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.
This commit is contained in:
Rémi Verschelde
2021-07-30 15:28:05 +02:00
parent a1c19b9a1e
commit 7adf4cc9b5
408 changed files with 14025 additions and 28050 deletions

View File

@@ -11,81 +11,64 @@
</tutorials>
<methods>
<method name="_draw_editor_gizmo" qualifiers="virtual">
<return type="void">
</return>
<return type="void" />
<description>
Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos.
[b]Note:[/b] You will need to use the Skeleton2D from [method SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the [SkeletonModification2D] resource cannot draw on its own.
</description>
</method>
<method name="_execute" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="delta" type="float">
</argument>
<return type="void" />
<argument index="0" name="delta" type="float" />
<description>
Executes the given modification. This is where the modification performs whatever function it is designed to do.
</description>
</method>
<method name="_setup_modification" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="modification_stack" type="SkeletonModificationStack2D">
</argument>
<return type="void" />
<argument index="0" name="modification_stack" type="SkeletonModificationStack2D" />
<description>
Called when the modification is setup. This is where the modification performs initialization.
</description>
</method>
<method name="clamp_angle">
<return type="float">
</return>
<argument index="0" name="angle" type="float">
</argument>
<argument index="1" name="min" type="float">
</argument>
<argument index="2" name="max" type="float">
</argument>
<argument index="3" name="invert" type="bool">
</argument>
<return type="float" />
<argument index="0" name="angle" type="float" />
<argument index="1" name="min" type="float" />
<argument index="2" name="max" type="float" />
<argument index="3" name="invert" type="bool" />
<description>
Takes a angle and clamps it so it is within the passed-in [code]min[/code] and [code]max[/code] range. [code]invert[/code] will inversely clamp the angle, clamping it to the range outside of the given bounds.
</description>
</method>
<method name="get_editor_draw_gizmo" qualifiers="const">
<return type="bool">
</return>
<return type="bool" />
<description>
Returns whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos.
</description>
</method>
<method name="get_is_setup" qualifiers="const">
<return type="bool">
</return>
<return type="bool" />
<description>
Returns whether this modification has been successfully setup or not.
</description>
</method>
<method name="get_modification_stack">
<return type="SkeletonModificationStack2D">
</return>
<return type="SkeletonModificationStack2D" />
<description>
Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on.
</description>
</method>
<method name="set_editor_draw_gizmo">
<return type="void">
</return>
<argument index="0" name="draw_gizmo" type="bool">
</argument>
<return type="void" />
<argument index="0" name="draw_gizmo" type="bool" />
<description>
Sets whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos.
</description>
</method>
<method name="set_is_setup">
<return type="void">
</return>
<argument index="0" name="is_setup" type="bool">
</argument>
<return type="void" />
<argument index="0" name="is_setup" type="bool" />
<description>
Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack2D] the modification is bound to should handle setting the modification up.
</description>