Fix more miscellaneous oddities around the class reference

This commit is contained in:
Micky
2024-11-09 20:45:26 +01:00
parent caff0ff591
commit eaebb3f864
21 changed files with 33 additions and 33 deletions

View File

@@ -168,7 +168,7 @@
The returned node must be of type [Control] or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When [code]null[/code] or a non-Control node is returned, the default tooltip will be used instead.
The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member tooltip_text] for an example).
[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member custom_minimum_size] to some non-zero value.
[b]Note:[/b] The node (and any relevant children) should be [member CanvasItem.visible] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
[b]Note:[/b] The node (and any relevant children) should have their [member CanvasItem.visible] set to [code]true[/code] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
[b]Example:[/b] Use a constructed node as a tooltip:
[codeblocks]
[gdscript]
@@ -559,7 +559,7 @@
<method name="grab_click_focus">
<return type="void" />
<description>
Creates an [InputEventMouseButton] that attempts to click the control. If the event is received, the control acquires focus.
Creates an [InputEventMouseButton] that attempts to click the control. If the event is received, the control gains focus.
[codeblocks]
[gdscript]
func _process(delta):