From 248fea2a796c5f6c507209aa9cac7afd26fbd8f8 Mon Sep 17 00:00:00 2001 From: Michael Alexsander Silva Dias Date: Thu, 1 Feb 2018 19:43:44 -0200 Subject: [PATCH] Small fixes for the Control description in the docs. (cherry picked from commit 5e0821e867ee2b63297d527d2fe7aaae377a2007) --- doc/classes/Control.xml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 603faf6bebb..9db93bb6a9d 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -8,13 +8,13 @@ For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [code]Control[/code] and [Container] nodes. [b]User Interface nodes and input[/b] Godot sends input events to the scene's root node first, by calling [method Node._input]. [method Node._input] forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls [method MainLoop._input_event]. Call [method accept_event] so no other node receives the event. Once you accepted an input, it becomes handled so [method Node._unhandled_input] will not process it. - Only one [code]Control[/code] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method set_focus_mode]. [code]Control[/code] nodes lose focus when another node grabs it, or if you hide the node in focus. - Call [method set_ignore_mouse] to tell a [code]Control[/code] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button. + Only one [code]Control[/code] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method grab_focus]. [code]Control[/code] nodes lose focus when another node grabs it, or if you hide the node in focus. + Set [member mouse_filter] to MOUSE_FILTER_IGNORE to tell a [code]Control[/code] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button. [Theme] resources change the Control's appearance. If you change the [Theme] on a [code]Control[/code] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_*_override[/code] methods, like [method add_font_override]. You can override the theme with the inspector. http://docs.godotengine.org/en/3.0/tutorials/gui/index.html - http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html + http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html