diff options
Diffstat (limited to 'doc')
| -rw-r--r-- | doc/classes/@GlobalScope.xml | 4 | ||||
| -rw-r--r-- | doc/classes/AnimationPlayer.xml | 1 | ||||
| -rw-r--r-- | doc/classes/AudioServer.xml | 28 | ||||
| -rw-r--r-- | doc/classes/Basis.xml | 8 | ||||
| -rw-r--r-- | doc/classes/Camera2D.xml | 4 | ||||
| -rw-r--r-- | doc/classes/ClassDB.xml | 4 | ||||
| -rw-r--r-- | doc/classes/Control.xml | 2 | ||||
| -rw-r--r-- | doc/classes/Directory.xml | 4 | ||||
| -rw-r--r-- | doc/classes/EditorInterface.xml | 16 | ||||
| -rw-r--r-- | doc/classes/EditorPlugin.xml | 4 | ||||
| -rw-r--r-- | doc/classes/Image.xml | 12 | ||||
| -rw-r--r-- | doc/classes/Input.xml | 10 | ||||
| -rw-r--r-- | doc/classes/MainLoop.xml | 2 | ||||
| -rw-r--r-- | doc/classes/Node.xml | 6 | ||||
| -rw-r--r-- | doc/classes/Popup.xml | 7 | ||||
| -rw-r--r-- | doc/classes/VisualShaderNode.xml | 15 | ||||
| -rw-r--r-- | doc/classes/VisualShaderNodeCustom.xml | 148 | ||||
| -rw-r--r-- | doc/classes/VisualShaderNodeVectorScalarMix.xml | 13 |
18 files changed, 252 insertions, 36 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 0428140908..b25de3cf99 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -1317,10 +1317,10 @@ No hint for the edited property. </constant> <constant name="PROPERTY_HINT_RANGE" value="1" enum="PropertyHint"> - Hints that an integer or float property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"allow_greater"[/code] and/or [code]"allow_lesser"[/code] to allow manual input going respectively above the max or below the min values. Example: [code]"-360,360,1,allow_greater,allow_lesser"[/code]. + Hints that an integer or float property should be within a range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_lesser"[/code] to allow manual input going respectively above the max or below the min values. Example: [code]"-360,360,1,or_greater,or_lesser"[/code]. </constant> <constant name="PROPERTY_HINT_EXP_RANGE" value="2" enum="PropertyHint"> - Hints that an integer or float property should be within an exponential range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"allow_greater"[/code] and/or [code]"allow_lesser"[/code] to allow manual input going respectively above the max or below the min values. Example: [code]"0.01,100,0.01,allow_greater"[/code]. + Hints that an integer or float property should be within an exponential range specified via the hint string [code]"min,max"[/code] or [code]"min,max,step"[/code]. The hint string can optionally include [code]"or_greater"[/code] and/or [code]"or_lesser"[/code] to allow manual input going respectively above the max or below the min values. Example: [code]"0.01,100,0.01,or_greater"[/code]. </constant> <constant name="PROPERTY_HINT_ENUM" value="3" enum="PropertyHint"> Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string such as [code]"Hello,Something,Else"[/code]. diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index b4c44fe8eb..e510603281 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -165,6 +165,7 @@ </argument> <description> Queues an animation for playback once the current one is done. + [b]Note:[/b] If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow. </description> </method> <method name="remove_animation"> diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 6f82b103db..2d3ceebed5 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -32,12 +32,6 @@ Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at [code]at_position[/code]. </description> </method> - <method name="capture_get_device"> - <return type="String"> - </return> - <description> - </description> - </method> <method name="capture_get_device_list"> <return type="Array"> </return> @@ -45,14 +39,6 @@ Returns the names of all audio input devices detected on the system. </description> </method> - <method name="capture_set_device"> - <return type="void"> - </return> - <argument index="0" name="name" type="String"> - </argument> - <description> - </description> - </method> <method name="capture_start"> <return type="int" enum="Error"> </return> @@ -423,17 +409,25 @@ <member name="bus_count" type="int" setter="set_bus_count" getter="get_bus_count" default="1"> Number of available audio buses. </member> + <member name="capture_device" type="String" setter="capture_set_device" getter="capture_get_device" default=""""> + Name of the current device for audio input (see [method capture_get_device_list]). + </member> <member name="device" type="String" setter="set_device" getter="get_device" default=""Default""> Name of the current device for audio output (see [method get_device_list]). </member> - <member name="capture_device" type="String" setter="capture_set_device" getter="capture_get_device" default=""Default""> - Name of the current device for audio input (see [method capture_get_device_list]). - </member> <member name="global_rate_scale" type="float" setter="set_global_rate_scale" getter="get_global_rate_scale" default="1.0"> Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] will make the audio be played twice as fast). </member> </members> <signals> + <signal name="audio_mix_callback"> + <description> + </description> + </signal> + <signal name="audio_update_callback"> + <description> + </description> + </signal> <signal name="bus_layout_changed"> <description> Emitted when the [AudioBusLayout] changes. diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 4d5c76a75c..df9438e695 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -208,5 +208,13 @@ </member> </members> <constants> + <constant name="IDENTITY" value="Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )"> + </constant> + <constant name="FLIP_X" value="Basis( -1, 0, 0, 0, 1, 0, 0, 0, 1 )"> + </constant> + <constant name="FLIP_Y" value="Basis( 1, 0, 0, 0, -1, 0, 0, 0, 1 )"> + </constant> + <constant name="FLIP_Z" value="Basis( 1, 0, 0, 0, 1, 0, 0, 0, -1 )"> + </constant> </constants> </class> diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml index f524a02934..16fb483249 100644 --- a/doc/classes/Camera2D.xml +++ b/doc/classes/Camera2D.xml @@ -110,7 +110,7 @@ <member name="drag_margin_bottom" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2"> Bottom margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen. </member> - <member name="drag_margin_h_enabled" type="bool" setter="set_h_drag_enabled" getter="is_h_drag_enabled" default="true"> + <member name="drag_margin_h_enabled" type="bool" setter="set_h_drag_enabled" getter="is_h_drag_enabled" default="false"> If [code]true[/code], the camera only moves when reaching the horizontal drag margins. If [code]false[/code], the camera moves horizontally regardless of margins. </member> <member name="drag_margin_left" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2"> @@ -122,7 +122,7 @@ <member name="drag_margin_top" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2"> Top margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the edge of the screen. </member> - <member name="drag_margin_v_enabled" type="bool" setter="set_v_drag_enabled" getter="is_v_drag_enabled" default="true"> + <member name="drag_margin_v_enabled" type="bool" setter="set_v_drag_enabled" getter="is_v_drag_enabled" default="false"> If [code]true[/code], the camera only moves when reaching the vertical drag margins. If [code]false[/code], the camera moves vertically regardless of margins. </member> <member name="editor_draw_drag_margin" type="bool" setter="set_margin_drawing_enabled" getter="is_margin_drawing_enabled" default="false"> diff --git a/doc/classes/ClassDB.xml b/doc/classes/ClassDB.xml index b7b77bc02a..fd08643dd5 100644 --- a/doc/classes/ClassDB.xml +++ b/doc/classes/ClassDB.xml @@ -134,7 +134,7 @@ <argument index="2" name="no_inheritance" type="bool" default="false"> </argument> <description> - Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/code] is false) has a method called [code]method[/code] or not. + Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/code] is [code]false[/code]) has a method called [code]method[/code] or not. </description> </method> <method name="class_has_signal" qualifiers="const"> @@ -201,7 +201,7 @@ <argument index="0" name="class" type="String"> </argument> <description> - Returns whether this class is enabled or not. + Returns whether this [code]class[/code] is enabled or not. </description> </method> <method name="is_parent_class" qualifiers="const"> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 6c3cf66c20..acceffb3bf 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -229,7 +229,7 @@ [codeblock] func _ready(): modulate = get_color("font_color", "Button") #get the color defined for button fonts - [/codeblock] + [/codeblock] </description> </method> <method name="get_combined_minimum_size" qualifiers="const"> diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index 9294a515d2..8aae85563a 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -127,8 +127,8 @@ </argument> <description> Initializes the stream used to list all files and directories using the [method get_next] function, closing the current opened stream if needed. Once the stream has been processed, it should typically be closed with [method list_dir_end]. - If you pass [code]skip_navigational[/code], then [code].[/code] and [code]..[/code] would be filtered out. - If you pass [code]skip_hidden[/code], then hidden files would be filtered out. + If [code]skip_navigational[/code] is [code]true[/code], [code].[/code] and [code]..[/code] are filtered out. + If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered out. </description> </method> <method name="list_dir_end"> diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml index d55e810c9e..4f7a6d89a9 100644 --- a/doc/classes/EditorInterface.xml +++ b/doc/classes/EditorInterface.xml @@ -169,6 +169,22 @@ Selects the file, with the path provided by [code]file[/code], in the FileSystem dock. </description> </method> + <method name="set_distraction_free_mode"> + <return type="void"> + </return> + <argument index="0" name="enter" type="bool"> + </argument> + <description> + </description> + </method> + <method name="set_main_screen_editor"> + <return type="void"> + </return> + <argument index="0" name="name" type="String"> + </argument> + <description> + </description> + </method> <method name="set_plugin_enabled"> <return type="void"> </return> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index fddc5e9d36..89e2f0580b 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -128,7 +128,7 @@ <argument index="3" name="ud" type="Variant" default="null"> </argument> <description> - Adds a custom menu to [b]Project > Tools[/b] as [code]name[/code] that calls [code]callback[/code] on an instance of [code]handler[/code] with a parameter [code]ud[/code] when user activates it. + Adds a custom menu item to [b]Project > Tools[/b] as [code]name[/code] that calls [code]callback[/code] on an instance of [code]handler[/code] with a parameter [code]ud[/code] when user activates it. </description> </method> <method name="add_tool_submenu_item"> @@ -139,7 +139,7 @@ <argument index="1" name="submenu" type="Object"> </argument> <description> - Like [method add_tool_menu_item] but adds the [code]submenu[/code] item inside the [code]name[/code] menu. + Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. [code]submenu[/code] should be an object of class [PopupMenu]. This submenu should be cleaned up using [code]remove_tool_menu_item(name)[/code]. </description> </method> <method name="apply_changes" qualifiers="virtual"> diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml index a4df0d5c19..10be66feb8 100644 --- a/doc/classes/Image.xml +++ b/doc/classes/Image.xml @@ -406,24 +406,24 @@ <description> </description> </method> - <method name="save_png" qualifiers="const"> + <method name="save_exr" qualifiers="const"> <return type="int" enum="Error"> </return> <argument index="0" name="path" type="String"> </argument> + <argument index="1" name="grayscale" type="bool" default="false"> + </argument> <description> - Saves the image as a PNG file to [code]path[/code]. + Saves the image as an EXR file to [code]path[/code]. If grayscale is true and the image has only one channel, it will be saved explicitely as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR module. </description> </method> - <method name="save_exr" qualifiers="const"> + <method name="save_png" qualifiers="const"> <return type="int" enum="Error"> </return> <argument index="0" name="path" type="String"> </argument> - <argument index="1" name="grayscale" type="bool" default="false"> - </argument> <description> - Saves the image as an EXR file to [code]path[/code]. If grayscale is true and the image has only one channel, it will be saved explicitely as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR module. + Saves the image as a PNG file to [code]path[/code]. </description> </method> <method name="set_pixel"> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 91ebcd52f6..33b9da6fdf 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -20,6 +20,7 @@ <description> This will simulate pressing the specified action. The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action. + [b]Note:[/b] This method will not cause any [method Node._input] calls. It is intended to be used with [method is_action_pressed] and [method is_action_just_pressed]. If you want to simulate [code]_input[/code], use [method parse_input_event] instead. </description> </method> <method name="action_release"> @@ -283,7 +284,14 @@ <argument index="0" name="event" type="InputEvent"> </argument> <description> - Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. + Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls. + Example: + [codeblock] + var a = InputEventAction.new() + a.action = "ui_cancel" + a.pressed = true + Input.parse_input_event(a) + [/codeblock] </description> </method> <method name="remove_joy_mapping"> diff --git a/doc/classes/MainLoop.xml b/doc/classes/MainLoop.xml index f5bf12a876..fedf77bfd2 100644 --- a/doc/classes/MainLoop.xml +++ b/doc/classes/MainLoop.xml @@ -4,7 +4,7 @@ Abstract base class for the game's main loop. </brief_description> <description> - [MainLoop] is the abstract base class for a Godot project's game loop. It in inherited by [SceneTree], which is the default game loop implementation used in Godot projects, though it is also possible to write and use one's own [MainLoop] subclass instead of the scene tree. + [MainLoop] is the abstract base class for a Godot project's game loop. It is inherited by [SceneTree], which is the default game loop implementation used in Godot projects, though it is also possible to write and use one's own [MainLoop] subclass instead of the scene tree. Upon the application start, a [MainLoop] implementation must be provided to the OS; otherwise, the application will exit. This happens automatically (and a [SceneTree] is created) unless a main [Script] is provided from the command line (with e.g. [code]godot -s my_loop.gd[/code], which should then be a [MainLoop] implementation. Here is an example script implementing a simple [MainLoop]: [codeblock] diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 889ce4d3eb..097fa1f6e5 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -122,6 +122,12 @@ <description> Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node. If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type. + [b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example: + [codeblock] + if child_node.get_parent(): + child_node.get_parent().remove_child(child_node) + add_child(child_node) + [/codeblock] </description> </method> <method name="add_child_below_node"> diff --git a/doc/classes/Popup.xml b/doc/classes/Popup.xml index 1e24aadfd9..fb8168c344 100644 --- a/doc/classes/Popup.xml +++ b/doc/classes/Popup.xml @@ -56,6 +56,13 @@ Popup (show the control in modal form) in the center of the screen relative to the current canvas transform, scaled at a ratio of size of the screen. </description> </method> + <method name="set_as_minsize"> + <return type="void"> + </return> + <description> + Shrink popup to keep to the minimum size of content. + </description> + </method> </methods> <members> <member name="popup_exclusive" type="bool" setter="set_exclusive" getter="is_exclusive" default="false"> diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index 19495a8859..3e80349b13 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -39,5 +39,20 @@ </signal> </signals> <constants> + <constant name="PORT_TYPE_SCALAR" value="0" enum="PortType"> + Floating-point scalar. Translated to [code]float[/code] type in shader code. + </constant> + <constant name="PORT_TYPE_VECTOR" value="1" enum="PortType"> + 3D vector of floating-point values. Translated to [code]vec3[/code] type in shader code. + </constant> + <constant name="PORT_TYPE_BOOLEAN" value="2" enum="PortType"> + Boolean type. Translated to [code]bool[/code] type in shader code. + </constant> + <constant name="PORT_TYPE_TRANSFORM" value="3" enum="PortType"> + Transform type. Translated to [code]mat4[/code] type in shader code. + </constant> + <constant name="PORT_TYPE_ICON_COLOR" value="4" enum="PortType"> + Color type. Can be used for return icon type in members dialog (see [method VisualShaderNodeCustom._get_return_icon_type]) - do not use it in other cases! + </constant> </constants> </class> diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml new file mode 100644 index 0000000000..d4a1732364 --- /dev/null +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -0,0 +1,148 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeCustom" inherits="VisualShaderNode" category="Core" version="3.2"> + <brief_description> + Virtual class to define custom [VisualShaderNode]s for use in the Visual Shader Editor. + </brief_description> + <description> + By inheriting this class you can create a custom [VisualShader] script addon which will be automatically added to the Visual Shader Editor. The [VisualShaderNode]'s behavior is defined by overriding the provided virtual methods. + In order for the node to be registered as an editor addon, you must use the [code]tool[/code] keyword and provide a [code]class_name[/code] for your custom script. For example: + [codeblock] + tool + extends VisualShaderNodeCustom + class_name VisualShaderNodeNoise + [/codeblock] + </description> + <tutorials> + </tutorials> + <methods> + <method name="_get_category" qualifiers="virtual"> + <return type="String"> + </return> + <description> + Override this method to define the category of the associated custom node in the Visual Shader Editor's members dialog. + Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the "Custom" category. + </description> + </method> + <method name="_get_description" qualifiers="virtual"> + <return type="String"> + </return> + <description> + Override this method to define the description of the associated custom node in the Visual Shader Editor's members dialog. + Defining this method is [b]optional[/b]. + </description> + </method> + <method name="_get_code" qualifiers="virtual"> + <return type="String"> + </return> + <argument index="0" name="input_vars" type="Array"> + </argument> + <argument index="1" name="output_vars" type="Array"> + </argument> + <argument index="2" name="mode" type="int" enum="Shader.Mode"> + </argument> + <argument index="3" name="type" type="int" enum="VisualShader.Type"> + </argument> + <description> + Override this method to define the actual shader code of the associated custom node. The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience). + The [code]input_vars[/code] and [code]output_vars[/code] arrays contain the string names of the various input and output variables, as defined by [code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in this class. + The output ports can be assigned values in the shader code. For example, [code]return output_vars[0] + " = " + input_vars[0] + ";"[/code]. + You can customize the generated code based on the shader [code]mode[/code] (see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader.Type]). + Defining this method is [b]required[/b]. + </description> + </method> + <method name="_get_global_code" qualifiers="virtual"> + <return type="String"> + </return> + <argument index="0" name="mode" type="int" enum="Shader.Mode"> + </argument> + <description> + Override this method to add shader code on top of the global shader, to define your own standard library of reusable methods, varyings, constants, uniforms, etc. The shader code should be returned as a string, which can have multiple lines (the [code]"""[/code] multiline string construct can be used for convenience). + Be careful with this functionality as it can cause name conflicts with other custom nodes, so be sure to give the defined entities unique names. + You can customize the generated code based on the shader [code]mode[/code] (see [enum Shader.Mode]). + Defining this method is [b]optional[/b]. + </description> + </method> + <method name="_get_input_port_count" qualifiers="virtual"> + <return type="int"> + </return> + <description> + Override this method to define the amount of input ports of the associated custom node. + Defining this method is [b]required[/b]. If not overridden, the node has no input ports. + </description> + </method> + <method name="_get_input_port_name" qualifiers="virtual"> + <return type="String"> + </return> + <argument index="0" name="port" type="int"> + </argument> + <description> + Override this method to define the names of input ports of the associated custom node. The names are used both for the input slots in the editor and as identifiers in the shader code, and are passed in the [code]input_vars[/code] array in [method _get_code]. + Defining this method is [b]optional[/b], but recommended. If not overridden, input ports are named as [code]"in" + str(port)[/code]. + </description> + </method> + <method name="_get_input_port_type" qualifiers="virtual"> + <return type="int" enum="VisualShaderNode.PortType"> + </return> + <argument index="0" name="port" type="int"> + </argument> + <description> + Override this method to define the returned type of each input port of the associated custom node (see [enum VisualShaderNode.PortType] for possible types). + Defining this method is [b]optional[/b], but recommended. If not overridden, input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type. + </description> + </method> + <method name="_get_name" qualifiers="virtual"> + <return type="String"> + </return> + <description> + Override this method to define the name of the associated custom node in the Visual Shader Editor's members dialog and graph. + Defining this method is [b]optional[/b], but recommended. If not overridden, the node will be named as "Unnamed". + </description> + </method> + <method name="_get_output_port_count" qualifiers="virtual"> + <return type="int"> + </return> + <description> + Override this method to define the amount of output ports of the associated custom node. + Defining this method is [b]required[/b]. If not overridden, the node has no output ports. + </description> + </method> + <method name="_get_output_port_name" qualifiers="virtual"> + <return type="String"> + </return> + <argument index="0" name="port" type="int"> + </argument> + <description> + Override this method to define the names of output ports of the associated custom node. The names are used both for the output slots in the editor and as identifiers in the shader code, and are passed in the [code]output_vars[/code] array in [method _get_code]. + Defining this method is [b]optional[/b], but recommended. If not overridden, output ports are named as [code]"out" + str(port)[/code]. + </description> + </method> + <method name="_get_output_port_type" qualifiers="virtual"> + <return type="int" enum="VisualShaderNode.PortType"> + </return> + <argument index="0" name="port" type="int"> + </argument> + <description> + Override this method to define the returned type of each output port of the associated custom node (see [enum VisualShaderNode.PortType] for possible types). + Defining this method is [b]optional[/b], but recommended. If not overridden, output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type. + </description> + </method> + <method name="_get_return_icon_type" qualifiers="virtual"> + <return type="int" enum="VisualShaderNode.PortType"> + </return> + <description> + Override this method to define the return icon of the associated custom node in the Visual Shader Editor's members dialog. + Defining this method is [b]optional[/b]. If not overridden, no return icon is shown. + </description> + </method> + <method name="_get_subcategory" qualifiers="virtual"> + <return type="String"> + </return> + <description> + Override this method to define the subcategory of the associated custom node in the Visual Shader Editor's members dialog. + Defining this method is [b]optional[/b]. If not overridden, the node will be filed under the root of the main category (see [method _get_category]). + </description> + </method> + </methods> + <constants> + </constants> +</class> diff --git a/doc/classes/VisualShaderNodeVectorScalarMix.xml b/doc/classes/VisualShaderNodeVectorScalarMix.xml new file mode 100644 index 0000000000..d83c2e7d44 --- /dev/null +++ b/doc/classes/VisualShaderNodeVectorScalarMix.xml @@ -0,0 +1,13 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VisualShaderNodeVectorScalarMix" inherits="VisualShaderNode" category="Core" version="3.2"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <constants> + </constants> +</class> |
