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authorRémi Verschelde <rverschelde@gmail.com>2021-06-07 10:17:32 +0200
committerRémi Verschelde <rverschelde@gmail.com>2021-06-07 11:03:08 +0200
commitc1c76850cb47c0f8451fce6353958006e95b2cda (patch)
treeb01f1e0e1252defc5979660aa29a5c7fe641ddbd /doc/classes/Control.xml
parentafbabd12f3a5b83c6a9ddc4e8e43be4041b290bf (diff)
downloadredot-engine-c1c76850cb47c0f8451fce6353958006e95b2cda.tar.gz
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
Diffstat (limited to 'doc/classes/Control.xml')
-rw-r--r--doc/classes/Control.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index a9a230b78f..12344712a0 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -1055,7 +1055,7 @@
Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
</member>
<member name="anchor_top" type="float" setter="_set_anchor" getter="get_anchor" default="0.0">
- Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
+ Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top offset updates when the node moves or changes size. You can use one of the [enum Anchor] constants for convenience.
</member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0">
The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.
@@ -1067,7 +1067,7 @@
Tells Godot which node it should give keyboard 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 [code]ui_left[/code] 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.
</member>
<member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard 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 [code]ui_right[/code] 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.
+ Tells Godot which node it should give keyboard 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 [code]ui_right[/code] 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.
</member>
<member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
Tells Godot which node it should give keyboard 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 [code]ui_top[/code] 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.