doc: Formatting fixes in EditorPlugin docs
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1 changed files with 28 additions and 38 deletions
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@ -29,7 +29,7 @@
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<argument index="1" name="title" type="String">
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</argument>
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<description>
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Adds a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [code]queue_free()[/code].
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Adds a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [method Node.queue_free].
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</description>
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</method>
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<method name="add_control_to_container">
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@ -40,9 +40,9 @@
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<argument index="1" name="control" type="Control">
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</argument>
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<description>
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Adds a custom control to a container (see [code]CONTAINER_*[/code] enum). There are many locations where custom controls can be added in the editor UI.
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Adds a custom control to a container (see [enum CustomControlContainer]). There are many locations where custom controls can be added in the editor UI.
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Please remember that you have to manage the visibility of your custom controls yourself (and likely hide it after adding it).
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When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_container] and free it with [code]queue_free()[/code].
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When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_container] and free it with [method Node.queue_free].
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</description>
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</method>
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<method name="add_control_to_dock">
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@ -53,9 +53,9 @@
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<argument index="1" name="control" type="Control">
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</argument>
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<description>
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Adds the control to a specific dock slot (see [code]DOCK_*[/code] enum for options).
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Adds the control to a specific dock slot (see [enum DockSlot] for options).
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If the dock is repositioned and as long as the plugin is active, the editor will save the dock position on further sessions.
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When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_docks] and free it with [code]queue_free()[/code].
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When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_docks] and free it with [method Node.queue_free].
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</description>
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</method>
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<method name="add_custom_type">
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@ -167,7 +167,7 @@
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<return type="void">
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</return>
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<description>
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Called by Godot when the user disables the [EditorPlugin] in the Plugin tab of the project settings window
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Called by the engine when the user disables the [EditorPlugin] in the Plugin tab of the project settings window.
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</description>
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</method>
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<method name="edit" qualifiers="virtual">
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@ -183,7 +183,7 @@
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<return type="void">
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</return>
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<description>
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Called by Godot when the user enables the [EditorPlugin] in the Plugin tab of the project settings window
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Called by the engine when the user enables the [EditorPlugin] in the Plugin tab of the project settings window.
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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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@ -208,26 +208,21 @@
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<argument index="0" name="event" type="InputEvent">
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</argument>
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<description>
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Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes.
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E.g.
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Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example:
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[codeblock]
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# Prevents the InputEvent to reach other Editor classes
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func forward_canvas_gui_input(event):
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var forward = true
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return forward
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var forward = true
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return forward
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[/codeblock]
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Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes.
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E.g.
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Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
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[codeblock]
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# Consumes InputEventMouseMotion and forwards other InputEvent types
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func forawrd_canvas_gui_input(event):
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var forward = false
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if event is InputEventMouseMotion:
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forward = true
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return forward
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func forward_canvas_gui_input(event):
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var forward = false
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if event is InputEventMouseMotion:
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forward = true
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return forward
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[/codeblock]
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</description>
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</method>
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@ -239,26 +234,21 @@
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<argument index="1" name="event" type="InputEvent">
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</argument>
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<description>
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Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes.
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E.g.
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Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example:
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[codeblock]
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# Prevents the InputEvent to reach other Editor classes
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func forward_spatial_gui_input(camera, event):
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var forward = true
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return forward
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var forward = true
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return forward
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[/codeblock]
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Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes.
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E.g.
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Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
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[codeblock]
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# Consumes InputEventMouseMotion and forwards other InputEvent types
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func forawrd_spatial_gui_input(camera, event):
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var forward = false
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if event is InputEventMouseMotion:
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forward = true
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return forward
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func forward_spatial_gui_input(camera, event):
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var forward = false
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if event is InputEventMouseMotion:
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forward = true
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return forward
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[/codeblock]
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</description>
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</method>
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@ -381,7 +371,7 @@
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<argument index="0" name="control" type="Control">
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</argument>
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<description>
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Removes the control from the bottom panel. You have to manually [code]queue_free()[/code] the control.
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Removes the control from the bottom panel. You have to manually [method Node.queue_free] the control.
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</description>
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</method>
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<method name="remove_control_from_container">
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@ -392,7 +382,7 @@
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<argument index="1" name="control" type="Control">
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</argument>
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<description>
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Removes the control from the specified container. You have to manually [code]queue_free()[/code] the control.
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Removes the control from the specified container. You have to manually [method Node.queue_free] the control.
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</description>
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</method>
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<method name="remove_control_from_docks">
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@ -401,7 +391,7 @@
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<argument index="0" name="control" type="Control">
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</argument>
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<description>
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Removes the control from the dock. You have to manually [code]queue_free()[/code] the control.
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Removes the control from the dock. You have to manually [method Node.queue_free] the control.
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</description>
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</method>
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<method name="remove_custom_type">
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