Sync classref with current source

Changes order of brief/long descriptions and removes category
as per godotengine/godot#35132.
This commit is contained in:
Rémi Verschelde
2020-01-15 00:51:47 +01:00
parent 251518c54d
commit 2b4319bc29
654 changed files with 5953 additions and 8315 deletions

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@@ -11,13 +11,31 @@ Object
**Inherited By:** :ref:`ARVRPositionalTracker<class_ARVRPositionalTracker>`, :ref:`ARVRServer<class_ARVRServer>`, :ref:`AudioServer<class_AudioServer>`, :ref:`CameraServer<class_CameraServer>`, :ref:`ClassDB<class_ClassDB>`, :ref:`EditorFileSystemDirectory<class_EditorFileSystemDirectory>`, :ref:`EditorNavigationMeshGenerator<class_EditorNavigationMeshGenerator>`, :ref:`EditorSelection<class_EditorSelection>`, :ref:`EditorVCSInterface<class_EditorVCSInterface>`, :ref:`Engine<class_Engine>`, :ref:`Geometry<class_Geometry>`, :ref:`GodotSharp<class_GodotSharp>`, :ref:`IP<class_IP>`, :ref:`Input<class_Input>`, :ref:`InputMap<class_InputMap>`, :ref:`JSON<class_JSON>`, :ref:`JSONRPC<class_JSONRPC>`, :ref:`JavaScript<class_JavaScript>`, :ref:`MainLoop<class_MainLoop>`, :ref:`Node<class_Node>`, :ref:`OS<class_OS>`, :ref:`Performance<class_Performance>`, :ref:`Physics2DDirectBodyState<class_Physics2DDirectBodyState>`, :ref:`Physics2DDirectSpaceState<class_Physics2DDirectSpaceState>`, :ref:`Physics2DServer<class_Physics2DServer>`, :ref:`PhysicsDirectBodyState<class_PhysicsDirectBodyState>`, :ref:`PhysicsDirectSpaceState<class_PhysicsDirectSpaceState>`, :ref:`PhysicsServer<class_PhysicsServer>`, :ref:`ProjectSettings<class_ProjectSettings>`, :ref:`Reference<class_Reference>`, :ref:`ResourceLoader<class_ResourceLoader>`, :ref:`ResourceSaver<class_ResourceSaver>`, :ref:`TranslationServer<class_TranslationServer>`, :ref:`TreeItem<class_TreeItem>`, :ref:`UndoRedo<class_UndoRedo>`, :ref:`VisualScriptEditor<class_VisualScriptEditor>`, :ref:`VisualServer<class_VisualServer>`
**Category:** Core
Brief Description
-----------------
Base class for all non built-in types.
Description
-----------
Every class which is not a built-in type inherits from this class.
You can construct Objects from scripting languages, using ``Object.new()`` in GDScript, ``new Object`` in C#, or the "Construct Object" node in VisualScript.
Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the :ref:`free<class_Object_method_free>` method from your script or delete the instance from C++.
Some classes that extend Object add memory management. This is the case of :ref:`Reference<class_Reference>`, which counts references and deletes itself automatically when no longer referenced. :ref:`Node<class_Node>`, another fundamental type, deletes all its children when freed from memory.
Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in :ref:`_get_property_list<class_Object_method__get_property_list>` and handled in :ref:`_get<class_Object_method__get>` and :ref:`_set<class_Object_method__set>`. However, scripting languages and C++ have simpler means to export them.
Property membership can be tested directly in GDScript using ``in``:
::
var n = Node2D.new()
print("position" in n) # Prints "True".
print("other_property" in n) # Prints "False".
Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See :ref:`_notification<class_Object_method__notification>`.
Methods
-------
@@ -38,7 +56,7 @@ Methods
+-----------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Variant<class_Variant>` | :ref:`call<class_Object_method_call>` **(** :ref:`String<class_String>` method, ... **)** vararg |
+-----------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Variant<class_Variant>` | :ref:`call_deferred<class_Object_method_call_deferred>` **(** :ref:`String<class_String>` method, ... **)** vararg |
| void | :ref:`call_deferred<class_Object_method_call_deferred>` **(** :ref:`String<class_String>` method, ... **)** vararg |
+-----------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Variant<class_Variant>` | :ref:`callv<class_Object_method_callv>` **(** :ref:`String<class_String>` method, :ref:`Array<class_Array>` arg_array **)** |
+-----------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
@@ -48,7 +66,7 @@ Methods
+-----------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`disconnect<class_Object_method_disconnect>` **(** :ref:`String<class_String>` signal, :ref:`Object<class_Object>` target, :ref:`String<class_String>` method **)** |
+-----------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Variant<class_Variant>` | :ref:`emit_signal<class_Object_method_emit_signal>` **(** :ref:`String<class_String>` signal, ... **)** vararg |
| void | :ref:`emit_signal<class_Object_method_emit_signal>` **(** :ref:`String<class_String>` signal, ... **)** vararg |
+-----------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`free<class_Object_method_free>` **(** **)** |
+-----------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
@@ -158,29 +176,6 @@ Constants
- **NOTIFICATION_PREDELETE** = **1** --- Called before the object is about to be deleted.
Description
-----------
Every class which is not a built-in type inherits from this class.
You can construct Objects from scripting languages, using ``Object.new()`` in GDScript, ``new Object`` in C#, or the "Construct Object" node in VisualScript.
Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the :ref:`free<class_Object_method_free>` method from your script or delete the instance from C++.
Some classes that extend Object add memory management. This is the case of :ref:`Reference<class_Reference>`, which counts references and deletes itself automatically when no longer referenced. :ref:`Node<class_Node>`, another fundamental type, deletes all its children when freed from memory.
Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in :ref:`_get_property_list<class_Object_method__get_property_list>` and handled in :ref:`_get<class_Object_method__get>` and :ref:`_set<class_Object_method__set>`. However, scripting languages and C++ have simpler means to export them.
Property membership can be tested directly in GDScript using ``in``:
::
var n = Node2D.new()
print("position" in n) # Prints "True".
print("other_property" in n) # Prints "False".
Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See :ref:`_notification<class_Object_method__notification>`.
Method Descriptions
-------------------
@@ -264,9 +259,9 @@ Calls the ``method`` on the object and returns the result. This method supports
.. _class_Object_method_call_deferred:
- :ref:`Variant<class_Variant>` **call_deferred** **(** :ref:`String<class_String>` method, ... **)** vararg
- void **call_deferred** **(** :ref:`String<class_String>` method, ... **)** vararg
Calls the ``method`` on the object during idle time and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
Calls the ``method`` on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
::
@@ -335,7 +330,7 @@ If you try to disconnect a connection that does not exist, the method will throw
.. _class_Object_method_emit_signal:
- :ref:`Variant<class_Variant>` **emit_signal** **(** :ref:`String<class_String>` signal, ... **)** vararg
- void **emit_signal** **(** :ref:`String<class_String>` signal, ... **)** vararg
Emits the given ``signal``. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:
@@ -358,7 +353,7 @@ Deletes the object from memory. Any pre-existing reference to the freed object w
- :ref:`Variant<class_Variant>` **get** **(** :ref:`String<class_String>` property **)** const
Returns the :ref:`Variant<class_Variant>` value of the given ``property``.
Returns the :ref:`Variant<class_Variant>` value of the given ``property``. If the ``property`` doesn't exist, this will return ``null``.
----
@@ -604,6 +599,8 @@ Adds or changes a given entry in the object's metadata. Metadata are serialized,
Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.
If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's :ref:`_init<class_Object_method__init>` method will be called.
----
.. _class_Object_method_to_string: