Merge pull request #43433 from HaSa1002/docs-examples-43356
[Docs] Add C# example for EditorPlugin::forward_canvas_draw_over_viewport
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cb5d5ff413
1 changed files with 23 additions and 2 deletions
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@ -211,7 +211,8 @@
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</argument>
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</argument>
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<description>
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<description>
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Called by the engine when the 2D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays].
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Called by the engine when the 2D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays].
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[codeblock]
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[codeblocks]
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[gdscript]
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func forward_canvas_draw_over_viewport(overlay):
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func forward_canvas_draw_over_viewport(overlay):
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# Draw a circle at cursor position.
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# Draw a circle at cursor position.
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overlay.draw_circle(overlay.get_local_mouse_position(), 64)
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overlay.draw_circle(overlay.get_local_mouse_position(), 64)
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@ -220,7 +221,27 @@
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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# Redraw viewport when cursor is moved.
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# Redraw viewport when cursor is moved.
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update_overlays()
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update_overlays()
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[/codeblock]
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return true
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return false
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[/gdscript]
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[csharp]
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public override void ForwardCanvasDrawOverViewport(Godot.Control overlay)
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{
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// Draw a circle at cursor position.
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overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White);
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}
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public override bool ForwardCanvasGuiInput(InputEvent @event)
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{
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if (@event is InputEventMouseMotion)
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{
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// Redraw viewport when cursor is moved.
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UpdateOverlays();
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return true;
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}
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return false;
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[/csharp]
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[/codeblocks]
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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="forward_canvas_force_draw_over_viewport" qualifiers="virtual">
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<method name="forward_canvas_force_draw_over_viewport" qualifiers="virtual">
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