Adapt tutorial hyperlinks after godotengine/godot#24640

This commit is contained in:
Rémi Verschelde
2019-01-07 10:43:36 +01:00
parent f70354d01c
commit a1af0dfc13
29 changed files with 170 additions and 160 deletions

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@@ -40,10 +40,10 @@ resizing or stretching the screen. This transform is used internally (as
described in :ref:`doc_multiple_resolutions`), but can also be manually set
on each viewport.
Input events received in the :ref:`MainLoop._input_event() <class_MainLoop__input_event>`
Input events received in the :ref:`MainLoop._input_event() <class_MainLoop_method__input_event>`
callback are multiplied by this transform but lack the ones above. To
convert InputEvent coordinates to local CanvasItem coordinates, the
:ref:`CanvasItem.make_input_local() <class_CanvasItem_make_input_local>`
:ref:`CanvasItem.make_input_local() <class_CanvasItem_method_make_input_local>`
function was added for convenience.
Transform order
@@ -59,15 +59,15 @@ Transform functions
Obtaining each transform can be achieved with the following functions:
+----------------------------------+--------------------------------------------------------------------------------------+
| Type | Transform |
+==================================+======================================================================================+
| CanvasItem | :ref:`CanvasItem.get_global_transform() <class_CanvasItem_get_global_transform>` |
+----------------------------------+--------------------------------------------------------------------------------------+
| CanvasLayer | :ref:`CanvasItem.get_canvas_transform() <class_CanvasItem_get_canvas_transform>` |
+----------------------------------+--------------------------------------------------------------------------------------+
| CanvasLayer+GlobalCanvas+Stretch | :ref:`CanvasItem.get_viewport_transform() <class_CanvasItem_get_viewport_transform>` |
+----------------------------------+--------------------------------------------------------------------------------------+
+----------------------------------+---------------------------------------------------------------------------------------------+
| Type | Transform |
+==================================+=============================================================================================+
| CanvasItem | :ref:`CanvasItem.get_global_transform() <class_CanvasItem_method_get_global_transform>` |
+----------------------------------+---------------------------------------------------------------------------------------------+
| CanvasLayer | :ref:`CanvasItem.get_canvas_transform() <class_CanvasItem_method_get_canvas_transform>` |
+----------------------------------+---------------------------------------------------------------------------------------------+
| CanvasLayer+GlobalCanvas+Stretch | :ref:`CanvasItem.get_viewport_transform() <class_CanvasItem_method_get_viewport_transform>` |
+----------------------------------+---------------------------------------------------------------------------------------------+
Finally, then, to convert a CanvasItem local coordinates to screen
coordinates, just multiply in the following order:
@@ -75,7 +75,7 @@ coordinates, just multiply in the following order:
.. tabs::
.. code-tab:: gdscript GDScript
var screen_coord = get_viewport_transform() * ( get_global_transform() * local_pos )
var screen_coord = get_viewport_transform() * (get_global_transform() * local_pos)
.. code-tab:: csharp

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@@ -17,7 +17,7 @@ These nodes are placed as direct or indirect children of a
:ref:`Viewport <class_Viewport>`, and will be displayed through it.
Viewport has the property
:ref:`Viewport.canvas_transform <class_Viewport_canvas_transform>`,
:ref:`Viewport.canvas_transform <class_Viewport_property_canvas_transform>`,
which allows to transform all the CanvasItem hierarchy by a custom
:ref:`Transform2D <class_Transform2D>` transform. Nodes such as
:ref:`Camera2D <class_Camera2D>` work by changing that transform.
@@ -73,4 +73,4 @@ Even though there shouldn't be any performance limitation, it is not
advised to use excessive amount of layers to arrange drawing order of
nodes. The most optimal way will always be arranging them by tree order.
2d nodes also have a property for controlling their drawing order
(see :ref:`Node2D.z_index <class_Node2D_z_index>`).
(see :ref:`Node2D.z_index <class_Node2D_property_z_index>`).

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@@ -65,7 +65,7 @@ The ``_draw()`` function is only called once, and then the draw commands
are cached and remembered, so further calls are unnecessary.
If re-drawing is required because a state or something else changed,
simply call :ref:`CanvasItem.update() <class_CanvasItem_update>`
simply call :ref:`CanvasItem.update() <class_CanvasItem_method_update>`
in that same node and a new ``_draw()`` call will happen.
Here is a little more complex example, a texture variable that will be