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doc: Use self-closing tags for return and argument
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5)
This commit is contained in:
@@ -44,125 +44,99 @@
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</tutorials>
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<methods>
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<method name="_drop_files" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="files" type="PoolStringArray">
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</argument>
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<argument index="1" name="from_screen" type="int">
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</argument>
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<return type="void" />
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<argument index="0" name="files" type="PoolStringArray" />
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<argument index="1" name="from_screen" type="int" />
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<description>
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Called when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated.
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</description>
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</method>
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<method name="_finalize" qualifiers="virtual">
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<return type="void">
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</return>
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<return type="void" />
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<description>
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Called before the program exits.
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</description>
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</method>
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<method name="_global_menu_action" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="id" type="Variant">
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</argument>
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<argument index="1" name="meta" type="Variant">
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</argument>
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<return type="void" />
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<argument index="0" name="id" type="Variant" />
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<argument index="1" name="meta" type="Variant" />
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<description>
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Called when the user performs an action in the system global menu (e.g. the Mac OS menu bar).
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</description>
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</method>
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<method name="_idle" qualifiers="virtual">
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<return type="bool">
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</return>
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<argument index="0" name="delta" type="float">
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</argument>
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<return type="bool" />
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<argument index="0" name="delta" type="float" />
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<description>
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Called each idle frame with the time since the last idle frame as argument (in seconds). Equivalent to [method Node._process].
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If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
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</description>
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</method>
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<method name="_initialize" qualifiers="virtual">
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<return type="void">
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</return>
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<return type="void" />
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<description>
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Called once during initialization.
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</description>
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</method>
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<method name="_input_event" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="event" type="InputEvent">
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</argument>
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<return type="void" />
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<argument index="0" name="event" type="InputEvent" />
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<description>
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Called whenever an [InputEvent] is received by the main loop.
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</description>
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</method>
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<method name="_input_text" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="text" type="String">
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</argument>
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<return type="void" />
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<argument index="0" name="text" type="String" />
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<description>
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Deprecated callback, does not do anything. Use [method _input_event] to parse text input. Will be removed in Godot 4.0.
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</description>
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</method>
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<method name="_iteration" qualifiers="virtual">
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<return type="bool">
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</return>
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<argument index="0" name="delta" type="float">
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</argument>
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<return type="bool" />
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<argument index="0" name="delta" type="float" />
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<description>
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Called each physics frame with the time since the last physics frame as argument ([code]delta[/code], in seconds). Equivalent to [method Node._physics_process].
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If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
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</description>
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</method>
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<method name="finish">
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<return type="void">
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</return>
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<return type="void" />
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<description>
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Should not be called manually, override [method _finalize] instead. Will be removed in Godot 4.0.
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</description>
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</method>
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<method name="idle">
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<return type="bool">
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</return>
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<argument index="0" name="delta" type="float">
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</argument>
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<return type="bool" />
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<argument index="0" name="delta" type="float" />
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<description>
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Should not be called manually, override [method _idle] instead. Will be removed in Godot 4.0.
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</description>
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</method>
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<method name="init">
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<return type="void">
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</return>
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<return type="void" />
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<description>
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Should not be called manually, override [method _initialize] instead. Will be removed in Godot 4.0.
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</description>
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</method>
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<method name="input_event">
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<return type="void">
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</return>
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<argument index="0" name="event" type="InputEvent">
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</argument>
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<return type="void" />
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<argument index="0" name="event" type="InputEvent" />
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<description>
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Should not be called manually, override [method _input_event] instead. Will be removed in Godot 4.0.
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</description>
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</method>
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<method name="input_text">
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<return type="void">
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</return>
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<argument index="0" name="text" type="String">
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</argument>
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<return type="void" />
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<argument index="0" name="text" type="String" />
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<description>
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Should not be called manually, override [method _input_text] instead. Will be removed in Godot 4.0.
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</description>
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</method>
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<method name="iteration">
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<return type="bool">
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</return>
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<argument index="0" name="delta" type="float">
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</argument>
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<return type="bool" />
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<argument index="0" name="delta" type="float" />
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<description>
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Should not be called manually, override [method _iteration] instead. Will be removed in Godot 4.0.
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</description>
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@@ -170,10 +144,8 @@
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</methods>
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<signals>
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<signal name="on_request_permissions_result">
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<argument index="0" name="permission" type="String">
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</argument>
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<argument index="1" name="granted" type="bool">
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</argument>
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<argument index="0" name="permission" type="String" />
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<argument index="1" name="granted" type="bool" />
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<description>
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Emitted when a user responds to a permission request.
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</description>
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