Correct the side mentioned with focus_neighbor_right and focus_neighbor_top.
A small typo with the definitions of `focus_neighbor_right` and `focus_neighbor_top`. Both use "bottom" rather than the correct side for each.
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1 changed files with 2 additions and 2 deletions
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@ -946,10 +946,10 @@
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Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_left] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
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Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_left] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
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</member>
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</member>
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<member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")">
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<member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")">
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Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_right] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
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Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_right] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the right of this one.
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</member>
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</member>
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<member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")">
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<member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")">
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Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_up] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
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Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [member ProjectSettings.input/ui_up] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the top of this one.
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</member>
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</member>
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<member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath("")">
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<member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath("")">
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Tells Godot which node it should give focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_next] input action.
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Tells Godot which node it should give focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [member ProjectSettings.input/ui_focus_next] input action.
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