Fill remaining global scope constant descriptions
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59457685c1
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4296f0a771
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@ -72,12 +72,12 @@ enum PropertyHint {
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PROPERTY_HINT_COLOR_NO_ALPHA, ///< used for ignoring alpha component when editing a color
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PROPERTY_HINT_OBJECT_ID,
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PROPERTY_HINT_TYPE_STRING, ///< a type string, the hint is the base type to choose
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PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE, ///< so something else can provide this (used in scripts)
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PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE, // Deprecated.
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PROPERTY_HINT_OBJECT_TOO_BIG, ///< object is too big to send
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PROPERTY_HINT_NODE_PATH_VALID_TYPES,
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PROPERTY_HINT_SAVE_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,". This opens a save dialog
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PROPERTY_HINT_GLOBAL_SAVE_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,". This opens a save dialog
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PROPERTY_HINT_INT_IS_OBJECTID,
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PROPERTY_HINT_INT_IS_OBJECTID, // Deprecated.
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PROPERTY_HINT_INT_IS_POINTER,
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PROPERTY_HINT_ARRAY_TYPE,
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PROPERTY_HINT_LOCALE_ID,
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@ -105,7 +105,7 @@ enum PropertyUsageFlags {
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PROPERTY_USAGE_SCRIPT_VARIABLE = 1 << 12,
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PROPERTY_USAGE_STORE_IF_NULL = 1 << 13,
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PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED = 1 << 14,
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PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE = 1 << 15,
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PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE = 1 << 15, // Deprecated.
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PROPERTY_USAGE_CLASS_IS_ENUM = 1 << 16,
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PROPERTY_USAGE_NIL_IS_VARIANT = 1 << 17,
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PROPERTY_USAGE_ARRAY = 1 << 18, // Used in the inspector to group properties as elements of an array.
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@ -115,7 +115,7 @@ enum PropertyUsageFlags {
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PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT = 1 << 22,
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PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT = 1 << 23,
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PROPERTY_USAGE_KEYING_INCREMENTS = 1 << 24, // Used in inspector to increment property when keyed in animation player.
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PROPERTY_USAGE_DEFERRED_SET_RESOURCE = 1 << 25, // when loading, the resource for this property can be set at the end of loading.
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PROPERTY_USAGE_DEFERRED_SET_RESOURCE = 1 << 25, // Deprecated.
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PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT = 1 << 26, // For Object properties, instantiate them when creating in editor.
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PROPERTY_USAGE_EDITOR_BASIC_SETTING = 1 << 27, //for project or editor settings, show when basic settings are selected.
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PROPERTY_USAGE_READ_ONLY = 1 << 28, // Mark a property as read-only in the inspector.
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@ -558,9 +558,6 @@ void PlaceHolderScriptInstance::get_property_list(List<PropertyInfo> *p_properti
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} else {
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for (const PropertyInfo &E : properties) {
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PropertyInfo pinfo = E;
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if (!values.has(pinfo.name)) {
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pinfo.usage |= PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE;
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}
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p_properties->push_back(E);
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}
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}
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@ -2823,6 +2823,7 @@
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Hints that a [Color] property should be edited without affecting its transparency ([member Color.a] is not editable).
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</constant>
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<constant name="PROPERTY_HINT_OBJECT_ID" value="22" enum="PropertyHint">
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Hints that the property's value is an object encoded as object ID, with its type specified in the hint string. Used by the debugger.
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</constant>
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<constant name="PROPERTY_HINT_TYPE_STRING" value="23" enum="PropertyHint">
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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.
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@ -2881,21 +2882,30 @@
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[/codeblocks]
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[b]Note:[/b] The trailing colon is required for properly detecting built-in types.
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</constant>
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<constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="24" enum="PropertyHint">
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<constant name="PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE" value="24" enum="PropertyHint" is_deprecated="true">
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[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the future.
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</constant>
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<constant name="PROPERTY_HINT_OBJECT_TOO_BIG" value="25" enum="PropertyHint">
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Hints that an object is too big to be sent via the debugger.
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</constant>
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<constant name="PROPERTY_HINT_NODE_PATH_VALID_TYPES" value="26" enum="PropertyHint">
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Hints that the hint string specifies valid node types for property of type [NodePath].
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</constant>
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<constant name="PROPERTY_HINT_SAVE_FILE" value="27" enum="PropertyHint">
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Hints that a [String] property is a path to a file. Editing it will show a file dialog for picking the path for the file to be saved at. The dialog has access to the project's directory. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. See also [member FileDialog.filters].
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</constant>
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<constant name="PROPERTY_HINT_GLOBAL_SAVE_FILE" value="28" enum="PropertyHint">
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Hints that a [String] property is a path to a file. Editing it will show a file dialog for picking the path for the file to be saved at. The dialog has access to the entire filesystem. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code]. See also [member FileDialog.filters].
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</constant>
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<constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="29" enum="PropertyHint">
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<constant name="PROPERTY_HINT_INT_IS_OBJECTID" value="29" enum="PropertyHint" is_deprecated="true">
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Hints that an [int] property is an object ID.
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[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the future.
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</constant>
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<constant name="PROPERTY_HINT_INT_IS_POINTER" value="30" enum="PropertyHint">
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Hints that an [int] property is a pointer. Used by GDExtension.
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</constant>
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<constant name="PROPERTY_HINT_ARRAY_TYPE" value="31" enum="PropertyHint">
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Hints that a property is an [Array] with the stored type specified in the hint string.
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</constant>
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<constant name="PROPERTY_HINT_LOCALE_ID" value="32" enum="PropertyHint">
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Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country.
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@ -2904,6 +2914,7 @@
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Hints that a dictionary property is string translation map. Dictionary keys are locale codes and, values are translated strings.
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</constant>
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<constant name="PROPERTY_HINT_NODE_TYPE" value="34" enum="PropertyHint">
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Hints that a property is an instance of a [Node]-derived type, optionally specified via the hint string (e.g. [code]"Node2D"[/code]). Editing it will show a dialog for picking a node from the scene.
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</constant>
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<constant name="PROPERTY_HINT_HIDE_QUATERNION_EDIT" value="35" enum="PropertyHint">
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Hints that a quaternion property should disable the temporary euler editor.
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@ -2942,6 +2953,7 @@
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Used to group properties together in the editor in a subgroup (under a group). See [EditorInspector].
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</constant>
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<constant name="PROPERTY_USAGE_CLASS_IS_BITFIELD" value="512" enum="PropertyUsageFlags" is_bitfield="true">
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The property is a bitfield, i.e. it contains multiple flags represented as bits.
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</constant>
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<constant name="PROPERTY_USAGE_NO_INSTANCE_STATE" value="1024" enum="PropertyUsageFlags" is_bitfield="true">
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The property does not save its state in [PackedScene].
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@ -2953,14 +2965,20 @@
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The property is a script variable which should be serialized and saved in the scene file.
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</constant>
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<constant name="PROPERTY_USAGE_STORE_IF_NULL" value="8192" enum="PropertyUsageFlags" is_bitfield="true">
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The property value of type [Object] will be stored even if its value is [code]null[/code].
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</constant>
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<constant name="PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED" value="16384" enum="PropertyUsageFlags" is_bitfield="true">
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If this property is modified, all inspector fields will be refreshed.
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</constant>
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<constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="32768" enum="PropertyUsageFlags" is_bitfield="true">
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<constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="32768" enum="PropertyUsageFlags" is_bitfield="true" is_deprecated="true">
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Signifies a default value from a placeholder script instance.
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[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the future.
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</constant>
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<constant name="PROPERTY_USAGE_CLASS_IS_ENUM" value="65536" enum="PropertyUsageFlags" is_bitfield="true">
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The property is an enum, i.e. it only takes named integer constants from its associated enumeration.
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</constant>
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<constant name="PROPERTY_USAGE_NIL_IS_VARIANT" value="131072" enum="PropertyUsageFlags" is_bitfield="true">
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If property has [code]nil[/code] as default value, its type will be [Variant].
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</constant>
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<constant name="PROPERTY_USAGE_ARRAY" value="262144" enum="PropertyUsageFlags" is_bitfield="true">
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The property is an array.
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@ -2975,16 +2993,23 @@
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The property is only shown in the editor if modern renderers are supported (the Compatibility rendering method is excluded).
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</constant>
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<constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="4194304" enum="PropertyUsageFlags" is_bitfield="true">
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The [NodePath] property will always be relative to the scene's root. Mostly useful for local resources.
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</constant>
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<constant name="PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT" value="8388608" enum="PropertyUsageFlags" is_bitfield="true">
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Use when a resource is created on the fly, i.e. the getter will always return a different instance. [ResourceSaver] needs this information to properly save such resources.
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</constant>
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<constant name="PROPERTY_USAGE_KEYING_INCREMENTS" value="16777216" enum="PropertyUsageFlags" is_bitfield="true">
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Inserting an animation key frame of this property will automatically increment the value, allowing to easily keyframe multiple values in a row.
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</constant>
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<constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="33554432" enum="PropertyUsageFlags" is_bitfield="true">
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<constant name="PROPERTY_USAGE_DEFERRED_SET_RESOURCE" value="33554432" enum="PropertyUsageFlags" is_bitfield="true" is_deprecated="true">
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When loading, the resource for this property can be set at the end of loading.
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[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the future.
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</constant>
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<constant name="PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT" value="67108864" enum="PropertyUsageFlags" is_bitfield="true">
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When this property is a [Resource] and base object is a [Node], a resource instance will be automatically created whenever the node is created in the editor.
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</constant>
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<constant name="PROPERTY_USAGE_EDITOR_BASIC_SETTING" value="134217728" enum="PropertyUsageFlags" is_bitfield="true">
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The property is considered a basic setting and will appear even when advanced mode is disabled. Used for project settings.
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</constant>
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<constant name="PROPERTY_USAGE_READ_ONLY" value="268435456" enum="PropertyUsageFlags" is_bitfield="true">
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The property is read-only in the [EditorInspector].
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@ -3866,9 +3866,6 @@ EditorProperty *EditorInspectorDefaultPlugin::get_editor_for_property(Object *p_
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} break;
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case Variant::NODE_PATH: {
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EditorPropertyNodePath *editor = memnew(EditorPropertyNodePath);
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if (p_hint == PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE && !p_hint_text.is_empty()) {
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editor->setup(p_hint_text, Vector<StringName>(), (p_usage & PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT));
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}
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if (p_hint == PROPERTY_HINT_NODE_PATH_VALID_TYPES && !p_hint_text.is_empty()) {
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Vector<String> types = p_hint_text.split(",", false);
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Vector<StringName> sn = Variant(types); //convert via variant
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@ -546,7 +546,7 @@ void Skeleton2D::_get_property_list(List<PropertyInfo> *p_list) const {
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PropertyInfo(Variant::OBJECT, PNAME("modification_stack"),
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PROPERTY_HINT_RESOURCE_TYPE,
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"SkeletonModificationStack2D",
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PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_ALWAYS_DUPLICATE));
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PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ALWAYS_DUPLICATE));
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}
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void Skeleton2D::_make_bone_setup_dirty() {
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@ -99,7 +99,7 @@ void MeshInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
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if (mesh.is_valid()) {
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("%s/%d", PNAME("surface_material_override"), i), PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE));
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p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("%s/%d", PNAME("surface_material_override"), i), PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT));
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}
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}
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}
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@ -501,8 +501,8 @@ void GeometryInstance3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance3D::get_aabb);
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ADD_GROUP("Geometry", "");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE), "set_material_override", "get_material_override");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_overlay", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE), "set_material_overlay", "get_material_overlay");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT), "set_material_override", "get_material_override");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_overlay", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT), "set_material_overlay", "get_material_overlay");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "transparency", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_transparency", "get_transparency");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01,suffix:m"), "set_extra_cull_margin", "get_extra_cull_margin");
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@ -37,7 +37,7 @@ void SkeletonModificationStack2D::_get_property_list(List<PropertyInfo> *p_list)
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PropertyInfo(Variant::OBJECT, "modifications/" + itos(i),
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PROPERTY_HINT_RESOURCE_TYPE,
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"SkeletonModification2D",
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PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_ALWAYS_DUPLICATE));
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PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ALWAYS_DUPLICATE));
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}
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}
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