Sync classref with current source

This commit is contained in:
Rémi Verschelde
2018-09-17 12:16:25 +02:00
parent dccb4bb8e0
commit a4d72396d8
9 changed files with 67 additions and 26 deletions

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@@ -178,7 +178,7 @@ enum **BlendMode**:
Constants
---------
- **NOTIFICATION_TRANSFORM_CHANGED** = **29** --- Canvas item transform has changed. Only received if requested.
- **NOTIFICATION_TRANSFORM_CHANGED** = **29** --- Canvas item transform has changed. Notification is only received if enabled by :ref:`set_notify_transform<class_CanvasItem_set_notify_transform>` or :ref:`set_notify_local_transform<class_CanvasItem_set_notify_local_transform>`.
- **NOTIFICATION_DRAW** = **30** --- CanvasItem is requested to draw.
- **NOTIFICATION_VISIBILITY_CHANGED** = **31** --- Canvas item visibility has changed.
- **NOTIFICATION_ENTER_CANVAS** = **32** --- Canvas item has entered the canvas.

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@@ -334,7 +334,7 @@ Removes all mappings from the internal db that match the given uid.
- void **set_custom_mouse_cursor** **(** :ref:`Resource<class_Resource>` image, :ref:`CursorShape<enum_Input_CursorShape>` shape=0, :ref:`Vector2<class_Vector2>` hotspot=Vector2( 0, 0 ) **)**
Set a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing ``null`` to the image parameter resets to the system cursor. See enum ``CURSOR_*`` for the list of shapes.
Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing ``null`` to the image parameter resets to the system cursor. See enum ``CURSOR_*`` for the list of shapes.
``image``'s size must be lower than 256x256.
@@ -344,6 +344,10 @@ Set a custom mouse cursor image, which is only visible inside the game window. T
- void **set_default_cursor_shape** **(** :ref:`CursorShape<enum_Input_CursorShape>` shape=0 **)**
Sets the default cursor shape to be used in the viewport instead of ``CURSOR_ARROW``.
Note that if you want to change the default cursor shape for :ref:`Control<class_Control>`'s nodes, use :ref:`Control.mouse_default_cursor_shape<class_Control_mouse_default_cursor_shape>` instead.
.. _class_Input_set_mouse_mode:
- void **set_mouse_mode** **(** :ref:`MouseMode<enum_Input_MouseMode>` mode **)**

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@@ -82,7 +82,7 @@ A contact is detected if object A is in any of the layers that object B scans, o
| *Getter* | get_collision_mask() |
+----------+---------------------------+
The physics layers this area can scan for collisions.
The physics layers this area scans for collisions.
Method Descriptions
-------------------
@@ -97,10 +97,14 @@ Adds a body to the list of bodies that this body can't collide with.
- :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
Returns an individual bit on the collision mask.
.. _class_PhysicsBody_get_collision_mask_bit:
- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
Returns an individual bit on the collision mask.
.. _class_PhysicsBody_remove_collision_exception_with:
- void **remove_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
@@ -111,7 +115,11 @@ Removes a body from the list of bodies that this body can't collide with.
- void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
.. _class_PhysicsBody_set_collision_mask_bit:
- void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
Sets individual bits on the collision mask. Use this if you only need to change one layer's value.

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@@ -84,13 +84,13 @@ A contact is detected if object A is in any of the layers that object B scans, o
| *Getter* | get_collision_mask() |
+----------+---------------------------+
The physics layers this area can scan for collisions.
The physics layers this area scans for collisions.
.. _class_PhysicsBody2D_layers:
- :ref:`int<class_int>` **layers**
Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
Both :ref:`collision_layer<class_PhysicsBody2D_collision_layer>` and :ref:`collision_mask<class_PhysicsBody2D_collision_mask>`. Returns :ref:`collision_layer<class_PhysicsBody2D_collision_layer>` when accessed. Updates :ref:`collision_layer<class_PhysicsBody2D_collision_layer>` and :ref:`collision_mask<class_PhysicsBody2D_collision_mask>` when modified.
Method Descriptions
-------------------
@@ -105,13 +105,13 @@ Adds a body to the list of bodies that this body can't collide with.
- :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
Return an individual bit on the collision mask.
Returns an individual bit on the collision mask.
.. _class_PhysicsBody2D_get_collision_mask_bit:
- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
Return an individual bit on the collision mask.
Returns an individual bit on the collision mask.
.. _class_PhysicsBody2D_remove_collision_exception_with:
@@ -123,11 +123,11 @@ Removes a body from the list of bodies that this body can't collide with.
- void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
.. _class_PhysicsBody2D_set_collision_mask_bit:
- void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
Sets individual bits on the collision mask. Use this if you only need to change one layer's value.

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@@ -75,7 +75,7 @@ enum **GenEditState**:
Description
-----------
Maintains a list of resources, nodes, exported and overridden properties, and built-in scripts associated with a scene.
Maintains a list of resources, nodes, exported, and overridden properties, and built-in scripts associated with a scene.
Method Descriptions
-------------------

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@@ -67,7 +67,7 @@ Method Descriptions
- :ref:`bool<class_bool>` **collide** **(** :ref:`Transform2D<class_Transform2D>` local_xform, :ref:`Shape2D<class_Shape2D>` with_shape, :ref:`Transform2D<class_Transform2D>` shape_xform **)**
Return whether this shape is colliding with another.
Returns ``true`` if this shape is colliding with another.
This method needs the transformation matrix for this shape (``local_xform``), the shape to check collisions with (``with_shape``), and the transformation matrix of that shape (``shape_xform``).
@@ -75,7 +75,7 @@ This method needs the transformation matrix for this shape (``local_xform``), th
- :ref:`Variant<class_Variant>` **collide_and_get_contacts** **(** :ref:`Transform2D<class_Transform2D>` local_xform, :ref:`Shape2D<class_Shape2D>` with_shape, :ref:`Transform2D<class_Transform2D>` shape_xform **)**
Return a list of the points where this shape touches another. If there are no collisions, the list is empty.
Returns a list of the points where this shape touches another. If there are no collisions the list is empty.
This method needs the transformation matrix for this shape (``local_xform``), the shape to check collisions with (``with_shape``), and the transformation matrix of that shape (``shape_xform``).
@@ -91,7 +91,7 @@ This method needs the transformation matrix for this shape (``local_xform``), th
- :ref:`Variant<class_Variant>` **collide_with_motion_and_get_contacts** **(** :ref:`Transform2D<class_Transform2D>` local_xform, :ref:`Vector2<class_Vector2>` local_motion, :ref:`Shape2D<class_Shape2D>` with_shape, :ref:`Transform2D<class_Transform2D>` shape_xform, :ref:`Vector2<class_Vector2>` shape_motion **)**
Return a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions, the list is empty.
Returns a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions the list is empty.
This method needs the transformation matrix for this shape (``local_xform``), the movement to test on this shape (``local_motion``), the shape to check collisions with (``with_shape``), the transformation matrix of that shape (``shape_xform``), and the movement to test onto the other object (``shape_motion``).

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@@ -54,7 +54,7 @@ Property Descriptions
| *Getter* | get_shortcut() |
+----------+---------------------+
The Shortcut's :ref:`InputEvent<class_InputEvent>`.
The shortcut's :ref:`InputEvent<class_InputEvent>`.
Generally the :ref:`InputEvent<class_InputEvent>` is a keyboard key, though it can be any :ref:`InputEvent<class_InputEvent>`.
@@ -65,17 +65,17 @@ Method Descriptions
- :ref:`String<class_String>` **get_as_text** **(** **)** const
Returns the Shortcut's :ref:`InputEvent<class_InputEvent>` as a :ref:`String<class_String>`.
Returns the shortcut's :ref:`InputEvent<class_InputEvent>` as a :ref:`String<class_String>`.
.. _class_ShortCut_is_shortcut:
- :ref:`bool<class_bool>` **is_shortcut** **(** :ref:`InputEvent<class_InputEvent>` event **)** const
Returns ``true`` if the Shortcut's :ref:`InputEvent<class_InputEvent>` equals ``event``.
Returns ``true`` if the shortcut's :ref:`InputEvent<class_InputEvent>` equals ``event``.
.. _class_ShortCut_is_valid:
- :ref:`bool<class_bool>` **is_valid** **(** **)** const
If ``true`` this Shortcut is valid.
If ``true`` this shortcut is valid.

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@@ -14,7 +14,7 @@ SoftBody
Brief Description
-----------------
A soft mesh physics body.
Properties
----------
@@ -66,6 +66,11 @@ Methods
| void | :ref:`set_ray_pickable<class_SoftBody_set_ray_pickable>` **(** :ref:`bool<class_bool>` ray_pickable **)** |
+--------------------------+---------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
Property Descriptions
---------------------
@@ -89,6 +94,12 @@ Property Descriptions
| *Getter* | get_collision_layer() |
+----------+----------------------------+
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
.. _class_SoftBody_collision_mask:
- :ref:`int<class_int>` **collision_mask**
@@ -99,6 +110,8 @@ Property Descriptions
| *Getter* | get_collision_mask() |
+----------+---------------------------+
The physics layers this area scans for collisions.
.. _class_SoftBody_damping_coefficient:
- :ref:`float<class_float>` **damping_coefficient**
@@ -169,6 +182,8 @@ Property Descriptions
| *Getter* | get_simulation_precision() |
+----------+---------------------------------+
Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
.. _class_SoftBody_total_mass:
- :ref:`float<class_float>` **total_mass**
@@ -196,14 +211,20 @@ Method Descriptions
- void **add_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
Adds a body to the list of bodies that this body can't collide with.
.. _class_SoftBody_get_collision_layer_bit:
- :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
Returns an individual bit on the collision mask.
.. _class_SoftBody_get_collision_mask_bit:
- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
Returns an individual bit on the collision mask.
.. _class_SoftBody_is_ray_pickable:
- :ref:`bool<class_bool>` **is_ray_pickable** **(** **)** const
@@ -212,14 +233,20 @@ Method Descriptions
- void **remove_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
Removes a body from the list of bodies that this body can't collide with.
.. _class_SoftBody_set_collision_layer_bit:
- void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
.. _class_SoftBody_set_collision_mask_bit:
- void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
.. _class_SoftBody_set_ray_pickable:
- void **set_ray_pickable** **(** :ref:`bool<class_bool>` ray_pickable **)**

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@@ -51,7 +51,7 @@ Signals
- **timeout** **(** **)**
Emitted when the Timer reaches 0.
Emitted when the timer reaches 0.
Enumerations
------------
@@ -60,8 +60,8 @@ Enumerations
enum **TimerProcessMode**:
- **TIMER_PROCESS_PHYSICS** = **0** --- Update the Timer during the physics step at each frame (fixed framerate processing).
- **TIMER_PROCESS_IDLE** = **1** --- Update the Timer during the idle time at each frame.
- **TIMER_PROCESS_PHYSICS** = **0** --- Update the timer during the physics step at each frame (fixed framerate processing).
- **TIMER_PROCESS_IDLE** = **1** --- Update the timer during the idle time at each frame.
Description
-----------
@@ -81,7 +81,7 @@ Property Descriptions
| *Getter* | has_autostart() |
+----------+----------------------+
If ``true``, Timer will automatically start when entering the scene tree. Default value: ``false``.
If ``true`` the timer will automatically start when entering the scene tree. Default value: ``false``.
.. _class_Timer_one_shot:
@@ -93,7 +93,7 @@ If ``true``, Timer will automatically start when entering the scene tree. Defaul
| *Getter* | is_one_shot() |
+----------+---------------------+
If ``true``, Timer will stop when reaching 0. If ``false``, it will restart. Default value: ``false``.
If ``true`` the timer will stop when reaching 0. If ``false`` it will restart. Default value: ``false``.
.. _class_Timer_paused:
@@ -105,7 +105,7 @@ If ``true``, Timer will stop when reaching 0. If ``false``, it will restart. Def
| *Getter* | is_paused() |
+----------+-------------------+
If ``true``, the timer is paused and will not process until it is unpaused again, even if :ref:`start<class_Timer_start>` is called.
If ``true`` the timer is paused and will not process until it is unpaused again, even if :ref:`start<class_Timer_start>` is called.
.. _class_Timer_process_mode:
@@ -117,7 +117,7 @@ If ``true``, the timer is paused and will not process until it is unpaused again
| *Getter* | get_timer_process_mode() |
+----------+-------------------------------+
Processing mode. Uses TIMER_PROCESS\_\* constants as value.
Processing mode. See :ref:`TimerProcessMode<enum_@GlobalScope_TimerProcessMode>`.
.. _class_Timer_time_left:
@@ -129,6 +129,8 @@ Processing mode. Uses TIMER_PROCESS\_\* constants as value.
The timer's remaining time in seconds. Returns 0 if the timer is inactive.
Note: You cannot set this value. To change the timer's remaining time, use :ref:`wait_time<class_Timer_wait_time>`.
.. _class_Timer_wait_time:
- :ref:`float<class_float>` **wait_time**
@@ -162,5 +164,5 @@ Note: this method will not resume a paused timer. See :ref:`set_paused<class_Tim
- void **stop** **(** **)**
Stop (cancel) the Timer.
Stops the timer.