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Rename consume_drag_and_drop to mouse_target
The functionality of the parameter is not limited to drag-and-drop operations, but it has also other uses. So its name should not be tied to drag-and-drop. The API was created in the not yet released Godot 4.4-dev6, so this change should not be considered compatibility breaking.
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@@ -20,11 +20,12 @@
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</method>
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</methods>
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<members>
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<member name="consume_drag_and_drop" type="bool" setter="set_consume_drag_and_drop" getter="is_consume_drag_and_drop_enabled" default="false">
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If [code]false[/code], the [SubViewportContainer] is not available as a drop target in drag-and-drop operations, and instead the [Control] nodes inside its [Viewport] children are potential drop targets.
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If [code]true[/code], the [SubViewportContainer] itself will be considered as a drop target in drag-and-drop operations, preventing the [Control] nodes inside its [Viewport] children from becoming drop targets.
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</member>
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<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" overrides="Control" enum="Control.FocusMode" default="1" />
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<member name="mouse_target" type="bool" setter="set_mouse_target" getter="is_mouse_target_enabled" default="false">
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Configure, if either the [SubViewportContainer] or alternatively the [Control] nodes of its [SubViewport] children should be available as targets of mouse-related functionalities, like identifying the drop target in drag-and-drop operations or cursor shape of hovered [Control] node.
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If [code]false[/code], the [Control] nodes inside its [SubViewport] children are considered as targets.
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If [code]true[/code], the [SubViewportContainer] itself will be considered as a target.
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</member>
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<member name="stretch" type="bool" setter="set_stretch" getter="is_stretch_enabled" default="false">
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If [code]true[/code], the sub-viewport will be automatically resized to the control's size.
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[b]Note:[/b] If [code]true[/code], this will prohibit changing [member SubViewport.size] of its children manually.
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