Update references to private class methods across the docs

This commit is contained in:
Yuri Sizov
2023-11-10 12:58:44 +01:00
parent ca74950fac
commit cd92be066d
17 changed files with 60 additions and 60 deletions

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@@ -540,9 +540,9 @@ common exporting features which can be implemented with a low-level API.
Before reading further, you should get familiar with the way properties are
handled and how they can be customized with
:ref:`_Set() <class_Object_method__set>`,
:ref:`_Get() <class_Object_method__get>`, and
:ref:`_GetPropertyList() <class_Object_method__get_property_list>` methods as
:ref:`_Set() <class_Object_private_method__set>`,
:ref:`_Get() <class_Object_private_method__get>`, and
:ref:`_GetPropertyList() <class_Object_private_method__get_property_list>` methods as
described in :ref:`doc_accessing_data_or_logic_from_object`.
.. seealso:: For binding properties using the above methods in C++, see

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@@ -386,9 +386,9 @@ common exporting features which can be implemented with a low-level API.
Before reading further, you should get familiar with the way properties are
handled and how they can be customized with
:ref:`_set() <class_Object_method__set>`,
:ref:`_get() <class_Object_method__get>`, and
:ref:`_get_property_list() <class_Object_method__get_property_list>` methods as
:ref:`_set() <class_Object_private_method__set>`,
:ref:`_get() <class_Object_private_method__get>`, and
:ref:`_get_property_list() <class_Object_private_method__get_property_list>` methods as
described in :ref:`doc_accessing_data_or_logic_from_object`.
.. seealso:: For binding properties using the above methods in C++, see

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@@ -5,8 +5,8 @@ Idle and Physics Processing
Games run in a loop. Each frame, you need to update the state of your game world
before drawing it on screen. Godot provides two virtual methods in the Node
class to do so: :ref:`Node._process() <class_Node_method__process>` and
:ref:`Node._physics_process() <class_Node_method__physics_process>`. If you
class to do so: :ref:`Node._process() <class_Node_private_method__process>` and
:ref:`Node._physics_process() <class_Node_private_method__physics_process>`. If you
define either or both in a script, the engine will call them automatically.
There are two types of processing available to you:

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@@ -99,8 +99,8 @@ information, read the dedicated documentation:
}
Two more essential built-in node callback functions are
:ref:`Node._unhandled_input() <class_Node_method__unhandled_input>` and
:ref:`Node._input() <class_Node_method__input>`, which you use to both receive
:ref:`Node._unhandled_input() <class_Node_private_method__unhandled_input>` and
:ref:`Node._input() <class_Node_private_method__input>`, which you use to both receive
and process individual input events. The ``_unhandled_input()`` method receives
every key press, mouse click, etc. that have not been handled already in an
``_input()`` callback or in a user interface component. You want to use it for
@@ -138,7 +138,7 @@ To learn more about inputs in Godot, see the :ref:`Input section <toc-learn-feat
There are some more overridable functions like
:ref:`Node._get_configuration_warnings()
<class_Node_method__get_configuration_warnings>`. Specialized node types provide
more callbacks like :ref:`CanvasItem._draw() <class_CanvasItem_method__draw>` to
<class_Node_private_method__get_configuration_warnings>`. Specialized node types provide
more callbacks like :ref:`CanvasItem._draw() <class_CanvasItem_private_method__draw>` to
draw programmatically or :ref:`Control._gui_input()
<class_Control_method__gui_input>` to handle clicks and input on UI elements.
<class_Control_private_method__gui_input>` to handle clicks and input on UI elements.