "12" enum= "JoyButton" >
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Game controller D-pad down button.
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</constant>
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<constant name= "JOY_BUTTON_DPAD_LEFT" value= "13" enum= "JoyButton" >
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Game controller D-pad left button.
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</constant>
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<constant name= "JOY_BUTTON_DPAD_RIGHT" value= "14" enum= "JoyButton" >
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Game controller D-pad right button.
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</constant>
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<constant name= "JOY_BUTTON_MISC1" value= "15" enum= "JoyButton" >
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Game controller SDL miscellaneous button. Corresponds to Xbox share button, PS5 microphone button, Nintendo Switch capture button.
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</constant>
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<constant name= "JOY_BUTTON_PADDLE1" value= "16" enum= "JoyButton" >
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Game controller SDL paddle 1 button.
</constant>
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<constant name= "JOY_BUTTON_PADDLE2" value= "17" enum= "JoyButton" >
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Game controller SDL paddle 2 button.
</constant>
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<constant name= "JOY_BUTTON_PADDLE3" value= "18" enum= "JoyButton" >
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Game controller SDL paddle 3 button.
</constant>
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<constant name= "JOY_BUTTON_PADDLE4" value= "19" enum= "JoyButton" >
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Game controller SDL paddle 4 button.
</constant>
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<constant name= "JOY_BUTTON_TOUCHPAD" value= "20" enum= "JoyButton" >
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Game controller SDL touchpad button.
</constant>
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<constant name= "JOY_BUTTON_SDL_MAX" value= "21" enum= "JoyButton" >
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The number of SDL game controller buttons.
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</constant>
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<constant name= "JOY_BUTTON_MAX" value= "128" enum= "JoyButton" >
The maximum number of game controller buttons supported by the engine. The actual limit may be lower on specific platforms:
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- [b]Android:[/b] Up to 36 buttons.
- [b]Linux:[/b] Up to 80 buttons.
- [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons.
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</constant>
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<constant name= "JOY_AXIS_INVALID" value= "-1" enum= "JoyAxis" >
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An invalid game controller axis.
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</constant>
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<constant name= "JOY_AXIS_LEFT_X" value= "0" enum= "JoyAxis" >
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Game controller left joystick x-axis.
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</constant>
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<constant name= "JOY_AXIS_LEFT_Y" value= "1" enum= "JoyAxis" >
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Game controller left joystick y-axis.
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</constant>
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<constant name= "JOY_AXIS_RIGHT_X" value= "2" enum= "JoyAxis" >
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Game controller right joystick x-axis.
2017-09-12 20:42:36 +00:00
</constant>
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<constant name= "JOY_AXIS_RIGHT_Y" value= "3" enum= "JoyAxis" >
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Game controller right joystick y-axis.
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</constant>
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<constant name= "JOY_AXIS_TRIGGER_LEFT" value= "4" enum= "JoyAxis" >
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Game controller left trigger axis.
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</constant>
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<constant name= "JOY_AXIS_TRIGGER_RIGHT" value= "5" enum= "JoyAxis" >
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Game controller right trigger axis.
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</constant>
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<constant name= "JOY_AXIS_SDL_MAX" value= "6" enum= "JoyAxis" >
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The number of SDL game controller axes.
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</constant>
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<constant name= "JOY_AXIS_MAX" value= "10" enum= "JoyAxis" >
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The maximum number of game controller axes: OpenVR supports up to 5 Joysticks making a total of 10 axes.
2019-06-13 12:44:32 +00:00
</constant>
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<constant name= "MIDI_MESSAGE_NONE" value= "0" enum= "MIDIMessage" >
Enum value which doesn't correspond to any MIDI message. This is used to initialize [enum MIDIMessage] properties with a generic state.
</constant>
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<constant name= "MIDI_MESSAGE_NOTE_OFF" value= "8" enum= "MIDIMessage" >
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MIDI note OFF message. Not all MIDI devices send this event; some send [constant MIDI_MESSAGE_NOTE_ON] with zero velocity instead. See the documentation of [InputEventMIDI] for information of how to use MIDI inputs.
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</constant>
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<constant name= "MIDI_MESSAGE_NOTE_ON" value= "9" enum= "MIDIMessage" >
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MIDI note ON message. Some MIDI devices send this event with velocity zero instead of [constant MIDI_MESSAGE_NOTE_OFF], but implementations vary. See the documentation of [InputEventMIDI] for information of how to use MIDI inputs.
2018-07-26 09:56:21 +00:00
</constant>
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<constant name= "MIDI_MESSAGE_AFTERTOUCH" value= "10" enum= "MIDIMessage" >
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MIDI aftertouch message. This message is most often sent by pressing down on the key after it "bottoms out".
2018-07-26 09:56:21 +00:00
</constant>
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<constant name= "MIDI_MESSAGE_CONTROL_CHANGE" value= "11" enum= "MIDIMessage" >
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MIDI control change message. This message is sent when a controller value changes. Controllers include devices such as pedals and levers.
2018-07-26 09:56:21 +00:00
</constant>
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<constant name= "MIDI_MESSAGE_PROGRAM_CHANGE" value= "12" enum= "MIDIMessage" >
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MIDI program change message. This message sent when the program patch number changes.
2018-07-26 09:56:21 +00:00
</constant>
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<constant name= "MIDI_MESSAGE_CHANNEL_PRESSURE" value= "13" enum= "MIDIMessage" >
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MIDI channel pressure message. This message is most often sent by pressing down on the key after it "bottoms out". This message is different from polyphonic after-touch as it indicates the highest pressure across all keys.
2018-07-26 09:56:21 +00:00
</constant>
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<constant name= "MIDI_MESSAGE_PITCH_BEND" value= "14" enum= "MIDIMessage" >
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MIDI pitch bend message. This message is sent to indicate a change in the pitch bender (wheel or lever, typically).
</constant>
<constant name= "MIDI_MESSAGE_SYSTEM_EXCLUSIVE" value= "240" enum= "MIDIMessage" >
MIDI system exclusive message. This has behavior exclusive to the device you're receiving input from. Getting this data is not implemented in Godot.
</constant>
<constant name= "MIDI_MESSAGE_QUARTER_FRAME" value= "241" enum= "MIDIMessage" >
MIDI quarter frame message. Contains timing information that is used to synchronize MIDI devices. Getting this data is not implemented in Godot.
</constant>
<constant name= "MIDI_MESSAGE_SONG_POSITION_POINTER" value= "242" enum= "MIDIMessage" >
MIDI song position pointer message. Gives the number of 16th notes since the start of the song. Getting this data is not implemented in Godot.
</constant>
<constant name= "MIDI_MESSAGE_SONG_SELECT" value= "243" enum= "MIDIMessage" >
MIDI song select message. Specifies which sequence or song is to be played. Getting this data is not implemented in Godot.
</constant>
<constant name= "MIDI_MESSAGE_TUNE_REQUEST" value= "246" enum= "MIDIMessage" >
MIDI tune request message. Upon receiving a tune request, all analog synthesizers should tune their oscillators.
</constant>
<constant name= "MIDI_MESSAGE_TIMING_CLOCK" value= "248" enum= "MIDIMessage" >
MIDI timing clock message. Sent 24 times per quarter note when synchronization is required.
</constant>
<constant name= "MIDI_MESSAGE_START" value= "250" enum= "MIDIMessage" >
MIDI start message. Start the current sequence playing. This message will be followed with Timing Clocks.
</constant>
<constant name= "MIDI_MESSAGE_CONTINUE" value= "251" enum= "MIDIMessage" >
MIDI continue message. Continue at the point the sequence was stopped.
</constant>
<constant name= "MIDI_MESSAGE_STOP" value= "252" enum= "MIDIMessage" >
MIDI stop message. Stop the current sequence.
</constant>
<constant name= "MIDI_MESSAGE_ACTIVE_SENSING" value= "254" enum= "MIDIMessage" >
MIDI active sensing message. This message is intended to be sent repeatedly to tell the receiver that a connection is alive.
</constant>
<constant name= "MIDI_MESSAGE_SYSTEM_RESET" value= "255" enum= "MIDIMessage" >
MIDI system reset message. Reset all receivers in the system to power-up status. It should not be sent on power-up itself.
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</constant>
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<constant name= "OK" value= "0" enum= "Error" >
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Methods that return [enum Error] return [constant OK] when no error occurred.
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Since [constant OK] has value 0, and all other error constants are positive integers, it can also be used in boolean checks.
[b]Example:[/b]
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[codeblock]
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var error = method_that_returns_error()
if error != OK:
printerr("Failure!")
# Or, alternatively:
if error:
printerr("Still failing!")
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[/codeblock]
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[b]Note:[/b] Many functions do not return an error code, but will print error messages to standard output.
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</constant>
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<constant name= "FAILED" value= "1" enum= "Error" >
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Generic error.
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</constant>
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<constant name= "ERR_UNAVAILABLE" value= "2" enum= "Error" >
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Unavailable error.
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</constant>
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<constant name= "ERR_UNCONFIGURED" value= "3" enum= "Error" >
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Unconfigured error.
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</constant>
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<constant name= "ERR_UNAUTHORIZED" value= "4" enum= "Error" >
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Unauthorized error.
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</constant>
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<constant name= "ERR_PARAMETER_RANGE_ERROR" value= "5" enum= "Error" >
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Parameter range error.
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</constant>
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<constant name= "ERR_OUT_OF_MEMORY" value= "6" enum= "Error" >
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Out of memory (OOM) error.
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</constant>
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<constant name= "ERR_FILE_NOT_FOUND" value= "7" enum= "Error" >
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File: Not found error.
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</constant>
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<constant name= "ERR_FILE_BAD_DRIVE" value= "8" enum= "Error" >
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File: Bad drive error.
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</constant>
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<constant name= "ERR_FILE_BAD_PATH" value= "9" enum= "Error" >
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File: Bad path error.
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</constant>
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<constant name= "ERR_FILE_NO_PERMISSION" value= "10" enum= "Error" >
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File: No permission error.
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</constant>
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<constant name= "ERR_FILE_ALREADY_IN_USE" value= "11" enum= "Error" >
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File: Already in use error.
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</constant>
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<constant name= "ERR_FILE_CANT_OPEN" value= "12" enum= "Error" >
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File: Can't open error.
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</constant>
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<constant name= "ERR_FILE_CANT_WRITE" value= "13" enum= "Error" >
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File: Can't write error.
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</constant>
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<constant name= "ERR_FILE_CANT_READ" value= "14" enum= "Error" >
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File: Can't read error.
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</constant>
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<constant name= "ERR_FILE_UNRECOGNIZED" value= "15" enum= "Error" >
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File: Unrecognized error.
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</constant>
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<constant name= "ERR_FILE_CORRUPT" value= "16" enum= "Error" >
2019-06-27 10:35:55 +00:00
File: Corrupt error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_FILE_MISSING_DEPENDENCIES" value= "17" enum= "Error" >
2019-06-27 10:35:55 +00:00
File: Missing dependencies error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_FILE_EOF" value= "18" enum= "Error" >
2019-06-27 10:35:55 +00:00
File: End of file (EOF) error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_CANT_OPEN" value= "19" enum= "Error" >
2019-06-27 10:35:55 +00:00
Can't open error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_CANT_CREATE" value= "20" enum= "Error" >
2019-06-27 10:35:55 +00:00
Can't create error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_QUERY_FAILED" value= "21" enum= "Error" >
2019-06-27 10:35:55 +00:00
Query failed error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_ALREADY_IN_USE" value= "22" enum= "Error" >
2019-06-27 10:35:55 +00:00
Already in use error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_LOCKED" value= "23" enum= "Error" >
2019-06-27 10:35:55 +00:00
Locked error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_TIMEOUT" value= "24" enum= "Error" >
2019-06-27 10:35:55 +00:00
Timeout error.
</constant>
<constant name= "ERR_CANT_CONNECT" value= "25" enum= "Error" >
Can't connect error.
</constant>
<constant name= "ERR_CANT_RESOLVE" value= "26" enum= "Error" >
Can't resolve error.
</constant>
<constant name= "ERR_CONNECTION_ERROR" value= "27" enum= "Error" >
Connection error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_CANT_ACQUIRE_RESOURCE" value= "28" enum= "Error" >
2019-06-27 10:35:55 +00:00
Can't acquire resource error.
</constant>
<constant name= "ERR_CANT_FORK" value= "29" enum= "Error" >
Can't fork process error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_INVALID_DATA" value= "30" enum= "Error" >
2019-06-27 10:35:55 +00:00
Invalid data error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_INVALID_PARAMETER" value= "31" enum= "Error" >
2019-06-27 10:35:55 +00:00
Invalid parameter error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_ALREADY_EXISTS" value= "32" enum= "Error" >
2019-06-27 10:35:55 +00:00
Already exists error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_DOES_NOT_EXIST" value= "33" enum= "Error" >
2019-06-27 10:35:55 +00:00
Does not exist error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_DATABASE_CANT_READ" value= "34" enum= "Error" >
2019-06-27 10:35:55 +00:00
Database: Read error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_DATABASE_CANT_WRITE" value= "35" enum= "Error" >
2019-06-27 10:35:55 +00:00
Database: Write error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_COMPILATION_FAILED" value= "36" enum= "Error" >
2019-06-27 10:35:55 +00:00
Compilation failed error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_METHOD_NOT_FOUND" value= "37" enum= "Error" >
2019-06-27 10:35:55 +00:00
Method not found error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_LINK_FAILED" value= "38" enum= "Error" >
2019-06-27 10:35:55 +00:00
Linking failed error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_SCRIPT_FAILED" value= "39" enum= "Error" >
2019-06-27 10:35:55 +00:00
Script failed error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_CYCLIC_LINK" value= "40" enum= "Error" >
2019-06-27 10:35:55 +00:00
Cycling link (import cycle) error.
</constant>
<constant name= "ERR_INVALID_DECLARATION" value= "41" enum= "Error" >
Invalid declaration error.
</constant>
<constant name= "ERR_DUPLICATE_SYMBOL" value= "42" enum= "Error" >
Duplicate symbol error.
</constant>
<constant name= "ERR_PARSE_ERROR" value= "43" enum= "Error" >
Parse error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_BUSY" value= "44" enum= "Error" >
2019-06-27 10:35:55 +00:00
Busy error.
</constant>
<constant name= "ERR_SKIP" value= "45" enum= "Error" >
Skip error.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_HELP" value= "46" enum= "Error" >
2022-10-10 19:18:46 +00:00
Help error. Used internally when passing [code]--version[/code] or [code]--help[/code] as executable options.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "ERR_BUG" value= "47" enum= "Error" >
2022-10-10 19:18:46 +00:00
Bug error, caused by an implementation issue in the method.
[b]Note:[/b] If a built-in method returns this code, please open an issue on [url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/url].
2019-06-27 10:35:55 +00:00
</constant>
<constant name= "ERR_PRINTER_ON_FIRE" value= "48" enum= "Error" >
2022-10-10 19:18:46 +00:00
Printer on fire error (This is an easter egg, no built-in methods return this error code).
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "PROPERTY_HINT_NONE" value= "0" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
The property has no hint for the editor.
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "PROPERTY_HINT_RANGE" value= "1" enum= "PropertyHint" >
2022-11-01 14:29:38 +00:00
Hints that an [int] or [float] property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_less"[/code] to allow manual input going respectively above the max or below the min values.
[b]Example:[/b] [code]"-360,360,1,or_greater,or_less"[/code].
2022-10-03 16:59:33 +00:00
Additionally, other keywords can be included: [code]"exp"[/code] for exponential range editing, [code]"radians"[/code] for editing radian angles in degrees, [code]"degrees"[/code] to hint at an angle and [code]"hide_slider"[/code] to hide the slider.
2017-09-12 20:42:36 +00:00
</constant>
Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-29 19:42:12 +00:00
<constant name= "PROPERTY_HINT_ENUM" value= "2" enum= "PropertyHint" >
2023-01-29 12:07:24 +00:00
Hints that an [int] or [String] property is an enumerated value to pick in a list specified via a hint string.
2023-02-01 07:28:20 +00:00
The hint string is a comma separated list of names such as [code]"Hello,Something,Else"[/code]. Whitespaces are [b]not[/b] removed from either end of a name. For integer properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"Zero,One,Three:3,Four,Six:6"[/code].
2017-09-12 20:42:36 +00:00
</constant>
2021-07-04 20:42:23 +00:00
<constant name= "PROPERTY_HINT_ENUM_SUGGESTION" value= "3" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that a [String] property can be an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code].
Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still accepts arbitrary values and can be empty. The list of values serves to suggest possible values.
2021-07-04 20:42:23 +00:00
</constant>
<constant name= "PROPERTY_HINT_EXP_EASING" value= "4" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that a [float] property should be edited via an exponential easing function. The hint string can include [code]"attenuation"[/code] to flip the curve horizontally and/or [code]"positive_only"[/code] to exclude in/out easing and limit values to be greater than or equal to zero.
2017-09-12 20:42:36 +00:00
</constant>
2022-04-23 00:54:57 +00:00
<constant name= "PROPERTY_HINT_LINK" value= "5" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that a vector property should allow its components to be linked. For example, this allows [member Vector2.x] and [member Vector2.y] to be edited together.
2022-04-05 00:58:21 +00:00
</constant>
2022-04-23 00:54:57 +00:00
<constant name= "PROPERTY_HINT_FLAGS" value= "6" enum= "PropertyHint" >
2023-02-01 07:28:20 +00:00
Hints that an [int] property is a bitmask with named bit flags.
The hint string is a comma separated list of names such as [code]"Bit0,Bit1,Bit2,Bit3"[/code]. Whitespaces are [b]not[/b] removed from either end of a name. The first name in the list has value 1, the next 2, then 4, 8, 16 and so on. Explicit values can also be specified by appending [code]:integer[/code] to the name, e.g. [code]"A:4,B:8,C:16"[/code]. You can also combine several flags ([code]"A:4,B:8,AB:12,C:16"[/code]).
[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 ** 32 - 1[/code].
[b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit value is not taken into account. For the hint [code]"A:16,B,C"[/code], A is 16, B is 2, C is 4.
2017-09-12 20:42:36 +00:00
</constant>
2022-04-23 00:54:57 +00:00
<constant name= "PROPERTY_HINT_LAYERS_2D_RENDER" value= "7" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that an [int] property is a bitmask using the optionally named 2D render layers.
2017-09-12 20:42:36 +00:00
</constant>
2022-04-23 00:54:57 +00:00
<constant name= "PROPERTY_HINT_LAYERS_2D_PHYSICS" value= "8" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that an [int] property is a bitmask using the optionally named 2D physics layers.
2017-09-12 20:42:36 +00:00
</constant>
2022-04-23 00:54:57 +00:00
<constant name= "PROPERTY_HINT_LAYERS_2D_NAVIGATION" value= "9" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that an [int] property is a bitmask using the optionally named 2D navigation layers.
2021-03-08 19:56:33 +00:00
</constant>
2022-04-23 00:54:57 +00:00
<constant name= "PROPERTY_HINT_LAYERS_3D_RENDER" value= "10" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that an [int] property is a bitmask using the optionally named 3D render layers.
2017-09-12 20:42:36 +00:00
</constant>
2022-04-23 00:54:57 +00:00
<constant name= "PROPERTY_HINT_LAYERS_3D_PHYSICS" value= "11" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that an [int] property is a bitmask using the optionally named 3D physics layers.
2017-09-12 20:42:36 +00:00
</constant>
2022-04-23 00:54:57 +00:00
<constant name= "PROPERTY_HINT_LAYERS_3D_NAVIGATION" value= "12" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that an [int] property is a bitmask using the optionally named 3D navigation layers.
2021-03-08 19:56:33 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_LAYERS_AVOIDANCE" value= "37" enum= "PropertyHint" >
2023-01-10 06:14:16 +00:00
Hints that an integer property is a bitmask using the optionally named avoidance layers.
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_FILE" value= "13" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that a [String] property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].
2017-09-12 20:42:36 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_DIR" value= "14" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that a [String] property is a path to a directory. Editing it will show a file dialog for picking the path.
2017-09-12 20:42:36 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_GLOBAL_FILE" value= "15" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that a [String] property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards, like [code]"*.png,*.jpg"[/code].
2017-09-12 20:42:36 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_GLOBAL_DIR" value= "16" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that a [String] property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.
2017-09-12 20:42:36 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_RESOURCE_TYPE" value= "17" enum= "PropertyHint" >
2020-02-12 08:59:06 +00:00
Hints that a property is an instance of a [Resource]-derived type, optionally specified via the hint string (e.g. [code]"Texture2D"[/code]). Editing it will show a popup menu of valid resource types to instantiate.
2017-09-12 20:42:36 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_MULTILINE_TEXT" value= "18" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that a [String] property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
2017-09-12 20:42:36 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_EXPRESSION" value= "19" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that a [String] property is an [Expression].
2022-06-27 20:10:04 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_PLACEHOLDER_TEXT" value= "20" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that a [String] property should show a placeholder text on its input field, if empty. The hint string is the placeholder text to use.
2017-09-12 20:42:36 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_COLOR_NO_ALPHA" value= "21" enum= "PropertyHint" >
2022-10-10 19:18:46 +00:00
Hints that a [Color] property should be edited without affecting its transparency ([member Color.a] is not editable).
2018-08-20 22:35:30 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_OBJECT_ID" value= "22" enum= "PropertyHint" >
2017-09-12 20:42:36 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_TYPE_STRING" value= "23" enum= "PropertyHint" >
2023-06-01 15:31:22 +00:00
If a property is [String], hints that the property represents a particular type (class). This allows to select a type from the create dialog. The property will store the selected type as a string.
If a property is [Array], hints the editor how to show elements. The [code]hint_string[/code] must encode nested types using [code]":"[/code] and [code]"/"[/code].
[codeblocks]
[gdscript]
# Array of elem_type.
hint_string = "%d:" % [elem_type]
hint_string = "%d/%d:%s" % [elem_type, elem_hint, elem_hint_string]
# Two-dimensional array of elem_type (array of arrays of elem_type).
hint_string = "%d:%d:" % [TYPE_ARRAY, elem_type]
hint_string = "%d:%d/%d:%s" % [TYPE_ARRAY, elem_type, elem_hint, elem_hint_string]
# Three-dimensional array of elem_type (array of arrays of arrays of elem_type).
hint_string = "%d:%d:%d:" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]
hint_string = "%d:%d:%d/%d:%s" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, elem_hint, elem_hint_string]
[/gdscript]
[csharp]
// Array of elemType.
hintString = $"{elemType:D}:";
hintString = $"{elemType:}/{elemHint:D}:{elemHintString}";
// Two-dimensional array of elemType (array of arrays of elemType).
hintString = $"{Variant.Type.Array:D}:{elemType:D}:";
hintString = $"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:{elemHintString}";
// Three-dimensional array of elemType (array of arrays of arrays of elemType).
hintString = $"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:";
hintString = $"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:{elemHintString}";
[/csharp]
[/codeblocks]
Examples:
[codeblocks]
[gdscript]
hint_string = "%d:" % [TYPE_INT] # Array of integers.
hint_string = "%d/%d:1,10,1" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of integers (in range from 1 to 10).
hint_string = "%d/%d:Zero,One,Two" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array of integers (an enum).
hint_string = "%d/%d:Zero,One,Three:3,Six:6" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array of integers (an enum).
hint_string = "%d/%d:*.png" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of strings (file paths).
hint_string = "%d/%d:Texture2D" % [TYPE_OBJECT, PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.
hint_string = "%d:%d:" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array of floats.
hint_string = "%d:%d/%d:" % [TYPE_ARRAY, TYPE_STRING, PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.
hint_string = "%d:%d/%d:-1,1,0.1" % [TYPE_ARRAY, TYPE_FLOAT, PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to 1).
hint_string = "%d:%d/%d:Texture2D" % [TYPE_ARRAY, TYPE_OBJECT, PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.
[/gdscript]
[csharp]
hintString = $"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1"; // Array of integers (in range from 1 to 10).
hintString = $"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two"; // Array of integers (an enum).
hintString = $"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3,Six:6"; // Array of integers (an enum).
hintString = $"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png"; // Array of strings (file paths).
hintString = $"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:Texture2D"; // Array of textures.
hintString = $"{Variant.Type.Array:D}:{Variant.Type.Float:D}:"; // Two-dimensional array of floats.
hintString = $"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint.MultilineText:D}:"; // Two-dimensional array of multiline strings.
hintString = $"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint.Range:D}:-1,1,0.1"; // Two-dimensional array of floats (in range from -1 to 1).
hintString = $"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:Texture2D"; // Two-dimensional array of textures.
[/csharp]
[/codeblocks]
[b]Note:[/b] The trailing colon is required for properly detecting built-in types.
2020-11-09 16:12:04 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value= "24" enum= "PropertyHint" >
2021-08-06 14:13:00 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_OBJECT_TOO_BIG" value= "25" enum= "PropertyHint" >
2021-08-06 14:13:00 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_NODE_PATH_VALID_TYPES" value= "26" enum= "PropertyHint" >
2021-08-06 14:13:00 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_SAVE_FILE" value= "27" enum= "PropertyHint" >
2021-08-06 14:13:00 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_GLOBAL_SAVE_FILE" value= "28" enum= "PropertyHint" >
2021-08-06 14:13:00 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_INT_IS_OBJECTID" value= "29" enum= "PropertyHint" >
2021-08-06 14:13:00 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_INT_IS_POINTER" value= "30" enum= "PropertyHint" >
2021-08-06 14:13:00 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_ARRAY_TYPE" value= "31" enum= "PropertyHint" >
2021-08-06 14:13:00 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_LOCALE_ID" value= "32" enum= "PropertyHint" >
2022-10-20 20:27:52 +00:00
Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country.
2021-09-23 11:08:50 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_LOCALIZABLE_STRING" value= "33" enum= "PropertyHint" >
2022-10-20 20:27:52 +00:00
Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings.
2022-03-04 13:04:59 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_NODE_TYPE" value= "34" enum= "PropertyHint" >
2022-06-18 22:42:02 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_HIDE_QUATERNION_EDIT" value= "35" enum= "PropertyHint" >
2022-10-20 20:27:52 +00:00
Hints that a quaternion property should disable the temporary euler editor.
2022-08-21 07:03:38 +00:00
</constant>
2023-05-11 23:37:59 +00:00
<constant name= "PROPERTY_HINT_PASSWORD" value= "36" enum= "PropertyHint" >
2022-10-20 20:27:52 +00:00
Hints that a string property is a password, and every character is replaced with the secret character.
2022-08-09 15:51:43 +00:00
</constant>
2023-01-10 06:14:16 +00:00
<constant name= "PROPERTY_HINT_MAX" value= "38" enum= "PropertyHint" >
2023-02-14 10:38:32 +00:00
Represents the size of the [enum PropertyHint] enum.
2021-08-06 14:13:00 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_NONE" value= "0" enum= "PropertyUsageFlags" is_bitfield= "true" >
2022-10-10 19:18:46 +00:00
The property is not stored, and does not display in the editor. This is the default for non-exported properties.
2021-08-06 14:13:00 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_STORAGE" value= "2" enum= "PropertyUsageFlags" is_bitfield= "true" >
2019-06-30 15:17:46 +00:00
The property is serialized and saved in the scene file (default).
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_EDITOR" value= "4" enum= "PropertyUsageFlags" is_bitfield= "true" >
2022-10-27 14:24:10 +00:00
The property is shown in the [EditorInspector] (default).
2017-09-12 20:42:36 +00:00
</constant>
2023-01-09 14:31:44 +00:00
<constant name= "PROPERTY_USAGE_INTERNAL" value= "8" enum= "PropertyUsageFlags" is_bitfield= "true" >
2023-03-02 08:54:15 +00:00
The property is excluded from the class reference.
2023-01-09 14:31:44 +00:00
</constant>
<constant name= "PROPERTY_USAGE_CHECKABLE" value= "16" enum= "PropertyUsageFlags" is_bitfield= "true" >
2022-10-27 14:24:10 +00:00
The property can be checked in the [EditorInspector].
2017-09-12 20:42:36 +00:00
</constant>
2023-01-09 14:31:44 +00:00
<constant name= "PROPERTY_USAGE_CHECKED" value= "32" enum= "PropertyUsageFlags" is_bitfield= "true" >
2022-10-27 14:24:10 +00:00
The property is checked in the [EditorInspector].
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_GROUP" value= "64" enum= "PropertyUsageFlags" is_bitfield= "true" >
2022-04-12 03:45:15 +00:00
Used to group properties together in the editor. See [EditorInspector].
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_CATEGORY" value= "128" enum= "PropertyUsageFlags" is_bitfield= "true" >
2019-06-30 15:17:46 +00:00
Used to categorize properties together in the editor.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_SUBGROUP" value= "256" enum= "PropertyUsageFlags" is_bitfield= "true" >
2022-04-12 03:45:15 +00:00
Used to group properties together in the editor in a subgroup (under a group). See [EditorInspector].
2020-04-20 14:32:45 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_CLASS_IS_BITFIELD" value= "512" enum= "PropertyUsageFlags" is_bitfield= "true" >
2022-07-11 09:40:31 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_NO_INSTANCE_STATE" value= "1024" enum= "PropertyUsageFlags" is_bitfield= "true" >
2019-06-30 15:17:46 +00:00
The property does not save its state in [PackedScene].
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_RESTART_IF_CHANGED" value= "2048" enum= "PropertyUsageFlags" is_bitfield= "true" >
2019-06-30 15:17:46 +00:00
Editing the property prompts the user for restarting the editor.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_SCRIPT_VARIABLE" value= "4096" enum= "PropertyUsageFlags" is_bitfield= "true" >
2019-06-30 15:17:46 +00:00
The property is a script variable which should be serialized and saved in the scene file.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_STORE_IF_NULL" value= "8192" enum= "PropertyUsageFlags" is_bitfield= "true" >
2021-08-06 14:13:00 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED" value= "16384" enum= "PropertyUsageFlags" is_bitfield= "true" >
2021-08-06 14:13:00 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value= "32768" enum= "PropertyUsageFlags" is_bitfield= "true" >
2021-08-06 14:13:00 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_CLASS_IS_ENUM" value= "65536" enum= "PropertyUsageFlags" is_bitfield= "true" >
2021-08-06 14:13:00 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_NIL_IS_VARIANT" value= "131072" enum= "PropertyUsageFlags" is_bitfield= "true" >
2021-08-06 14:13:00 +00:00
</constant>
2023-01-09 14:31:44 +00:00
<constant name= "PROPERTY_USAGE_ARRAY" value= "262144" enum= "PropertyUsageFlags" is_bitfield= "true" >
The property is an array.
2021-08-06 14:13:00 +00:00
</constant>
2023-01-10 06:04:35 +00:00
<constant name= "PROPERTY_USAGE_ALWAYS_DUPLICATE" value= "524288" enum= "PropertyUsageFlags" is_bitfield= "true" >
When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should always be duplicated, regardless of the [code]subresources[/code] bool parameter.
2021-08-06 14:13:00 +00:00
</constant>
2023-01-10 20:42:05 +00:00
<constant name= "PROPERTY_USAGE_NEVER_DUPLICATE" value= "1048576" enum= "PropertyUsageFlags" is_bitfield= "true" >
When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should never be duplicated, regardless of the [code]subresources[/code] bool parameter.
</constant>
<constant name= "PROPERTY_USAGE_HIGH_END_GFX" value= "2097152" enum= "PropertyUsageFlags" is_bitfield= "true" >
2023-02-03 11:33:17 +00:00
The property is only shown in the editor if modern renderers are supported (the Compatibility rendering method is excluded).
2021-08-06 14:13:00 +00:00
</constant>
2023-01-10 20:42:05 +00:00
<constant name= "PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value= "4194304" enum= "PropertyUsageFlags" is_bitfield= "true" >
2021-08-06 14:13:00 +00:00
</constant>
2023-01-10 20:42:05 +00:00
<constant name= "PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value= "8388608" enum= "PropertyUsageFlags" is_bitfield= "true" >
2021-08-06 14:13:00 +00:00
</constant>
2023-01-10 20:42:05 +00:00
<constant name= "PROPERTY_USAGE_KEYING_INCREMENTS" value= "16777216" enum= "PropertyUsageFlags" is_bitfield= "true" >
2021-08-06 14:13:00 +00:00
</constant>
2023-01-10 20:42:05 +00:00
<constant name= "PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value= "33554432" enum= "PropertyUsageFlags" is_bitfield= "true" >
2021-08-06 14:13:00 +00:00
</constant>
2023-01-10 20:42:05 +00:00
<constant name= "PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value= "67108864" enum= "PropertyUsageFlags" is_bitfield= "true" >
2021-08-06 14:13:00 +00:00
</constant>
2023-01-10 20:42:05 +00:00
<constant name= "PROPERTY_USAGE_EDITOR_BASIC_SETTING" value= "134217728" enum= "PropertyUsageFlags" is_bitfield= "true" >
2021-08-06 14:13:00 +00:00
</constant>
2023-01-10 20:42:05 +00:00
<constant name= "PROPERTY_USAGE_READ_ONLY" value= "268435456" enum= "PropertyUsageFlags" is_bitfield= "true" >
2022-10-27 14:24:10 +00:00
The property is read-only in the [EditorInspector].
2022-09-19 12:35:23 +00:00
</constant>
2023-05-10 09:40:17 +00:00
<constant name= "PROPERTY_USAGE_SECRET" value= "536870912" enum= "PropertyUsageFlags" is_bitfield= "true" >
An export preset property with this flag contains confidential information and is stored separately from the rest of the export preset configuration.
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_DEFAULT" value= "6" enum= "PropertyUsageFlags" is_bitfield= "true" >
2023-05-14 10:18:26 +00:00
Default usage (storage and editor).
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "PROPERTY_USAGE_NO_EDITOR" value= "2" enum= "PropertyUsageFlags" is_bitfield= "true" >
2023-05-14 10:18:26 +00:00
Default usage but without showing the property in the editor (storage).
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "METHOD_FLAG_NORMAL" value= "1" enum= "MethodFlags" is_bitfield= "true" >
2019-06-21 23:04:47 +00:00
Flag for a normal method.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "METHOD_FLAG_EDITOR" value= "2" enum= "MethodFlags" is_bitfield= "true" >
2019-06-21 23:04:47 +00:00
Flag for an editor method.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "METHOD_FLAG_CONST" value= "4" enum= "MethodFlags" is_bitfield= "true" >
2019-06-21 23:04:47 +00:00
Flag for a constant method.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "METHOD_FLAG_VIRTUAL" value= "8" enum= "MethodFlags" is_bitfield= "true" >
2019-06-21 23:04:47 +00:00
Flag for a virtual method.
2017-09-12 20:42:36 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "METHOD_FLAG_VARARG" value= "16" enum= "MethodFlags" is_bitfield= "true" >
2022-10-10 19:18:46 +00:00
Flag for a method with a variable number of arguments.
2021-03-29 15:59:53 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "METHOD_FLAG_STATIC" value= "32" enum= "MethodFlags" is_bitfield= "true" >
2022-10-10 19:18:46 +00:00
Flag for a static method.
2021-03-18 13:44:42 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "METHOD_FLAG_OBJECT_CORE" value= "64" enum= "MethodFlags" is_bitfield= "true" >
2022-10-10 19:18:46 +00:00
Used internally. Allows to not dump core virtual methods (such as [method Object._notification]) to the JSON API.
2021-08-22 01:52:44 +00:00
</constant>
2023-01-07 23:55:54 +00:00
<constant name= "METHOD_FLAGS_DEFAULT" value= "1" enum= "MethodFlags" is_bitfield= "true" >
2022-10-10 19:18:46 +00:00
Default method flags (normal).
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "TYPE_NIL" value= "0" enum= "Variant.Type" >
2020-01-26 14:18:06 +00:00
Variable is [code]null[/code].
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "TYPE_BOOL" value= "1" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [bool].
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "TYPE_INT" value= "2" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [int].
</constant>
2020-12-04 12:25:14 +00:00
<constant name= "TYPE_FLOAT" value= "3" enum= "Variant.Type" >
2022-10-10 18:09:56 +00:00
Variable is of type [float].
2017-09-12 20:42:36 +00:00
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "TYPE_STRING" value= "4" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [String].
</constant>
2017-11-24 22:16:30 +00:00
<constant name= "TYPE_VECTOR2" value= "5" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [Vector2].
</constant>
2020-02-24 16:00:40 +00:00
<constant name= "TYPE_VECTOR2I" value= "6" enum= "Variant.Type" >
Variable is of type [Vector2i].
</constant>
<constant name= "TYPE_RECT2" value= "7" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [Rect2].
</constant>
2020-02-24 16:00:40 +00:00
<constant name= "TYPE_RECT2I" value= "8" enum= "Variant.Type" >
Variable is of type [Rect2i].
</constant>
<constant name= "TYPE_VECTOR3" value= "9" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [Vector3].
</constant>
2020-02-24 16:00:40 +00:00
<constant name= "TYPE_VECTOR3I" value= "10" enum= "Variant.Type" >
Variable is of type [Vector3i].
</constant>
<constant name= "TYPE_TRANSFORM2D" value= "11" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [Transform2D].
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_VECTOR4" value= "12" enum= "Variant.Type" >
2022-10-10 19:18:46 +00:00
Variable is of type [Vector4].
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
</constant>
<constant name= "TYPE_VECTOR4I" value= "13" enum= "Variant.Type" >
2022-10-10 19:18:46 +00:00
Variable is of type [Vector4i].
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
</constant>
<constant name= "TYPE_PLANE" value= "14" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [Plane].
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_QUATERNION" value= "15" enum= "Variant.Type" >
2021-01-20 07:02:02 +00:00
Variable is of type [Quaternion].
2017-09-12 20:42:36 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_AABB" value= "16" enum= "Variant.Type" >
2017-11-17 02:09:00 +00:00
Variable is of type [AABB].
2017-09-12 20:42:36 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_BASIS" value= "17" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [Basis].
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_TRANSFORM3D" value= "18" enum= "Variant.Type" >
2020-05-03 08:27:36 +00:00
Variable is of type [Transform3D].
2017-09-12 20:42:36 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_PROJECTION" value= "19" enum= "Variant.Type" >
2022-10-10 19:18:46 +00:00
Variable is of type [Projection].
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
</constant>
<constant name= "TYPE_COLOR" value= "20" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [Color].
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_STRING_NAME" value= "21" enum= "Variant.Type" >
2020-02-24 16:00:40 +00:00
Variable is of type [StringName].
2020-02-22 13:59:09 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_NODE_PATH" value= "22" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [NodePath].
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_RID" value= "23" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [RID].
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_OBJECT" value= "24" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [Object].
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_CALLABLE" value= "25" enum= "Variant.Type" >
2020-02-24 16:00:40 +00:00
Variable is of type [Callable].
2020-02-22 13:59:09 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_SIGNAL" value= "26" enum= "Variant.Type" >
2020-02-24 16:00:40 +00:00
Variable is of type [Signal].
2020-02-22 13:59:09 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_DICTIONARY" value= "27" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [Dictionary].
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_ARRAY" value= "28" enum= "Variant.Type" >
2017-09-12 20:42:36 +00:00
Variable is of type [Array].
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_PACKED_BYTE_ARRAY" value= "29" enum= "Variant.Type" >
2020-02-18 12:59:24 +00:00
Variable is of type [PackedByteArray].
2017-09-12 20:42:36 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_PACKED_INT32_ARRAY" value= "30" enum= "Variant.Type" >
2020-02-25 17:10:58 +00:00
Variable is of type [PackedInt32Array].
2017-09-12 20:42:36 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_PACKED_INT64_ARRAY" value= "31" enum= "Variant.Type" >
2020-02-25 17:10:58 +00:00
Variable is of type [PackedInt64Array].
2017-09-12 20:42:36 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_PACKED_FLOAT32_ARRAY" value= "32" enum= "Variant.Type" >
2020-02-25 17:10:58 +00:00
Variable is of type [PackedFloat32Array].
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_PACKED_FLOAT64_ARRAY" value= "33" enum= "Variant.Type" >
2020-02-25 17:10:58 +00:00
Variable is of type [PackedFloat64Array].
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_PACKED_STRING_ARRAY" value= "34" enum= "Variant.Type" >
2020-02-18 12:59:24 +00:00
Variable is of type [PackedStringArray].
2017-09-12 20:42:36 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_PACKED_VECTOR2_ARRAY" value= "35" enum= "Variant.Type" >
2020-02-18 12:59:24 +00:00
Variable is of type [PackedVector2Array].
2017-09-12 20:42:36 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_PACKED_VECTOR3_ARRAY" value= "36" enum= "Variant.Type" >
2020-02-18 12:59:24 +00:00
Variable is of type [PackedVector3Array].
2017-09-12 20:42:36 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_PACKED_COLOR_ARRAY" value= "37" enum= "Variant.Type" >
2020-02-18 12:59:24 +00:00
Variable is of type [PackedColorArray].
2017-09-12 20:42:36 +00:00
</constant>
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
<constant name= "TYPE_MAX" value= "38" enum= "Variant.Type" >
2019-06-27 09:10:53 +00:00
Represents the size of the [enum Variant.Type] enum.
2017-10-24 17:22:37 +00:00
</constant>
2018-01-03 12:45:03 +00:00
<constant name= "OP_EQUAL" value= "0" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Equality operator ([code]==[/code]).
2018-01-03 12:45:03 +00:00
</constant>
<constant name= "OP_NOT_EQUAL" value= "1" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Inequality operator ([code]!=[/code]).
2018-01-03 12:45:03 +00:00
</constant>
<constant name= "OP_LESS" value= "2" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Less than operator ([code]< [/code]).
2018-01-03 12:45:03 +00:00
</constant>
<constant name= "OP_LESS_EQUAL" value= "3" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Less than or equal operator ([code]< =[/code]).
2018-01-03 12:45:03 +00:00
</constant>
<constant name= "OP_GREATER" value= "4" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Greater than operator ([code]> [/code]).
2018-01-03 12:45:03 +00:00
</constant>
<constant name= "OP_GREATER_EQUAL" value= "5" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Greater than or equal operator ([code]> =[/code]).
2018-01-03 12:45:03 +00:00
</constant>
<constant name= "OP_ADD" value= "6" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Addition operator ([code]+[/code]).
2018-01-03 12:45:03 +00:00
</constant>
<constant name= "OP_SUBTRACT" value= "7" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Subtraction operator ([code]-[/code]).
2018-01-03 12:45:03 +00:00
</constant>
<constant name= "OP_MULTIPLY" value= "8" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Multiplication operator ([code]*[/code]).
2018-01-03 12:45:03 +00:00
</constant>
<constant name= "OP_DIVIDE" value= "9" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Division operator ([code]/[/code]).
2018-01-03 12:45:03 +00:00
</constant>
<constant name= "OP_NEGATE" value= "10" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Unary negation operator ([code]-[/code]).
2018-01-03 12:45:03 +00:00
</constant>
<constant name= "OP_POSITIVE" value= "11" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Unary plus operator ([code]+[/code]).
2018-01-03 12:45:03 +00:00
</constant>
<constant name= "OP_MODULE" value= "12" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Remainder/modulo operator ([code]%[/code]).
2018-01-03 12:45:03 +00:00
</constant>
2022-03-07 17:25:21 +00:00
<constant name= "OP_POWER" value= "13" enum= "Variant.Operator" >
Power operator ([code]**[/code]).
</constant>
<constant name= "OP_SHIFT_LEFT" value= "14" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Left shift operator ([code]< < [/code]).
2018-01-03 12:45:03 +00:00
</constant>
2022-03-07 17:25:21 +00:00
<constant name= "OP_SHIFT_RIGHT" value= "15" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Right shift operator ([code]> > [/code]).
2018-01-03 12:45:03 +00:00
</constant>
2022-03-07 17:25:21 +00:00
<constant name= "OP_BIT_AND" value= "16" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Bitwise AND operator ([code]& [/code]).
2018-01-03 12:45:03 +00:00
</constant>
2022-03-07 17:25:21 +00:00
<constant name= "OP_BIT_OR" value= "17" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Bitwise OR operator ([code]|[/code]).
2018-01-03 12:45:03 +00:00
</constant>
2022-03-07 17:25:21 +00:00
<constant name= "OP_BIT_XOR" value= "18" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Bitwise XOR operator ([code]^[/code]).
2018-01-03 12:45:03 +00:00
</constant>
2022-03-07 17:25:21 +00:00
<constant name= "OP_BIT_NEGATE" value= "19" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Bitwise NOT operator ([code]~[/code]).
2018-01-03 12:45:03 +00:00
</constant>
2022-03-07 17:25:21 +00:00
<constant name= "OP_AND" value= "20" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Logical AND operator ([code]and[/code] or [code]& & [/code]).
2018-01-03 12:45:03 +00:00
</constant>
2022-03-07 17:25:21 +00:00
<constant name= "OP_OR" value= "21" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Logical OR operator ([code]or[/code] or [code]||[/code]).
2018-01-03 12:45:03 +00:00
</constant>
2022-03-07 17:25:21 +00:00
<constant name= "OP_XOR" value= "22" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Logical XOR operator (not implemented in GDScript).
2018-01-03 12:45:03 +00:00
</constant>
2022-03-07 17:25:21 +00:00
<constant name= "OP_NOT" value= "23" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Logical NOT operator ([code]not[/code] or [code]![/code]).
2018-01-03 12:45:03 +00:00
</constant>
2022-03-07 17:25:21 +00:00
<constant name= "OP_IN" value= "24" enum= "Variant.Operator" >
2019-06-30 15:17:46 +00:00
Logical IN operator ([code]in[/code]).
2018-01-03 12:45:03 +00:00
</constant>
2022-03-07 17:25:21 +00:00
<constant name= "OP_MAX" value= "25" enum= "Variant.Operator" >
2019-06-27 09:10:53 +00:00
Represents the size of the [enum Variant.Operator] enum.
2018-01-03 12:45:03 +00:00
</constant>
2017-09-12 20:42:36 +00:00
</constants>
</class>