diff options
Diffstat (limited to 'doc/classes')
| -rw-r--r-- | doc/classes/BaseButton.xml | 10 | ||||
| -rw-r--r-- | doc/classes/CharacterBody2D.xml | 8 | ||||
| -rw-r--r-- | doc/classes/CharacterBody3D.xml | 4 | ||||
| -rw-r--r-- | doc/classes/TextEdit.xml | 6 | ||||
| -rw-r--r-- | doc/classes/TileMap.xml | 3 |
5 files changed, 19 insertions, 12 deletions
diff --git a/doc/classes/BaseButton.xml b/doc/classes/BaseButton.xml index 1b77a5b4d8..714af426b3 100644 --- a/doc/classes/BaseButton.xml +++ b/doc/classes/BaseButton.xml @@ -38,7 +38,7 @@ <return type="void" /> <argument index="0" name="pressed" type="bool" /> <description> - Changes the [member pressed] state of the button, without emitting [signal toggled]. Use when you just want to change the state of the button without sending the pressed event (e.g. when initializing scene). Only works if [member toggle_mode] is [code]true[/code]. + Changes the [member button_pressed] state of the button, without emitting [signal toggled]. Use when you just want to change the state of the button without sending the pressed event (e.g. when initializing scene). Only works if [member toggle_mode] is [code]true[/code]. [b]Note:[/b] This method doesn't unpress other buttons in [member button_group]. </description> </method> @@ -54,6 +54,10 @@ Binary mask to choose which mouse buttons this button will respond to. To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code]. </member> + <member name="button_pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false"> + If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code]. + [b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal]. + </member> <member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false"> If [code]true[/code], the button is in disabled state and can't be clicked or toggled. </member> @@ -62,10 +66,6 @@ If [code]true[/code], the button stays pressed when moving the cursor outside the button while pressing it. [b]Note:[/b] This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value. </member> - <member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false"> - If [code]true[/code], the button's state is pressed. Means the button is pressed down or toggled (if [member toggle_mode] is active). Only works if [member toggle_mode] is [code]true[/code]. - [b]Note:[/b] Setting [member pressed] will result in [signal toggled] to be emitted. If you want to change the pressed state without emitting that signal, use [method set_pressed_no_signal]. - </member> <member name="shortcut" type="Shortcut" setter="set_shortcut" getter="get_shortcut"> [Shortcut] associated to the button. </member> diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index 28a9107db6..1c4475dd70 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -165,9 +165,6 @@ If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still. If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force. </member> - <member name="free_mode_min_slide_angle" type="float" setter="set_free_mode_min_slide_angle" getter="get_free_mode_min_slide_angle" default="0.261799"> - Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. - </member> <member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="4"> Maximum number of times the body can change direction before it stops when calling [method move_and_slide]. </member> @@ -192,12 +189,15 @@ <member name="up_direction" type="Vector2" setter="set_up_direction" getter="get_up_direction" default="Vector2(0, -1)"> Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector2.UP[/code]. If set to [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games. </member> + <member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799"> + Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. This property only affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING]. + </member> </members> <constants> <constant name="MOTION_MODE_GROUNDED" value="0" enum="MotionMode"> Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for sided games like platformers. </constant> - <constant name="MOTION_MODE_FREE" value="1" enum="MotionMode"> + <constant name="MOTION_MODE_FLOATING" value="1" enum="MotionMode"> Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games. </constant> <constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave"> diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 819190fd69..a5df0fd97e 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -175,14 +175,14 @@ Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. If set to [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games. </member> <member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799"> - Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. In [code]MOTION_MODE_GROUNDED[/code], it works only when [member floor_block_on_wall] is [code]true[/code]. + Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When [member motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if [member floor_block_on_wall] is [code]true[/code]. </member> </members> <constants> <constant name="MOTION_MODE_GROUNDED" value="0" enum="MotionMode"> Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for grounded games like platformers. </constant> - <constant name="MOTION_MODE_FREE" value="1" enum="MotionMode"> + <constant name="MOTION_MODE_FLOATING" value="1" enum="MotionMode"> Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games. </constant> <constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave"> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 5f887a397f..6d602d58ee 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -992,6 +992,12 @@ <member name="override_selected_font_color" type="bool" setter="set_override_selected_font_color" getter="is_overriding_selected_font_color" default="false"> If [code]true[/code], custom [code]font_selected_color[/code] will be used for selected text. </member> + <member name="placeholder_alpha" type="float" setter="set_placeholder_alpha" getter="get_placeholder_alpha" default="0.6"> + Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/code]. + </member> + <member name="placeholder_text" type="String" setter="set_placeholder" getter="get_placeholder" default=""""> + Text shown when the [TextEdit] is empty. It is [b]not[/b] the [TextEdit]'s default value (see [member text]). + </member> <member name="scroll_horizontal" type="int" setter="set_h_scroll" getter="get_h_scroll" default="0"> If there is a horizontal scrollbar, this determines the current horizontal scroll value in pixels. </member> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index e37031f3fd..07b9543823 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -202,7 +202,8 @@ <return type="Vector2" /> <argument index="0" name="map_position" type="Vector2i" /> <description> - Returns the local position corresponding to the given tilemap (grid-based) coordinates. + Returns a local position of the center of the cell at the given tilemap (grid-based) coordinates. + [b]Note:[/b] This doesn't correspond to the visual position of the tile, i.e. it ignores the [member TileData.texture_offset] property of individual tiles. </description> </method> <method name="move_layer"> |
