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Merge commit godotengine/godot@0c51ede243
This commit is contained in:
@@ -181,7 +181,7 @@
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<return type="int" />
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||||
<description>
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||||
On Windows, returns the number of drives (partitions) mounted on the current filesystem.
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||||
On macOS, returns the number of mounted volumes.
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||||
On macOS and Android, returns the number of mounted volumes.
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||||
On Linux, returns the number of mounted volumes and GTK 3 bookmarks.
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||||
On other platforms, the method returns 0.
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||||
</description>
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||||
@@ -193,6 +193,7 @@
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||||
On Windows, returns the name of the drive (partition) passed as an argument (e.g. [code]C:[/code]).
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||||
On macOS, returns the path to the mounted volume passed as an argument.
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On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as an argument.
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On Android (API level 30+), returns the path to the mounted volume as an argument.
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On other platforms, or if the requested drive does not exist, the method returns an empty String.
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</description>
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||||
</method>
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||||
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||||
@@ -212,7 +212,20 @@
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If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
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[b]Note:[/b] Returning [code]true[/code] does not imply that the action is [i]still[/i] pressed. An action can be pressed and released again rapidly, and [code]true[/code] will still be returned so as not to miss input.
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||||
[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
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[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method InputEvent.is_action_pressed] instead to query the action state of the current event.
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[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method InputEvent.is_action_pressed] instead to query the action state of the current event. See also [method is_action_just_pressed_by_event].
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</description>
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</method>
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<method name="is_action_just_pressed_by_event" qualifiers="const">
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<return type="bool" />
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<param index="0" name="action" type="StringName" />
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<param index="1" name="event" type="InputEvent" />
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<param index="2" name="exact_match" type="bool" default="false" />
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<description>
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Returns [code]true[/code] when the user has [i]started[/i] pressing the action event in the current frame or physics tick, and the first event that triggered action press in the current frame/physics tick was [param event]. It will only return [code]true[/code] on the frame or tick that the user pressed down the button.
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This is useful for code that needs to run only once when an action is pressed, and the action is processed during input handling (e.g. [method Node._input]).
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If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
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[b]Note:[/b] Returning [code]true[/code] does not imply that the action is [i]still[/i] pressed. An action can be pressed and released again rapidly, and [code]true[/code] will still be returned so as not to miss input.
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||||
[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
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</description>
|
||||
</method>
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||||
<method name="is_action_just_released" qualifiers="const">
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@@ -223,7 +236,19 @@
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Returns [code]true[/code] when the user [i]stops[/i] pressing the action event in the current frame or physics tick. It will only return [code]true[/code] on the frame or tick that the user releases the button.
|
||||
[b]Note:[/b] Returning [code]true[/code] does not imply that the action is [i]still[/i] not pressed. An action can be released and pressed again rapidly, and [code]true[/code] will still be returned so as not to miss input.
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If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
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[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method InputEvent.is_action_released] instead to query the action state of the current event.
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[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method InputEvent.is_action_released] instead to query the action state of the current event. See also [method is_action_just_released_by_event].
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||||
</description>
|
||||
</method>
|
||||
<method name="is_action_just_released_by_event" qualifiers="const">
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<return type="bool" />
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||||
<param index="0" name="action" type="StringName" />
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||||
<param index="1" name="event" type="InputEvent" />
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||||
<param index="2" name="exact_match" type="bool" default="false" />
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||||
<description>
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||||
Returns [code]true[/code] when the user [i]stops[/i] pressing the action event in the current frame or physics tick, and the first event that triggered action release in the current frame/physics tick was [param event]. It will only return [code]true[/code] on the frame or tick that the user releases the button.
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||||
This is useful when an action is processed during input handling (e.g. [method Node._input]).
|
||||
[b]Note:[/b] Returning [code]true[/code] does not imply that the action is [i]still[/i] not pressed. An action can be released and pressed again rapidly, and [code]true[/code] will still be returned so as not to miss input.
|
||||
If [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
|
||||
</description>
|
||||
</method>
|
||||
<method name="is_action_pressed" qualifiers="const">
|
||||
|
||||
@@ -68,7 +68,7 @@
|
||||
<method name="is_action_type" qualifiers="const">
|
||||
<return type="bool" />
|
||||
<description>
|
||||
Returns [code]true[/code] if this input event's type is one that can be assigned to an input action.
|
||||
Returns [code]true[/code] if this input event's type is one that can be assigned to an input action: [InputEventKey], [InputEventMouseButton], [InputEventJoypadButton], [InputEventJoypadMotion], [InputEventAction]. Returns [code]false[/code] for all other input event types.
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||||
</description>
|
||||
</method>
|
||||
<method name="is_canceled" qualifiers="const">
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||||
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@@ -76,18 +76,21 @@
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||||
<return type="bool" />
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||||
<param index="0" name="delta" type="float" />
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||||
<description>
|
||||
Called each physics frame with the time since the last physics frame as argument ([param delta], in seconds). Equivalent to [method Node._physics_process].
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||||
If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
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||||
[b]Note:[/b] [param delta] will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [param delta] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
|
||||
Called each physics tick. [param delta] is the logical time between physics ticks in seconds and is equal to [member Engine.time_scale] / [member Engine.physics_ticks_per_second]. Equivalent to [method Node._physics_process].
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||||
If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next step.
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||||
[b]Note:[/b] [method _physics_process] may be called up to [member Engine.max_physics_steps_per_frame] times per (idle) frame. This step limit may be reached when the engine is suffering performance issues.
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||||
[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds.
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||||
</description>
|
||||
</method>
|
||||
<method name="_process" qualifiers="virtual">
|
||||
<return type="bool" />
|
||||
<param index="0" name="delta" type="float" />
|
||||
<description>
|
||||
Called each process (idle) frame with the time since the last process frame as argument (in seconds). Equivalent to [method Node._process].
|
||||
Called on each idle frame, prior to rendering, and after physics ticks have been processed. [param delta] is the time between frames in seconds. Equivalent to [method Node._process].
|
||||
If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
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||||
[b]Note:[/b] [param delta] will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [param delta] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
|
||||
[b]Note:[/b] When the engine is struggling and the frame rate is lowered, [param delta] will increase. When [param delta] is increased, it's capped at a maximum of [member Engine.time_scale] * [member Engine.max_physics_steps_per_frame] / [member Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may not represent real world time.
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||||
[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is running in Movie Maker mode (see [MovieWriter]), process [param delta] will always be the same for every frame, regardless of how much time the frame took to render.
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||||
[b]Note:[/b] Frame delta may be post-processed by [member OS.delta_smoothing] if this is enabled for the project.
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<class name="MenuButton" inherits="Button" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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||||
<class name="MenuButton" inherits="Button" keywords="dropdown" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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||||
<brief_description>
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||||
A button that brings up a [PopupMenu] when clicked.
|
||||
</brief_description>
|
||||
|
||||
@@ -84,24 +84,26 @@
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||||
<return type="void" />
|
||||
<param index="0" name="delta" type="float" />
|
||||
<description>
|
||||
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 [param delta] parameter will [i]generally[/i] be constant (see exceptions below). [param delta] 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].
|
||||
Called once on each physics tick, and allows Nodes to synchronize their logic with physics ticks. [param delta] is the logical time between physics ticks in seconds and is equal to [member Engine.time_scale] / [member Engine.physics_ticks_per_second].
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||||
It is only called if physics processing is enabled for this Node, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process].
|
||||
Processing happens in order of [member process_physics_priority], lower priority values are called first. Nodes with the same priority are processed in tree order, or top to bottom as seen in the editor (also known as pre-order traversal).
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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 an orphan).
|
||||
[b]Note:[/b] [param delta] will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [param delta] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
|
||||
[b]Note:[/b] Accumulated [param delta] may diverge from real world seconds.
|
||||
</description>
|
||||
</method>
|
||||
<method name="_process" qualifiers="virtual">
|
||||
<return type="void" />
|
||||
<param index="0" name="delta" type="float" />
|
||||
<description>
|
||||
Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [param delta] time since the previous frame is not constant. [param delta] is in seconds.
|
||||
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].
|
||||
Called on each idle frame, prior to rendering, and after physics ticks have been processed. [param delta] is the time between frames in seconds.
|
||||
It is only called if processing is enabled for this Node, which is done automatically if this method is overridden, and can be toggled with [method set_process].
|
||||
Processing happens in order of [member process_priority], lower priority values are called first. Nodes with the same priority are processed in tree order, or top to bottom as seen in the editor (also known as pre-order traversal).
|
||||
Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification].
|
||||
[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).
|
||||
[b]Note:[/b] [param delta] will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [param delta] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
|
||||
[b]Note:[/b] When the engine is struggling and the frame rate is lowered, [param delta] will increase. When [param delta] is increased, it's capped at a maximum of [member Engine.time_scale] * [member Engine.max_physics_steps_per_frame] / [member Engine.physics_ticks_per_second]. As a result, accumulated [param delta] may not represent real world time.
|
||||
[b]Note:[/b] When [code]--fixed-fps[/code] is enabled or the engine is running in Movie Maker mode (see [MovieWriter]), process [param delta] will always be the same for every frame, regardless of how much time the frame took to render.
|
||||
[b]Note:[/b] Frame delta may be post-processed by [member OS.delta_smoothing] if this is enabled for the project.
|
||||
</description>
|
||||
</method>
|
||||
<method name="_ready" qualifiers="virtual">
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<class name="OptionButton" inherits="Button" keywords="select" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
||||
<class name="OptionButton" inherits="Button" keywords="select, dropdown" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
||||
<brief_description>
|
||||
A button that brings up a dropdown with selectable options when pressed.
|
||||
</brief_description>
|
||||
|
||||
@@ -232,6 +232,12 @@
|
||||
<member name="center_of_mass_local" type="Vector2" setter="" getter="get_center_of_mass_local">
|
||||
The body's center of mass position in the body's local coordinate system.
|
||||
</member>
|
||||
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
|
||||
The body's collision layer.
|
||||
</member>
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
|
||||
The body's collision mask.
|
||||
</member>
|
||||
<member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia">
|
||||
The inverse of the inertia of the body.
|
||||
</member>
|
||||
|
||||
@@ -94,6 +94,16 @@
|
||||
Implement to override the behavior of [member PhysicsDirectBodyState2D.center_of_mass_local] and its respective getter.
|
||||
</description>
|
||||
</method>
|
||||
<method name="_get_collision_layer" qualifiers="virtual required const">
|
||||
<return type="int" />
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
<method name="_get_collision_mask" qualifiers="virtual required const">
|
||||
<return type="int" />
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
<method name="_get_constant_force" qualifiers="virtual required const">
|
||||
<return type="Vector2" />
|
||||
<description>
|
||||
@@ -269,6 +279,18 @@
|
||||
Implement to override the behavior of [member PhysicsDirectBodyState2D.angular_velocity] and its respective setter.
|
||||
</description>
|
||||
</method>
|
||||
<method name="_set_collision_layer" qualifiers="virtual required">
|
||||
<return type="void" />
|
||||
<param index="0" name="layer" type="int" />
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
<method name="_set_collision_mask" qualifiers="virtual required">
|
||||
<return type="void" />
|
||||
<param index="0" name="mask" type="int" />
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
<method name="_set_constant_force" qualifiers="virtual required">
|
||||
<return type="void" />
|
||||
<param index="0" name="force" type="Vector2" />
|
||||
|
||||
@@ -232,6 +232,12 @@
|
||||
<member name="center_of_mass_local" type="Vector3" setter="" getter="get_center_of_mass_local">
|
||||
The body's center of mass position in the body's local coordinate system.
|
||||
</member>
|
||||
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
|
||||
The body's collision layer.
|
||||
</member>
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
|
||||
The body's collision mask.
|
||||
</member>
|
||||
<member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia">
|
||||
The inverse of the inertia of the body.
|
||||
</member>
|
||||
|
||||
@@ -82,6 +82,16 @@
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
<method name="_get_collision_layer" qualifiers="virtual required const">
|
||||
<return type="int" />
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
<method name="_get_collision_mask" qualifiers="virtual required const">
|
||||
<return type="int" />
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
<method name="_get_constant_force" qualifiers="virtual required const">
|
||||
<return type="Vector3" />
|
||||
<description>
|
||||
@@ -240,6 +250,18 @@
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
<method name="_set_collision_layer" qualifiers="virtual required">
|
||||
<return type="void" />
|
||||
<param index="0" name="layer" type="int" />
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
<method name="_set_collision_mask" qualifiers="virtual required">
|
||||
<return type="void" />
|
||||
<param index="0" name="mask" type="int" />
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
<method name="_set_constant_force" qualifiers="virtual required">
|
||||
<return type="void" />
|
||||
<param index="0" name="force" type="Vector3" />
|
||||
|
||||
@@ -35,7 +35,7 @@
|
||||
The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API:
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
|
||||
var shape_rid = PhysicsServer3D.sphere_shape_create()
|
||||
var radius = 2.0
|
||||
PhysicsServer3D.shape_set_data(shape_rid, radius)
|
||||
|
||||
@@ -48,7 +48,7 @@
|
||||
PhysicsServer3D.free_rid(shape_rid)
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);
|
||||
RID shapeRid = PhysicsServer3D.SphereShapeCreate();
|
||||
float radius = 2.0f;
|
||||
PhysicsServer3D.ShapeSetData(shapeRid, radius);
|
||||
|
||||
|
||||
@@ -64,7 +64,7 @@
|
||||
</member>
|
||||
<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" overrides="Control" enum="Control.SizeFlags" is_bitfield="true" default="0" />
|
||||
<member name="step" type="float" setter="set_step" getter="get_step" default="0.01">
|
||||
If greater than 0, [member value] will always be rounded to a multiple of this property's value. If [member rounded] is also [code]true[/code], [member value] will first be rounded to a multiple of this property's value, then rounded to the nearest integer.
|
||||
If greater than 0, [member value] will always be rounded to a multiple of this property's value above [member min_value]. For example, if [member min_value] is [code]0.1[/code] and step is 0.2, then [member value] is limited to [code]0.1[/code], [code]0.3[/code], [code]0.5[/code], and so on. If [member rounded] is also [code]true[/code], [member value] will first be rounded to a multiple of this property's value, then rounded to the nearest integer.
|
||||
</member>
|
||||
<member name="value" type="float" setter="set_value" getter="get_value" default="0.0">
|
||||
Range's current value. Changing this property (even via code) will trigger [signal value_changed] signal. Use [method set_value_no_signal] if you want to avoid it.
|
||||
|
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Reference in New Issue
Block a user