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authorDaniel Ting <danielzting@gmail.com>2020-12-15 16:42:21 -0600
committerDaniel Ting <danielzting@gmail.com>2020-12-15 16:42:21 -0600
commitaea7fde24163e7fd5d859899b17e465549466abc (patch)
tree3889e2db669801a4b013c868f99dafc1a4b8babe /scene/gui/control.h
parentbbf7bb383810f397760961cb1666860f9b0791b8 (diff)
downloadredot-engine-aea7fde24163e7fd5d859899b17e465549466abc.tar.gz
Rename neighbour in Control to neighbor
This keeps things consistent with the rest of Godot, which uses the American English spelling of Color.
Diffstat (limited to 'scene/gui/control.h')
-rw-r--r--scene/gui/control.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/scene/gui/control.h b/scene/gui/control.h
index 8496729f05..d314c7357b 100644
--- a/scene/gui/control.h
+++ b/scene/gui/control.h
@@ -207,7 +207,7 @@ private:
CanvasItem *parent_canvas_item;
- NodePath focus_neighbour[4];
+ NodePath focus_neighbor[4];
NodePath focus_next;
NodePath focus_prev;
@@ -223,8 +223,8 @@ private:
// used internally
Control *_find_control_at_pos(CanvasItem *p_node, const Point2 &p_pos, const Transform2D &p_xform, Transform2D &r_inv_xform);
- void _window_find_focus_neighbour(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, float p_min, float &r_closest_dist, Control **r_closest);
- Control *_get_focus_neighbour(Margin p_margin, int p_count = 0);
+ void _window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, float p_min, float &r_closest_dist, Control **r_closest);
+ Control *_get_focus_neighbor(Margin p_margin, int p_count = 0);
void _set_anchor(Margin p_margin, float p_anchor);
void _set_position(const Point2 &p_point);
@@ -436,8 +436,8 @@ public:
Control *find_next_valid_focus() const;
Control *find_prev_valid_focus() const;
- void set_focus_neighbour(Margin p_margin, const NodePath &p_neighbour);
- NodePath get_focus_neighbour(Margin p_margin) const;
+ void set_focus_neighbor(Margin p_margin, const NodePath &p_neighbor);
+ NodePath get_focus_neighbor(Margin p_margin) const;
void set_focus_next(const NodePath &p_next);
NodePath get_focus_next() const;