Merge pull request #82889 from ershn/improve_process_mode_api_documentation
Improve Node's documentation on `process_mode` related members/methods
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0858c4ecbc
1 changed files with 11 additions and 4 deletions
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@ -199,7 +199,13 @@
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<method name="can_process" qualifiers="const">
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<method name="can_process" qualifiers="const">
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<return type="bool" />
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<return type="bool" />
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<description>
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<description>
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Returns [code]true[/code] if the node can receive processing notifications and input callbacks ([constant NOTIFICATION_PROCESS], [method _input], etc) from the [SceneTree] and [Viewport]. The value depends on both the current [member process_mode] and [member SceneTree.paused]. Returns [code]false[/code] if the node is not inside the tree.
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Returns [code]true[/code] if the node can receive processing notifications and input callbacks ([constant NOTIFICATION_PROCESS], [method _input], etc) from the [SceneTree] and [Viewport]. The returned value depends on [member process_mode]:
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- If set to [constant PROCESS_MODE_PAUSABLE], returns [code]true[/code] when the game is processing, i.e. [member SceneTree.paused] is [code]false[/code];
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- If set to [constant PROCESS_MODE_WHEN_PAUSED], returns [code]true[/code] when the game is paused, i.e. [member SceneTree.paused] is [code]true[/code];
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- If set to [constant PROCESS_MODE_ALWAYS], always returns [code]true[/code];
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- If set to [constant PROCESS_MODE_DISABLED], always returns [code]false[/code];
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- If set to [constant PROCESS_MODE_INHERIT], use the parent node's [member process_mode] to determine the result.
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If the node is not inside the tree, returns [code]false[/code] no matter the value of [member process_mode].
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</description>
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</description>
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</method>
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</method>
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<method name="create_tween">
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<method name="create_tween">
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@ -829,7 +835,7 @@
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<return type="void" />
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<return type="void" />
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<param index="0" name="enable" type="bool" />
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<param index="0" name="enable" type="bool" />
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<description>
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<description>
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If set to [code]true[/code], enables physics (fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.physics_ticks_per_second] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overridden.
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If set to [code]true[/code], enables physics (fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.physics_ticks_per_second] to change) interval (and the [method _physics_process] callback will be called if it exists). Enabled automatically if [method _physics_process] is overridden.
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</description>
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</description>
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</method>
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</method>
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<method name="set_physics_process_internal">
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<method name="set_physics_process_internal">
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@ -844,7 +850,8 @@
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<return type="void" />
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<return type="void" />
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<param index="0" name="enable" type="bool" />
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<param index="0" name="enable" type="bool" />
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<description>
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<description>
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If set to [code]true[/code], enables processing. When a node is being processed, it will receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the [method _process] callback will be called if exists). Enabled automatically if [method _process] is overridden.
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If set to [code]true[/code], enables processing. When a node is being processed, it will receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the [method _process] callback will be called if it exists). Enabled automatically if [method _process] is overridden.
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[b]Note:[/b] This method only affects the [method _process] callback, i.e. it has no effect on other callbacks like [method _physics_process]. If you want to disable all processing for the node, set [member process_mode] to [constant PROCESS_MODE_DISABLED].
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</description>
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</description>
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</method>
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</method>
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<method name="set_process_input">
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<method name="set_process_input">
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@ -922,7 +929,7 @@
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[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, remember to set the owner after calling [method add_child]. See also (see [member unique_name_in_owner])
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[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, remember to set the owner after calling [method add_child]. See also (see [member unique_name_in_owner])
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</member>
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</member>
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<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0">
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<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0">
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The node's processing behavior (see [enum ProcessMode]). To check if the node is able to process, with the current mode and [member SceneTree.paused], use [method can_process].
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The node's processing behavior (see [enum ProcessMode]). To check if the node can process in its current mode, use [method can_process].
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</member>
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</member>
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<member name="process_physics_priority" type="int" setter="set_physics_process_priority" getter="get_physics_process_priority" default="0">
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<member name="process_physics_priority" type="int" setter="set_physics_process_priority" getter="get_physics_process_priority" default="0">
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Similar to [member process_priority] but for [constant NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal version.
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Similar to [member process_priority] but for [constant NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal version.
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