From 2e39e38c10768afa2d6e22a5ddec628e0b5fe147 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Thu, 27 Dec 2018 11:10:09 +0100 Subject: [PATCH] doc: Sync classref with current source Fix various code formatting issues and argument names. --- core/bind/core_bind.cpp | 2 +- doc/classes/BitMap.xml | 2 +- doc/classes/EditorImportPlugin.xml | 4 ++-- doc/classes/EditorInterface.xml | 2 +- doc/classes/EditorPlugin.xml | 12 ++++++++++++ doc/classes/GDNativeLibraryResourceLoader.xml | 15 +++++++++++++++ doc/classes/GDNativeLibraryResourceSaver.xml | 15 +++++++++++++++ doc/classes/GraphEdit.xml | 2 +- doc/classes/OS.xml | 14 +++++++------- doc/classes/Object.xml | 2 +- doc/classes/PhysicsDirectBodyState.xml | 2 +- doc/classes/ResourceFormatLoader.xml | 16 ++++++++-------- doc/classes/ResourceFormatSaver.xml | 6 +++--- doc/classes/ResourceLoader.xml | 2 +- doc/classes/TileMap.xml | 10 ++++++++++ doc/classes/TranslationLoaderPO.xml | 15 +++++++++++++++ doc/classes/VisualServer.xml | 12 +++++++++++- editor/editor_plugin.cpp | 2 +- editor/import/editor_import_plugin.cpp | 2 +- .../doc_classes/VisualScriptBuiltinFunc.xml | 2 +- scene/gui/graph_edit.cpp | 2 +- scene/resources/bit_mask.cpp | 2 +- servers/visual_server.cpp | 2 +- 23 files changed, 111 insertions(+), 34 deletions(-) create mode 100644 doc/classes/GDNativeLibraryResourceLoader.xml create mode 100644 doc/classes/GDNativeLibraryResourceSaver.xml create mode 100644 doc/classes/TranslationLoaderPO.xml diff --git a/core/bind/core_bind.cpp b/core/bind/core_bind.cpp index 6f4561d8e6f..6ea70a29165 100644 --- a/core/bind/core_bind.cpp +++ b/core/bind/core_bind.cpp @@ -132,7 +132,7 @@ bool _ResourceLoader::exists(const String &p_path, const String &p_type_hint) { void _ResourceLoader::_bind_methods() { ClassDB::bind_method(D_METHOD("load_interactive", "path", "type_hint"), &_ResourceLoader::load_interactive, DEFVAL("")); - ClassDB::bind_method(D_METHOD("load", "path", "type_hint", "p_no_cache"), &_ResourceLoader::load, DEFVAL(""), DEFVAL(false)); + ClassDB::bind_method(D_METHOD("load", "path", "type_hint", "no_cache"), &_ResourceLoader::load, DEFVAL(""), DEFVAL(false)); ClassDB::bind_method(D_METHOD("get_recognized_extensions_for_type", "type"), &_ResourceLoader::get_recognized_extensions_for_type); ClassDB::bind_method(D_METHOD("set_abort_on_missing_resources", "abort"), &_ResourceLoader::set_abort_on_missing_resources); ClassDB::bind_method(D_METHOD("get_dependencies", "path"), &_ResourceLoader::get_dependencies); diff --git a/doc/classes/BitMap.xml b/doc/classes/BitMap.xml index 7fe6a2acefa..4b7f8007ca7 100644 --- a/doc/classes/BitMap.xml +++ b/doc/classes/BitMap.xml @@ -88,7 +88,7 @@ - + diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index d1e90470e1b..d9ade2d1e7f 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -147,9 +147,9 @@ - + - + diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml index f073c5e40b6..c7b81d7c756 100644 --- a/doc/classes/EditorInterface.xml +++ b/doc/classes/EditorInterface.xml @@ -159,7 +159,7 @@ - + diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index feaa24b0abb..fb376d1761f 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -157,6 +157,12 @@ Clear all the state and reset the object being edited to zero. This ensures your plugin does not keep editing a currently existing node, or a node from the wrong scene. + + + + + + @@ -166,6 +172,12 @@ This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object. + + + + + + diff --git a/doc/classes/GDNativeLibraryResourceLoader.xml b/doc/classes/GDNativeLibraryResourceLoader.xml new file mode 100644 index 00000000000..865381667dc --- /dev/null +++ b/doc/classes/GDNativeLibraryResourceLoader.xml @@ -0,0 +1,15 @@ + + + + + + + + + + + + + + + diff --git a/doc/classes/GDNativeLibraryResourceSaver.xml b/doc/classes/GDNativeLibraryResourceSaver.xml new file mode 100644 index 00000000000..39f423d7629 --- /dev/null +++ b/doc/classes/GDNativeLibraryResourceSaver.xml @@ -0,0 +1,15 @@ + + + + + + + + + + + + + + + diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml index 5ac3db1e8e3..e778a6423ab 100644 --- a/doc/classes/GraphEdit.xml +++ b/doc/classes/GraphEdit.xml @@ -254,7 +254,7 @@ - + Signal sent when a popup is requested. Happens on right-clicking in the GraphEdit. 'p_position' is the position of the mouse pointer when the signal is sent. diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 579bac4a19f..62c5d9b6940 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -374,13 +374,6 @@ Returns the actual path to commonly used folders across different platforms. Available locations are specified in [OS.SystemDir]. - - - - - Returns the epoch time of the operating system in seconds. - - @@ -388,6 +381,13 @@ Returns the epoch time of the operating system in milliseconds. + + + + + Returns the epoch time of the operating system in seconds. + + diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index e358ad90b5a..76cbe5eebd1 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -5,7 +5,7 @@ Base class for all non built-in types. Everything which is not a built-in type starts the inheritance chain from this class. - Objects can be constructed from scripting languages, using `Object.new()` in GDScript, `new Object` in C#, or the "Construct Object" node in VisualScript. + Objects can be constructed from scripting languages, using [code]Object.new()[/code] in GDScript, [code]new Object[/code] in C#, or the "Construct Object" node in VisualScript. Objects do not manage memory, if inheriting from one the object will most likely have to be deleted manually (call the [method free] function from the script or delete from C++). Some derivatives add memory management, such as [Reference] (which keeps a reference count and deletes itself automatically when no longer referenced) and [Node], which deletes the children tree when deleted. Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in [method _get_property_list] and handled in [method _get] and [method _set]. However, scripting languages and C++ have simpler means to export them. diff --git a/doc/classes/PhysicsDirectBodyState.xml b/doc/classes/PhysicsDirectBodyState.xml index 2f3501ae5d5..2b4125aef4c 100644 --- a/doc/classes/PhysicsDirectBodyState.xml +++ b/doc/classes/PhysicsDirectBodyState.xml @@ -46,7 +46,7 @@ Applies a single directional impulse without affecting rotation. - This is equivalent to ``apply_impulse(Vector3(0,0,0), impulse)``. + This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]. diff --git a/doc/classes/ResourceFormatLoader.xml b/doc/classes/ResourceFormatLoader.xml index f03f0bbf544..97547a607ae 100644 --- a/doc/classes/ResourceFormatLoader.xml +++ b/doc/classes/ResourceFormatLoader.xml @@ -4,9 +4,9 @@ Loads a specific resource type from a file. - Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They get queried when you call `load`, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoader are registered in the engine. - Extending this class allows you to define your own. You should give it a global class name with `class_name` for it to be registered. You may as well implement a [ResourceFormatSaver]. - Note: you can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends if the format is suitable or not for the final exported game. Example: it's better to import .PNG textures as .STEX first, so they can be loaded with better efficiency on the graphics card. + Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They get queried when you call [code]load[/code], or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoader are registered in the engine. + Extending this class allows you to define your own. You should give it a global class name with [code]class_name[/code] for it to be registered. You may as well implement a [ResourceFormatSaver]. + Note: You can also extend [EditorImportPlugin] if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends if the format is suitable or not for the final exported game. Example: it's better to import .PNG textures as .STEX first, so they can be loaded with better efficiency on the graphics card. @@ -21,7 +21,7 @@ - If implemented, gets the dependencies of a given resource. If add_types is true, paths should be appended "::TypeName", where `TypeName` is the class name of the dependency. Note that custom resource types defined by scripts aren't known by the [ClassDB], so you might just return "Resource" for them. + If implemented, gets the dependencies of a given resource. If [code]add_types[/code] is [code]true[/code], paths should be appended [code]::TypeName[/code], where [code]TypeName[/code] is the class name of the dependency. Note that custom resource types defined by scripts aren't known by the [ClassDB], so you might just return [code]Resource[/code] for them. @@ -37,7 +37,7 @@ - Gets the class name of the resource associated with the given path. If the loader cannot handle it, it should return "". Note that custom resource types defined by scripts aren't known by the [ClassDB], so you might just return "Resource" for them. + Gets the class name of the resource associated with the given path. If the loader cannot handle it, it should return [code]""[/code]. Note that custom resource types defined by scripts aren't known by the [ClassDB], so you might just return [code]"Resource"[/code] for them. @@ -46,7 +46,7 @@ - Tells which resource class this loader can load. Note that custom resource types defined by scripts aren't known by the [ClassDB], so you might just return "Resource" for them. + Tells which resource class this loader can load. Note that custom resource types defined by scripts aren't known by the [ClassDB], so you might just handle [code]"Resource"[/code] for them. @@ -57,7 +57,7 @@ - Loads a resource when the engine finds this loader to be compatible. original_path: If the loaded resource is the result of an import, original_path will target the source file. Returns a resource object if succeeded, or an ERR_* constant listed in [@GlobalScope] if it failed. + Loads a resource when the engine finds this loader to be compatible. If the loaded resource is the result of an import, [code]original_path[/code] will target the source file. Returns a resource object if succeeded, or an [code]ERR_*[/code] constant listed in [@GlobalScope] if it failed. @@ -68,7 +68,7 @@ - If implemented, renames dependencies within the given resource and saves it. renames is a dictionary { String => String } mapping old dependency paths to new paths. Returns OK on success, or an ERR_* constant listed in [@GlobalScope] in case of failure. + If implemented, renames dependencies within the given resource and saves it. [code]renames[/code] is a dictionary [code]{ String => String }[/code] mapping old dependency paths to new paths. Returns [code]OK[/code] on success, or an [code]ERR_*[/code] constant listed in [@GlobalScope] in case of failure. diff --git a/doc/classes/ResourceFormatSaver.xml b/doc/classes/ResourceFormatSaver.xml index d15d97fc84b..d50027ef8e7 100644 --- a/doc/classes/ResourceFormatSaver.xml +++ b/doc/classes/ResourceFormatSaver.xml @@ -4,8 +4,8 @@ Saves a specific resource type to a file. - The engine can save resources when you do it from the editor, or when you call `ResourceSaver.save(resource)`. This is accomplished with multiple `ResourceFormatSavers`, each handling its own format. - By default, Godot saves resources as `.tres`, `.res` or another built-in format, but you can choose to create your own format by extending this class. You should give it a global class name with `class_name` for it to be registered. You may as well implement a [ResourceFormatLoader]. + The engine can save resources when you do it from the editor, or when you call [method ResourceSaver.save]. This is accomplished with multiple [code]ResourceFormatSaver[/code]s, each handling its own format. + By default, Godot saves resources as [code].tres[/code], [code].res[/code] or another built-in format, but you can choose to create your own format by extending this class. You should give it a global class name with [code]class_name[/code] for it to be registered. You may as well implement a [ResourceFormatLoader]. @@ -40,7 +40,7 @@ - Saves the given resource object to a file. flags is a bitmask composed with FLAG_* constants defined in [ResourceSaver]. Returns OK on success, or an ERR_* constant listed in [@GlobalScope] if it failed. + Saves the given resource object to a file. [code]flags[/code] is a bitmask composed with [code]FLAG_*[/code] constants defined in [ResourceSaver]. Returns [code]OK[/code] on success, or an [code]ERR_*[/code] constant listed in [@GlobalScope] if it failed. diff --git a/doc/classes/ResourceLoader.xml b/doc/classes/ResourceLoader.xml index ae900e34ef2..926bd63de26 100644 --- a/doc/classes/ResourceLoader.xml +++ b/doc/classes/ResourceLoader.xml @@ -61,7 +61,7 @@ - + diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index a272508f102..fb5a733ccdc 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -37,6 +37,16 @@ Returns the tile index of the given cell. + + + + + + + + + + diff --git a/doc/classes/TranslationLoaderPO.xml b/doc/classes/TranslationLoaderPO.xml new file mode 100644 index 00000000000..58cf2f65727 --- /dev/null +++ b/doc/classes/TranslationLoaderPO.xml @@ -0,0 +1,15 @@ + + + + + + + + + + + + + + + diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml index 4fd78b96825..62dfb73b2d1 100644 --- a/doc/classes/VisualServer.xml +++ b/doc/classes/VisualServer.xml @@ -1188,6 +1188,16 @@ + + + + + + + + + + @@ -3103,7 +3113,7 @@ - + diff --git a/editor/editor_plugin.cpp b/editor/editor_plugin.cpp index 403db4b8ba0..ff8cce8057c 100644 --- a/editor/editor_plugin.cpp +++ b/editor/editor_plugin.cpp @@ -273,7 +273,7 @@ void EditorInterface::_bind_methods() { ClassDB::bind_method(D_METHOD("get_resource_filesystem"), &EditorInterface::get_resource_file_system); ClassDB::bind_method(D_METHOD("get_editor_viewport"), &EditorInterface::get_editor_viewport); ClassDB::bind_method(D_METHOD("make_mesh_previews", "meshes", "preview_size"), &EditorInterface::_make_mesh_previews); - ClassDB::bind_method(D_METHOD("select_file", "p_file"), &EditorInterface::select_file); + ClassDB::bind_method(D_METHOD("select_file", "file"), &EditorInterface::select_file); ClassDB::bind_method(D_METHOD("get_selected_path"), &EditorInterface::get_selected_path); ClassDB::bind_method(D_METHOD("set_plugin_enabled", "plugin", "enabled"), &EditorInterface::set_plugin_enabled); diff --git a/editor/import/editor_import_plugin.cpp b/editor/import/editor_import_plugin.cpp index c1c11836926..fbb5bf93422 100644 --- a/editor/import/editor_import_plugin.cpp +++ b/editor/import/editor_import_plugin.cpp @@ -165,5 +165,5 @@ void EditorImportPlugin::_bind_methods() { ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::REAL, "get_priority")); ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::INT, "get_import_order")); ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::BOOL, "get_option_visibility", PropertyInfo(Variant::STRING, "option"), PropertyInfo(Variant::DICTIONARY, "options"))); - ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::INT, "import", PropertyInfo(Variant::STRING, "source_file"), PropertyInfo(Variant::STRING, "save_path"), PropertyInfo(Variant::DICTIONARY, "options"), PropertyInfo(Variant::ARRAY, "r_platform_variants"), PropertyInfo(Variant::ARRAY, "r_gen_files"))); + ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::INT, "import", PropertyInfo(Variant::STRING, "source_file"), PropertyInfo(Variant::STRING, "save_path"), PropertyInfo(Variant::DICTIONARY, "options"), PropertyInfo(Variant::ARRAY, "platform_variants"), PropertyInfo(Variant::ARRAY, "gen_files"))); } diff --git a/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml b/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml index 399ba8ef5d5..ac3aec6c14a 100644 --- a/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml +++ b/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml @@ -154,7 +154,7 @@ Return the lesser of the two numbers, also known as their minimum. - Return the input clamped inside the given range, ensuring the result is never outside it. Equivalent to `min(max(input, range_low), range_high)` + Return the input clamped inside the given range, ensuring the result is never outside it. Equivalent to [code]min(max(input, range_low), range_high)[/code]. Return the nearest power of 2 to the input. diff --git a/scene/gui/graph_edit.cpp b/scene/gui/graph_edit.cpp index eee3213fe7a..81f5cf3318b 100644 --- a/scene/gui/graph_edit.cpp +++ b/scene/gui/graph_edit.cpp @@ -1277,7 +1277,7 @@ void GraphEdit::_bind_methods() { ADD_SIGNAL(MethodInfo("connection_request", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::STRING, "to"), PropertyInfo(Variant::INT, "to_slot"))); ADD_SIGNAL(MethodInfo("disconnection_request", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::STRING, "to"), PropertyInfo(Variant::INT, "to_slot"))); - ADD_SIGNAL(MethodInfo("popup_request", PropertyInfo(Variant::VECTOR2, "p_position"))); + ADD_SIGNAL(MethodInfo("popup_request", PropertyInfo(Variant::VECTOR2, "position"))); ADD_SIGNAL(MethodInfo("duplicate_nodes_request")); ADD_SIGNAL(MethodInfo("node_selected", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("connection_to_empty", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::VECTOR2, "release_position"))); diff --git a/scene/resources/bit_mask.cpp b/scene/resources/bit_mask.cpp index 587ab73dce0..722df01677a 100644 --- a/scene/resources/bit_mask.cpp +++ b/scene/resources/bit_mask.cpp @@ -602,7 +602,7 @@ void BitMap::_bind_methods() { ClassDB::bind_method(D_METHOD("set_bit", "position", "bit"), &BitMap::set_bit); ClassDB::bind_method(D_METHOD("get_bit", "position"), &BitMap::get_bit); - ClassDB::bind_method(D_METHOD("set_bit_rect", "p_rect", "bit"), &BitMap::set_bit_rect); + ClassDB::bind_method(D_METHOD("set_bit_rect", "rect", "bit"), &BitMap::set_bit_rect); ClassDB::bind_method(D_METHOD("get_true_bit_count"), &BitMap::get_true_bit_count); ClassDB::bind_method(D_METHOD("get_size"), &BitMap::get_size); diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp index a92e4efcd68..acc6774019d 100644 --- a/servers/visual_server.cpp +++ b/servers/visual_server.cpp @@ -1924,7 +1924,7 @@ void VisualServer::_bind_methods() { ClassDB::bind_method(D_METHOD("scenario_create"), &VisualServer::scenario_create); ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &VisualServer::scenario_set_debug); ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &VisualServer::scenario_set_environment); - ClassDB::bind_method(D_METHOD("scenario_set_reflection_atlas_size", "scenario", "p_size", "subdiv"), &VisualServer::scenario_set_reflection_atlas_size); + ClassDB::bind_method(D_METHOD("scenario_set_reflection_atlas_size", "scenario", "size", "subdiv"), &VisualServer::scenario_set_reflection_atlas_size); ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &VisualServer::scenario_set_fallback_environment); #ifndef _3D_DISABLED