Fix docs after GDVIRTUAL pull request

This commit is contained in:
Aaron Franke 2021-08-22 12:46:17 -05:00
parent 5b01a3b3be
commit 02fa885402
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GPG key ID: 40A1750B977E56BF
2 changed files with 9 additions and 8 deletions

View file

@ -2474,6 +2474,7 @@
<constant name="METHOD_FLAG_STATIC" value="256" enum="MethodFlags"> <constant name="METHOD_FLAG_STATIC" value="256" enum="MethodFlags">
</constant> </constant>
<constant name="METHOD_FLAG_OBJECT_CORE" value="512" enum="MethodFlags"> <constant name="METHOD_FLAG_OBJECT_CORE" value="512" enum="MethodFlags">
Used internally. Allows to not dump core virtuals such as [code]_notification[/code] to the JSON API.
</constant> </constant>
<constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags"> <constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags">
Default method flags. Default method flags.

View file

@ -56,11 +56,11 @@
Called by the engine when the 3D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays]. Called by the engine when the 3D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays].
[codeblocks] [codeblocks]
[gdscript] [gdscript]
func _forward_spatial_3d_over_viewport(overlay): func _forward_3d_draw_over_viewport(overlay):
# Draw a circle at cursor position. # Draw a circle at cursor position.
overlay.draw_circle(overlay.get_local_mouse_position(), 64) overlay.draw_circle(overlay.get_local_mouse_position(), 64)
func _forward_spatial_gui_input(camera, event): func _forward_3d_gui_input(camera, event):
if event is InputEventMouseMotion: if event is InputEventMouseMotion:
# Redraw viewport when cursor is moved. # Redraw viewport when cursor is moved.
update_overlays() update_overlays()
@ -68,13 +68,13 @@
return false return false
[/gdscript] [/gdscript]
[csharp] [csharp]
public override void ForwardSpatialDrawOverViewport(Godot.Control overlay) public override void _Forward3dDrawOverViewport(Godot.Control overlay)
{ {
// Draw a circle at cursor position. // Draw a circle at cursor position.
overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White); overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White);
} }
public override bool ForwardSpatialGuiInput(Godot.Camera3D camera, InputEvent @event) public override bool _Forward3dGuiInput(Godot.Camera3D camera, InputEvent @event)
{ {
if (@event is InputEventMouseMotion) if (@event is InputEventMouseMotion)
{ {
@ -104,12 +104,12 @@
[codeblocks] [codeblocks]
[gdscript] [gdscript]
# Prevents the InputEvent to reach other Editor classes. # Prevents the InputEvent to reach other Editor classes.
func _forward_spatial_gui_input(camera, event): func _forward_3d_gui_input(camera, event):
return true return true
[/gdscript] [/gdscript]
[csharp] [csharp]
// Prevents the InputEvent to reach other Editor classes. // Prevents the InputEvent to reach other Editor classes.
public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event) public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event)
{ {
return true; return true;
} }
@ -119,12 +119,12 @@
[codeblocks] [codeblocks]
[gdscript] [gdscript]
# Consumes InputEventMouseMotion and forwards other InputEvent types. # Consumes InputEventMouseMotion and forwards other InputEvent types.
func _forward_spatial_gui_input(camera, event): func _forward_3d_gui_input(camera, event):
return event is InputEventMouseMotion return event is InputEventMouseMotion
[/gdscript] [/gdscript]
[csharp] [csharp]
// Consumes InputEventMouseMotion and forwards other InputEvent types. // Consumes InputEventMouseMotion and forwards other InputEvent types.
public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event) public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event)
{ {
return @event is InputEventMouseMotion; return @event is InputEventMouseMotion;
} }