Merge pull request #57385 from madmiraal/update-mouse-pointer-definitions
Update definitions of get_mouse_position methods
This commit is contained in:
commit
feb34dfb2e
4 changed files with 16 additions and 14 deletions
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@ -334,7 +334,7 @@
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<method name="get_global_mouse_position" qualifiers="const">
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<method name="get_global_mouse_position" qualifiers="const">
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<return type="Vector2" />
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<return type="Vector2" />
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<description>
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<description>
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Returns the global position of the mouse.
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Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is in using the coordinate system of the [CanvasLayer].
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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="get_global_transform" qualifiers="const">
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<method name="get_global_transform" qualifiers="const">
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@ -352,7 +352,7 @@
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<method name="get_local_mouse_position" qualifiers="const">
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<method name="get_local_mouse_position" qualifiers="const">
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<return type="Vector2" />
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<return type="Vector2" />
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<description>
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<description>
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Returns the mouse position relative to this item's position.
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Returns the mouse's position in this [CanvasItem] using the local coordinate system of this [CanvasItem].
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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="get_transform" qualifiers="const">
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<method name="get_transform" qualifiers="const">
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@ -14,10 +14,12 @@
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The mouse button mask identifier, one of or a bitwise combination of the [enum MouseButton] button masks.
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The mouse button mask identifier, one of or a bitwise combination of the [enum MouseButton] button masks.
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</member>
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</member>
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<member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position" default="Vector2(0, 0)">
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<member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position" default="Vector2(0, 0)">
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The global mouse position relative to the current [Viewport]. If used in [method Control._gui_input] and if the current [Control] is not under the mouse, moving it will not update this value.
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When received in [method Node._input] or [method Node._unhandled_input], returns the mouse's position in the root [Viewport] using the coordinate system of the root [Viewport].
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When received in [method Control._gui_input], returns the mouse's position in the [CanvasLayer] that the [Control] is in using the coordinate system of the [CanvasLayer].
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</member>
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</member>
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<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
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<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
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The local mouse position relative to the [Viewport]. If used in [method Control._gui_input], the position is relative to the current [Control] which is under the mouse. If the current [Control] is not under the mouse, moving it will not update this value.
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When received in [method Node._input] or [method Node._unhandled_input], returns the mouse's position in the [Viewport] this [Node] is in using the coordinate system of this [Viewport].
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When received in [method Control._gui_input], returns the mouse's position in the [Control] using the local coordinate system of the [Control].
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</member>
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</member>
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</members>
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</members>
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</class>
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</class>
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@ -52,7 +52,7 @@
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It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input].
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It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input].
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To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
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To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
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For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first.
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For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first.
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
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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="_physics_process" qualifiers="virtual">
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<method name="_physics_process" qualifiers="virtual">
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@ -62,7 +62,7 @@
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Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. [code]delta[/code] is in seconds.
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Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. [code]delta[/code] is in seconds.
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It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process].
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It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process].
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Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification].
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Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification].
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
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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="_process" qualifiers="virtual">
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<method name="_process" qualifiers="virtual">
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@ -72,7 +72,7 @@
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Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. [code]delta[/code] is in seconds.
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Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. [code]delta[/code] is in seconds.
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It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process].
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It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process].
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Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification].
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Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification].
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
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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="_ready" qualifiers="virtual">
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<method name="_ready" qualifiers="virtual">
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@ -81,29 +81,29 @@
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Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their [method _ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards.
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Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their [method _ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards.
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Corresponds to the [constant NOTIFICATION_READY] notification in [method Object._notification]. See also the [code]@onready[/code] annotation for variables.
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Corresponds to the [constant NOTIFICATION_READY] notification in [method Object._notification]. See also the [code]@onready[/code] annotation for variables.
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Usually used for initialization. For even earlier initialization, [method Object._init] may be used. See also [method _enter_tree].
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Usually used for initialization. For even earlier initialization, [method Object._init] may be used. See also [method _enter_tree].
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[b]Note:[/b] [method _ready] may be called only once for each node. After removing a node from the scene tree and adding again, [code]_ready[/code] will not be called for the second time. This can be bypassed with requesting another call with [method request_ready], which may be called anywhere before adding the node again.
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[b]Note:[/b] [method _ready] may be called only once for each node. After removing a node from the scene tree and adding it again, [code]_ready[/code] will not be called a second time. This can be bypassed by requesting another call with [method request_ready], which may be called anywhere before adding the node again.
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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="_unhandled_input" qualifiers="virtual">
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<method name="_unhandled_input" qualifiers="virtual">
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<return type="void" />
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<return type="void" />
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<argument index="0" name="event" type="InputEvent" />
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<argument index="0" name="event" type="InputEvent" />
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<description>
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<description>
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Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
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Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it.
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It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input].
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It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input].
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To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
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To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
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For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
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For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
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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="_unhandled_key_input" qualifiers="virtual">
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<method name="_unhandled_key_input" qualifiers="virtual">
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<return type="void" />
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<return type="void" />
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<argument index="0" name="event" type="InputEvent" />
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<argument index="0" name="event" type="InputEvent" />
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<description>
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<description>
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Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
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Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it.
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It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input].
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It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input].
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To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
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To consume the input event and stop it propagating further to other nodes, [method Viewport.set_input_as_handled] can be called.
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For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
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For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
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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="add_child">
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<method name="add_child">
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@ -55,7 +55,7 @@
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<method name="get_mouse_position" qualifiers="const">
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<method name="get_mouse_position" qualifiers="const">
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<return type="Vector2" />
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<return type="Vector2" />
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<description>
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<description>
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Returns the mouse position relative to the viewport.
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Returns the mouse's positon in this [Viewport] using the coordinate system of this [Viewport].
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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="get_render_info">
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<method name="get_render_info">
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@ -180,7 +180,7 @@
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<return type="void" />
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<return type="void" />
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<argument index="0" name="to_position" type="Vector2" />
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<argument index="0" name="to_position" type="Vector2" />
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<description>
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<description>
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Warps the mouse to a position relative to the viewport.
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Moves the mouse pointer to the specified position in this [Viewport] using the coordinate system of this [Viewport].
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</description>
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</description>
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</method>
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</method>
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</methods>
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</methods>
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