doc: Sync classref with current source
Fix various code formatting issues and argument names.
This commit is contained in:
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be4b7da518
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@ -132,7 +132,7 @@ bool _ResourceLoader::exists(const String &p_path, const String &p_type_hint) {
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void _ResourceLoader::_bind_methods() {
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ClassDB::bind_method(D_METHOD("load_interactive", "path", "type_hint"), &_ResourceLoader::load_interactive, DEFVAL(""));
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ClassDB::bind_method(D_METHOD("load", "path", "type_hint", "p_no_cache"), &_ResourceLoader::load, DEFVAL(""), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("load", "path", "type_hint", "no_cache"), &_ResourceLoader::load, DEFVAL(""), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("get_recognized_extensions_for_type", "type"), &_ResourceLoader::get_recognized_extensions_for_type);
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ClassDB::bind_method(D_METHOD("set_abort_on_missing_resources", "abort"), &_ResourceLoader::set_abort_on_missing_resources);
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ClassDB::bind_method(D_METHOD("get_dependencies", "path"), &_ResourceLoader::get_dependencies);
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@ -88,7 +88,7 @@
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<method name="set_bit_rect">
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<return type="void">
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</return>
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<argument index="0" name="p_rect" type="Rect2">
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<argument index="0" name="rect" type="Rect2">
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</argument>
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<argument index="1" name="bit" type="bool">
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</argument>
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@ -147,9 +147,9 @@
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</argument>
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<argument index="2" name="options" type="Dictionary">
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</argument>
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<argument index="3" name="r_platform_variants" type="Array">
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<argument index="3" name="platform_variants" type="Array">
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</argument>
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<argument index="4" name="r_gen_files" type="Array">
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<argument index="4" name="gen_files" type="Array">
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</argument>
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<description>
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</description>
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@ -159,7 +159,7 @@
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<method name="select_file">
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<return type="void">
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</return>
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<argument index="0" name="p_file" type="String">
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<argument index="0" name="file" type="String">
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</argument>
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<description>
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</description>
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@ -157,6 +157,12 @@
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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.
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</description>
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</method>
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<method name="disable_plugin" qualifiers="virtual">
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<return type="void">
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</return>
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<description>
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</description>
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</method>
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<method name="edit" qualifiers="virtual">
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<return type="void">
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</return>
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@ -166,6 +172,12 @@
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This function is used for plugins that edit specific object types (nodes or resources). It requests the editor to edit the given object.
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</description>
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</method>
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<method name="enable_plugin" qualifiers="virtual">
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<return type="void">
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</return>
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<description>
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</description>
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</method>
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<method name="forward_canvas_draw_over_viewport" qualifiers="virtual">
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<return type="void">
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</return>
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@ -0,0 +1,15 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GDNativeLibraryResourceLoader" inherits="ResourceFormatLoader" category="Core" version="3.1">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<constants>
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</constants>
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</class>
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@ -0,0 +1,15 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GDNativeLibraryResourceSaver" inherits="ResourceFormatSaver" category="Core" version="3.1">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<constants>
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</constants>
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</class>
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@ -254,7 +254,7 @@
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</description>
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</signal>
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<signal name="popup_request">
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<argument index="0" name="p_position" type="Vector2">
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<argument index="0" name="position" type="Vector2">
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</argument>
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<description>
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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.
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@ -374,13 +374,6 @@
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Returns the actual path to commonly used folders across different platforms. Available locations are specified in [OS.SystemDir].
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</description>
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</method>
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<method name="get_system_time_secs" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the epoch time of the operating system in seconds.
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</description>
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</method>
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<method name="get_system_time_msecs" qualifiers="const">
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<return type="int">
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</return>
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@ -388,6 +381,13 @@
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Returns the epoch time of the operating system in milliseconds.
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</description>
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</method>
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<method name="get_system_time_secs" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the epoch time of the operating system in seconds.
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</description>
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</method>
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<method name="get_ticks_msec" qualifiers="const">
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<return type="int">
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</return>
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@ -5,7 +5,7 @@
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</brief_description>
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<description>
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Base class for all non built-in types. Everything which is not a built-in type starts the inheritance chain from this class.
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Objects can be constructed from scripting languages, using `Object.new()` in GDScript, `new Object` in C#, or the "Construct Object" node in VisualScript.
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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.
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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++).
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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.
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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.
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@ -46,7 +46,7 @@
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</argument>
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<description>
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Applies a single directional impulse without affecting rotation.
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This is equivalent to ``apply_impulse(Vector3(0,0,0), impulse)``.
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This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code].
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</description>
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</method>
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<method name="apply_impulse">
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@ -4,9 +4,9 @@
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Loads a specific resource type from a file.
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</brief_description>
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<description>
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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.
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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].
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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.
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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.
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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].
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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.
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</description>
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<tutorials>
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</tutorials>
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@ -21,7 +21,7 @@
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<argument index="1" name="add_types" type="String">
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</argument>
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<description>
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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.
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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.
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</description>
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</method>
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<method name="get_recognized_extensions" qualifiers="virtual">
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@ -37,7 +37,7 @@
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<argument index="0" name="path" type="String">
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</argument>
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<description>
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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.
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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.
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</description>
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</method>
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<method name="handles_type" qualifiers="virtual">
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@ -46,7 +46,7 @@
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<argument index="0" name="typename" type="String">
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</argument>
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<description>
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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.
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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.
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</description>
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</method>
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<method name="load" qualifiers="virtual">
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@ -57,7 +57,7 @@
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<argument index="1" name="original_path" type="String">
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</argument>
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<description>
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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.
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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.
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</description>
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</method>
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<method name="rename_dependencies" qualifiers="virtual">
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@ -68,7 +68,7 @@
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<argument index="1" name="renames" type="String">
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</argument>
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<description>
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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.
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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.
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</description>
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</method>
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</methods>
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@ -4,8 +4,8 @@
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Saves a specific resource type to a file.
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</brief_description>
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<description>
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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.
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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].
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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.
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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].
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</description>
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<tutorials>
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</tutorials>
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@ -40,7 +40,7 @@
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<argument index="2" name="flags" type="int">
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</argument>
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<description>
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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.
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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.
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</description>
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</method>
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</methods>
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@ -61,7 +61,7 @@
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</argument>
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<argument index="1" name="type_hint" type="String" default="""">
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</argument>
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<argument index="2" name="p_no_cache" type="bool" default="false">
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<argument index="2" name="no_cache" type="bool" default="false">
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</argument>
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<description>
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</description>
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Returns the tile index of the given cell.
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</description>
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</method>
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<method name="get_cell_autotile_coord" qualifiers="const">
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<return type="Vector2">
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</return>
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<argument index="0" name="x" type="int">
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</argument>
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<argument index="1" name="y" type="int">
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</argument>
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<description>
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</description>
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</method>
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<method name="get_cellv" qualifiers="const">
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<return type="int">
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</return>
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@ -0,0 +1,15 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TranslationLoaderPO" inherits="ResourceFormatLoader" category="Core" version="3.1">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<constants>
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</constants>
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</class>
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@ -1188,6 +1188,16 @@
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<description>
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</description>
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</method>
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<method name="environment_set_sky_orientation">
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<return type="void">
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</return>
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<argument index="0" name="env" type="RID">
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</argument>
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<argument index="1" name="orientation" type="Basis">
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</argument>
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<description>
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</description>
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</method>
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<method name="environment_set_ssao">
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<return type="void">
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</return>
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</return>
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<argument index="0" name="scenario" type="RID">
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</argument>
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<argument index="1" name="p_size" type="int">
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<argument index="1" name="size" type="int">
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</argument>
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<argument index="2" name="subdiv" type="int">
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</argument>
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@ -273,7 +273,7 @@ void EditorInterface::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_resource_filesystem"), &EditorInterface::get_resource_file_system);
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ClassDB::bind_method(D_METHOD("get_editor_viewport"), &EditorInterface::get_editor_viewport);
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ClassDB::bind_method(D_METHOD("make_mesh_previews", "meshes", "preview_size"), &EditorInterface::_make_mesh_previews);
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ClassDB::bind_method(D_METHOD("select_file", "p_file"), &EditorInterface::select_file);
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ClassDB::bind_method(D_METHOD("select_file", "file"), &EditorInterface::select_file);
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ClassDB::bind_method(D_METHOD("get_selected_path"), &EditorInterface::get_selected_path);
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ClassDB::bind_method(D_METHOD("set_plugin_enabled", "plugin", "enabled"), &EditorInterface::set_plugin_enabled);
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@ -165,5 +165,5 @@ void EditorImportPlugin::_bind_methods() {
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ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::REAL, "get_priority"));
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ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::INT, "get_import_order"));
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ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::BOOL, "get_option_visibility", PropertyInfo(Variant::STRING, "option"), PropertyInfo(Variant::DICTIONARY, "options")));
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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")));
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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")));
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}
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Return the lesser of the two numbers, also known as their minimum.
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</constant>
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<constant name="LOGIC_CLAMP" value="46" enum="BuiltinFunc">
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Return the input clamped inside the given range, ensuring the result is never outside it. Equivalent to `min(max(input, range_low), range_high)`
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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].
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</constant>
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<constant name="LOGIC_NEAREST_PO2" value="47" enum="BuiltinFunc">
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Return the nearest power of 2 to the input.
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@ -1277,7 +1277,7 @@ void GraphEdit::_bind_methods() {
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ADD_SIGNAL(MethodInfo("connection_request", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::STRING, "to"), PropertyInfo(Variant::INT, "to_slot")));
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ADD_SIGNAL(MethodInfo("disconnection_request", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::STRING, "to"), PropertyInfo(Variant::INT, "to_slot")));
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ADD_SIGNAL(MethodInfo("popup_request", PropertyInfo(Variant::VECTOR2, "p_position")));
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ADD_SIGNAL(MethodInfo("popup_request", PropertyInfo(Variant::VECTOR2, "position")));
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ADD_SIGNAL(MethodInfo("duplicate_nodes_request"));
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ADD_SIGNAL(MethodInfo("node_selected", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
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ADD_SIGNAL(MethodInfo("connection_to_empty", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::VECTOR2, "release_position")));
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@ -602,7 +602,7 @@ void BitMap::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_bit", "position", "bit"), &BitMap::set_bit);
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ClassDB::bind_method(D_METHOD("get_bit", "position"), &BitMap::get_bit);
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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);
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue