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General proofreading (#1262)
* General proofreading for grammar and spelling * General formatting * Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
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@@ -8,7 +8,7 @@ may not support reporting tilt.
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Input accumulation and V-Sync are disabled by default in this demo to minimize
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input lag and get crisp lines (even at low FPS). This makes for the most
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responsive drawing experience possible. You can toggle them in the sidebar to
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see the difference it makes. Note that on Android, iOS and Web platforms, V-Sync
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see the difference it makes. Note that on Android, iOS, and Web platforms, V-Sync
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is forced at a system level and cannot be disabled.
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Lines are drawn using the Line2D node. Every time you lift off the open and start a new
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@@ -50,10 +50,10 @@ func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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var event_mouse_motion := event as InputEventMouseMotion
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tablet_info.text = "Pressure: %.3f\nTilt: %.3v\nInverted pen: %s" % [
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event_mouse_motion.pressure,
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event_mouse_motion.tilt,
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"Yes" if event_mouse_motion.pen_inverted else "No",
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]
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event_mouse_motion.pressure,
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event_mouse_motion.tilt,
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"Yes" if event_mouse_motion.pen_inverted else "No",
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]
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if event_mouse_motion.pressure <= 0 and stroke.points.size() > 1:
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# Initial part of a stroke; create a new line.
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@@ -61,6 +61,7 @@ func _input(event: InputEvent) -> void:
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# Enable the buttons if they were previously disabled.
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%ClearAllLines.disabled = false
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%UndoLastLine.disabled = false
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if event_mouse_motion.pressure > 0:
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# Continue existing line.
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stroke.add_point(event_mouse_motion.position)
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@@ -73,7 +74,7 @@ func _input(event: InputEvent) -> void:
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width_curve.add_point(Vector2(
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float(pressure_idx) / pressures.size(),
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pressures[pressure_idx]
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))
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))
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# Split into a new line if it gets too long to avoid performance issues.
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# This is mostly reached when input accumulation is disabled, as enabling
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@@ -175,7 +176,7 @@ func _on_msaa_item_selected(index: int) -> void:
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func _on_max_fps_value_changed(value: float) -> void:
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# Since the project has low-processor usage mode enabled, we change its sleep interval instead.
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# Since this is a value in microseconds between frames, we have to convert it from a FPS value.
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# Since this is a value in microseconds between frames, we have to convert it from an FPS value.
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@warning_ignore("narrowing_conversion")
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OS.low_processor_usage_mode_sleep_usec = 1_000_000.0 / value
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$CanvasLayer/PanelContainer/Options/MaxFPS/Value.text = str(roundi(value))
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@@ -186,14 +186,14 @@ horizontal_alignment = 1
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layout_mode = 2
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tooltip_text = "Disable V-Sync to achieve lower input latency.
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Note that Android, iOS and Web platforms enforce
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Note that Android, iOS, and Web platforms enforce
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V-Sync at a system level with no reliable way to disable it."
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text = "V-Sync"
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[node name="InputAccumulation" type="CheckButton" parent="CanvasLayer/PanelContainer/Options"]
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layout_mode = 2
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tooltip_text = "If enabled, inputs are collected and merged into a single input event on every rendered frame.
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By default, this is enabled in Godot, but this project disables it by default.
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Usually this is enabled in Godot, but this project disables it by default.
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This should be left disabled for drawing apps that expect precise input,
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as lines can become visibly jagged otherwise."
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