classref: Sync with current upstream master branch

This commit is contained in:
Rémi Verschelde
2017-10-11 23:56:28 +02:00
parent 1d617789a4
commit ace47f729c
123 changed files with 2676 additions and 1229 deletions

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@@ -14,7 +14,7 @@ VisualScript
Brief Description
-----------------
A script implemented in the Visual Script programming environment.
Member Functions
----------------
@@ -109,12 +109,23 @@ Signals
-------
- **node_ports_changed** **(** :ref:`String<class_string>` function, :ref:`int<class_int>` id **)**
Emitted when the ports of a node are changed.
Member Variables
----------------
- :ref:`Dictionary<class_dictionary>` **data**
Description
-----------
A script implemented in the Visual Script programming environment. The script exends the functionality of all objects that instance it.
:ref:`Object.set_script<class_Object_set_script>` extends an existing object, if that object's class matches one of the script's base classes.
You are most likely to use this class via the Visual Script editor or when writing plugins for it.
Member Function Description
---------------------------
@@ -122,168 +133,254 @@ Member Function Description
- void **add_custom_signal** **(** :ref:`String<class_string>` name **)**
Add a custom signal with the specified name to the VisualScript.
.. _class_VisualScript_add_function:
- void **add_function** **(** :ref:`String<class_string>` name **)**
Add a function with the specified name to the VisualScript.
.. _class_VisualScript_add_node:
- void **add_node** **(** :ref:`String<class_string>` func, :ref:`int<class_int>` id, :ref:`VisualScriptNode<class_visualscriptnode>` node, :ref:`Vector2<class_vector2>` position=Vector2( 0, 0 ) **)**
Add a node to a function of the VisualScript.
.. _class_VisualScript_add_variable:
- void **add_variable** **(** :ref:`String<class_string>` name, :ref:`Variant<class_variant>` default_value=null, :ref:`bool<class_bool>` export=false **)**
Add a variable to the VisualScript, optionally giving it a default value or marking it as exported.
.. _class_VisualScript_custom_signal_add_argument:
- void **custom_signal_add_argument** **(** :ref:`String<class_string>` name, :ref:`int<class_int>` type, :ref:`String<class_string>` argname, :ref:`int<class_int>` index=-1 **)**
Add an argument to a custom signal added with :ref:`add_custom_signal<class_VisualScript_add_custom_signal>`.
.. _class_VisualScript_custom_signal_get_argument_count:
- :ref:`int<class_int>` **custom_signal_get_argument_count** **(** :ref:`String<class_string>` name **)** const
Get the count of a custom signal's arguments.
.. _class_VisualScript_custom_signal_get_argument_name:
- :ref:`String<class_string>` **custom_signal_get_argument_name** **(** :ref:`String<class_string>` name, :ref:`int<class_int>` argidx **)** const
Get the name of a custom signal's argument.
.. _class_VisualScript_custom_signal_get_argument_type:
- :ref:`int<class_int>` **custom_signal_get_argument_type** **(** :ref:`String<class_string>` name, :ref:`int<class_int>` argidx **)** const
Get the type of a custom signal's argument.
.. _class_VisualScript_custom_signal_remove_argument:
- void **custom_signal_remove_argument** **(** :ref:`String<class_string>` name, :ref:`int<class_int>` argidx **)**
Remove a specific custom signal's argument.
.. _class_VisualScript_custom_signal_set_argument_name:
- void **custom_signal_set_argument_name** **(** :ref:`String<class_string>` name, :ref:`int<class_int>` argidx, :ref:`String<class_string>` argname **)**
Rename a custom signal's argument.
.. _class_VisualScript_custom_signal_set_argument_type:
- void **custom_signal_set_argument_type** **(** :ref:`String<class_string>` name, :ref:`int<class_int>` argidx, :ref:`int<class_int>` type **)**
Change the type of a custom signal's argument.
.. _class_VisualScript_custom_signal_swap_argument:
- void **custom_signal_swap_argument** **(** :ref:`String<class_string>` name, :ref:`int<class_int>` argidx, :ref:`int<class_int>` withidx **)**
Swap two of the arguments of a custom signal.
.. _class_VisualScript_data_connect:
- void **data_connect** **(** :ref:`String<class_string>` func, :ref:`int<class_int>` from_node, :ref:`int<class_int>` from_port, :ref:`int<class_int>` to_node, :ref:`int<class_int>` to_port **)**
Connect two data ports. The value of ``from_node``'s ``from_port`` would be fed into ``to_node``'s ``to_port``.
.. _class_VisualScript_data_disconnect:
- void **data_disconnect** **(** :ref:`String<class_string>` func, :ref:`int<class_int>` from_node, :ref:`int<class_int>` from_port, :ref:`int<class_int>` to_node, :ref:`int<class_int>` to_port **)**
Disconnect two data ports previously connected with :ref:`data_connect<class_VisualScript_data_connect>`.
.. _class_VisualScript_get_function_node_id:
- :ref:`int<class_int>` **get_function_node_id** **(** :ref:`String<class_string>` name **)** const
Returns the id of a function's entry point node.
.. _class_VisualScript_get_function_scroll:
- :ref:`Vector2<class_vector2>` **get_function_scroll** **(** :ref:`String<class_string>` name **)** const
Returns the position of the center of the screen for a given function.
.. _class_VisualScript_get_node:
- :ref:`VisualScriptNode<class_visualscriptnode>` **get_node** **(** :ref:`String<class_string>` func, :ref:`int<class_int>` id **)** const
Returns a node given its id and its function.
.. _class_VisualScript_get_node_position:
- :ref:`Vector2<class_vector2>` **get_node_position** **(** :ref:`String<class_string>` func, :ref:`int<class_int>` id **)** const
Returns a node's position in pixels.
.. _class_VisualScript_get_variable_default_value:
- :ref:`Variant<class_variant>` **get_variable_default_value** **(** :ref:`String<class_string>` name **)** const
Returns the default (initial) value of a variable.
.. _class_VisualScript_get_variable_export:
- :ref:`bool<class_bool>` **get_variable_export** **(** :ref:`String<class_string>` name **)** const
Returns whether a variable is exported.
.. _class_VisualScript_get_variable_info:
- :ref:`Dictionary<class_dictionary>` **get_variable_info** **(** :ref:`String<class_string>` name **)** const
Returns the info for a given variable as a dictionary. The information includes its name, type, hint and usage.
.. _class_VisualScript_has_custom_signal:
- :ref:`bool<class_bool>` **has_custom_signal** **(** :ref:`String<class_string>` name **)** const
Returns whether a signal exists with the specified name.
.. _class_VisualScript_has_data_connection:
- :ref:`bool<class_bool>` **has_data_connection** **(** :ref:`String<class_string>` func, :ref:`int<class_int>` from_node, :ref:`int<class_int>` from_port, :ref:`int<class_int>` to_node, :ref:`int<class_int>` to_port **)** const
Returns whether the specified data ports are connected.
.. _class_VisualScript_has_function:
- :ref:`bool<class_bool>` **has_function** **(** :ref:`String<class_string>` name **)** const
Returns whether a function exists with the specified name.
.. _class_VisualScript_has_node:
- :ref:`bool<class_bool>` **has_node** **(** :ref:`String<class_string>` func, :ref:`int<class_int>` id **)** const
Returns whether a node exists with the given id.
.. _class_VisualScript_has_sequence_connection:
- :ref:`bool<class_bool>` **has_sequence_connection** **(** :ref:`String<class_string>` func, :ref:`int<class_int>` from_node, :ref:`int<class_int>` from_output, :ref:`int<class_int>` to_node **)** const
Returns whether the specified sequence ports are connected.
.. _class_VisualScript_has_variable:
- :ref:`bool<class_bool>` **has_variable** **(** :ref:`String<class_string>` name **)** const
Returns whether a variable exists with the specified name.
.. _class_VisualScript_remove_custom_signal:
- void **remove_custom_signal** **(** :ref:`String<class_string>` name **)**
Remove a custom signal with the given name.
.. _class_VisualScript_remove_function:
- void **remove_function** **(** :ref:`String<class_string>` name **)**
Remove a specific function and its nodes from the script.
.. _class_VisualScript_remove_node:
- void **remove_node** **(** :ref:`String<class_string>` func, :ref:`int<class_int>` id **)**
Remove a specific node.
.. _class_VisualScript_remove_variable:
- void **remove_variable** **(** :ref:`String<class_string>` name **)**
Remove a variable with the given name.
.. _class_VisualScript_rename_custom_signal:
- void **rename_custom_signal** **(** :ref:`String<class_string>` name, :ref:`String<class_string>` new_name **)**
Change the name of a custom signal.
.. _class_VisualScript_rename_function:
- void **rename_function** **(** :ref:`String<class_string>` name, :ref:`String<class_string>` new_name **)**
Change the name of a function.
.. _class_VisualScript_rename_variable:
- void **rename_variable** **(** :ref:`String<class_string>` name, :ref:`String<class_string>` new_name **)**
Change the name of a variable.
.. _class_VisualScript_sequence_connect:
- void **sequence_connect** **(** :ref:`String<class_string>` func, :ref:`int<class_int>` from_node, :ref:`int<class_int>` from_output, :ref:`int<class_int>` to_node **)**
Connect two sequence ports. The execution will flow from of ``from_node``'s ``from_output`` into ``to_node``.
Unlike :ref:`data_connect<class_VisualScript_data_connect>`, there isn't a ``to_port``, since the target node can have only one sequence port.
.. _class_VisualScript_sequence_disconnect:
- void **sequence_disconnect** **(** :ref:`String<class_string>` func, :ref:`int<class_int>` from_node, :ref:`int<class_int>` from_output, :ref:`int<class_int>` to_node **)**
Disconnect two sequence ports previously connected with :ref:`sequence_connect<class_VisualScript_sequence_connect>`.
.. _class_VisualScript_set_function_scroll:
- void **set_function_scroll** **(** :ref:`String<class_string>` name, :ref:`Vector2<class_vector2>` ofs **)**
Position the center of the screen for a function.
.. _class_VisualScript_set_instance_base_type:
- void **set_instance_base_type** **(** :ref:`String<class_string>` type **)**
Set the base type of the script.
.. _class_VisualScript_set_node_position:
- void **set_node_position** **(** :ref:`String<class_string>` func, :ref:`int<class_int>` id, :ref:`Vector2<class_vector2>` position **)**
Position a node on the screen.
.. _class_VisualScript_set_variable_default_value:
- void **set_variable_default_value** **(** :ref:`String<class_string>` name, :ref:`Variant<class_variant>` value **)**
Change the default (initial) value of a variable.
.. _class_VisualScript_set_variable_export:
- void **set_variable_export** **(** :ref:`String<class_string>` name, :ref:`bool<class_bool>` enable **)**
Change whether a variable is exported.
.. _class_VisualScript_set_variable_info:
- void **set_variable_info** **(** :ref:`String<class_string>` name, :ref:`Dictionary<class_dictionary>` value **)**
Set a variable's info, using the same format as :ref:`get_variable_info<class_VisualScript_get_variable_info>`.