feat: updated engine version to 4.4-rc1
This commit is contained in:
parent
ee00efde1f
commit
21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions
|
|
@ -6,13 +6,14 @@
|
|||
<description>
|
||||
Base class for all UI-related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and offsets relative to the anchor. The offsets update automatically when the node, any of its parents, or the screen size change.
|
||||
For more information on Godot's UI system, anchors, offsets, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [Control] and [Container] nodes.
|
||||
[b]Note:[/b] Since both [Node2D] and [Control] inherit from [CanvasItem], they share several concepts from the class such as the [member CanvasItem.z_index] and [member CanvasItem.visible] properties.
|
||||
[b]User Interface nodes and input[/b]
|
||||
Godot propagates input events via viewports. Each [Viewport] is responsible for propagating [InputEvent]s to their child nodes. As the [member SceneTree.root] is a [Window], this already happens automatically for all UI elements in your game.
|
||||
Input events are propagated through the [SceneTree] from the root node to all child nodes by calling [method Node._input]. For UI elements specifically, it makes more sense to override the virtual method [method _gui_input], which filters out unrelated input events, such as by checking z-order, [member mouse_filter], focus, or if the event was inside of the control's bounding box.
|
||||
Call [method accept_event] so no other node receives the event. Once you accept an input, it becomes handled so [method Node._unhandled_input] will not process it.
|
||||
Only one [Control] node can be in focus. Only the node in focus will receive events. To get the focus, call [method grab_focus]. [Control] nodes lose focus when another node grabs it, or if you hide the node in focus.
|
||||
Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a [Control] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
|
||||
[Theme] resources change the Control's appearance. If you change the [Theme] on a [Control] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_theme_*_override[/code] methods, like [method add_theme_font_override]. You can override the theme with the Inspector.
|
||||
[Theme] resources change the control's appearance. The [member theme] of a [Control] node affects all of its direct and indirect children (as long as a chain of controls is uninterrupted). To override some of the theme items, call one of the [code]add_theme_*_override[/code] methods, like [method add_theme_font_override]. You can also override theme items in the Inspector.
|
||||
[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class.
|
||||
</description>
|
||||
<tutorials>
|
||||
|
|
@ -65,7 +66,7 @@
|
|||
[csharp]
|
||||
public override bool _CanDropData(Vector2 atPosition, Variant data)
|
||||
{
|
||||
return data.VariantType == Variant.Type.Dictionary && dict.AsGodotDictionary().ContainsKey("color");
|
||||
return data.VariantType == Variant.Type.Dictionary && data.AsGodotDictionary().ContainsKey("color");
|
||||
}
|
||||
|
||||
public override void _DropData(Vector2 atPosition, Variant data)
|
||||
|
|
@ -113,15 +114,15 @@
|
|||
<param index="0" name="at_position" type="Vector2" />
|
||||
<description>
|
||||
Virtual method to be implemented by the user. Returns the tooltip text for the position [param at_position] in control's local coordinates, which will typically appear when the cursor is resting over this control. See [method get_tooltip].
|
||||
[b]Note:[/b] If this method returns an empty [String], no tooltip is displayed.
|
||||
[b]Note:[/b] If this method returns an empty [String] and [method _make_custom_tooltip] is not overridden, no tooltip is displayed.
|
||||
</description>
|
||||
</method>
|
||||
<method name="_gui_input" qualifiers="virtual">
|
||||
<return type="void" />
|
||||
<param index="0" name="event" type="InputEvent" />
|
||||
<description>
|
||||
Virtual method to be implemented by the user. Use this method to process and accept inputs on UI elements. See [method accept_event].
|
||||
[b]Example usage for clicking a control:[/b]
|
||||
Virtual method to be implemented by the user. Override this method to handle and accept inputs on UI elements. See also [method accept_event].
|
||||
[b]Example:[/b] Click on the control to print a message:
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
func _gui_input(event):
|
||||
|
|
@ -142,13 +143,13 @@
|
|||
}
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
The event won't trigger if:
|
||||
* clicking outside the control (see [method _has_point]);
|
||||
* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];
|
||||
* control is obstructed by another [Control] on top of it, which doesn't have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];
|
||||
* control's parent has [member mouse_filter] set to [constant MOUSE_FILTER_STOP] or has accepted the event;
|
||||
* it happens outside the parent's rectangle and the parent has either [member clip_contents] enabled.
|
||||
[b]Note:[/b] Event position is relative to the control origin.
|
||||
If the [param event] inherits [InputEventMouse], this method will [b]not[/b] be called when:
|
||||
- the control's [member mouse_filter] is set to [constant MOUSE_FILTER_IGNORE];
|
||||
- the control is obstructed by another control on top, that doesn't have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];
|
||||
- the control's parent has [member mouse_filter] set to [constant MOUSE_FILTER_STOP] or has accepted the event;
|
||||
- the control's parent has [member clip_contents] enabled and the [param event]'s position is outside the parent's rectangle;
|
||||
- the [param event]'s position is outside the control (see [method _has_point]).
|
||||
[b]Note:[/b] The [param event]'s position is relative to this control's origin.
|
||||
</description>
|
||||
</method>
|
||||
<method name="_has_point" qualifiers="virtual const">
|
||||
|
|
@ -164,12 +165,13 @@
|
|||
<return type="Object" />
|
||||
<param index="0" name="for_text" type="String" />
|
||||
<description>
|
||||
Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. The [param for_text] includes the contents of the [member tooltip_text] property.
|
||||
Virtual method to be implemented by the user. Returns a [Control] node that should be used as a tooltip instead of the default one. [param for_text] is the return value of [method get_tooltip].
|
||||
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]Example of usage with a custom-constructed node:[/b]
|
||||
[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]Note:[/b] If overridden, this method is called even if [method get_tooltip] returns an empty string. When this happens with the default tooltip, it is not displayed. To copy this behavior, return [code]null[/code] in this method when [param for_text] is empty.
|
||||
[b]Example:[/b] Use a constructed node as a tooltip:
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
func _make_custom_tooltip(for_text):
|
||||
|
|
@ -186,7 +188,7 @@
|
|||
}
|
||||
[/csharp]
|
||||
[/codeblocks]
|
||||
[b]Example of usage with a custom scene instance:[/b]
|
||||
[b]Example:[/b] Usa a scene instance as a tooltip:
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
func _make_custom_tooltip(for_text):
|
||||
|
|
@ -228,7 +230,7 @@
|
|||
<description>
|
||||
Creates a local override for a theme [Color] with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_color_override].
|
||||
See also [method get_theme_color].
|
||||
[b]Example of overriding a label's color and resetting it later:[/b]
|
||||
[b]Example:[/b] Override a [Label]'s color and reset it later:
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
# Given the child Label node "MyLabel", override its font color with a custom value.
|
||||
|
|
@ -292,10 +294,10 @@
|
|||
<description>
|
||||
Creates a local override for a theme [StyleBox] with the specified [param name]. Local overrides always take precedence when fetching theme items for the control. An override can be removed with [method remove_theme_stylebox_override].
|
||||
See also [method get_theme_stylebox].
|
||||
[b]Example of modifying a property in a StyleBox by duplicating it:[/b]
|
||||
[b]Example:[/b] Modify a property in a [StyleBox] by duplicating it:
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
# The snippet below assumes the child node MyButton has a StyleBoxFlat assigned.
|
||||
# The snippet below assumes the child node "MyButton" has a StyleBoxFlat assigned.
|
||||
# Resources are shared across instances, so we need to duplicate it
|
||||
# to avoid modifying the appearance of all other buttons.
|
||||
var new_stylebox_normal = $MyButton.get_theme_stylebox("normal").duplicate()
|
||||
|
|
@ -306,7 +308,7 @@
|
|||
$MyButton.remove_theme_stylebox_override("normal")
|
||||
[/gdscript]
|
||||
[csharp]
|
||||
// The snippet below assumes the child node MyButton has a StyleBoxFlat assigned.
|
||||
// The snippet below assumes the child node "MyButton" has a StyleBoxFlat assigned.
|
||||
// Resources are shared across instances, so we need to duplicate it
|
||||
// to avoid modifying the appearance of all other buttons.
|
||||
StyleBoxFlat newStyleboxNormal = GetNode<Button>("MyButton").GetThemeStylebox("normal").Duplicate() as StyleBoxFlat;
|
||||
|
|
@ -446,7 +448,7 @@
|
|||
<description>
|
||||
Returns the position of this [Control] in global screen coordinates (i.e. taking window position into account). Mostly useful for editor plugins.
|
||||
Equals to [member global_position] if the window is embedded (see [member Viewport.gui_embed_subwindows]).
|
||||
[b]Example usage for showing a popup:[/b]
|
||||
[b]Example:[/b] Show a popup at the mouse position:
|
||||
[codeblock]
|
||||
popup_menu.position = get_screen_position() + get_local_mouse_position()
|
||||
popup_menu.reset_size()
|
||||
|
|
@ -553,13 +555,13 @@
|
|||
<description>
|
||||
Returns the tooltip text for the position [param at_position] in control's local coordinates, which will typically appear when the cursor is resting over this control. By default, it returns [member tooltip_text].
|
||||
This method can be overridden to customize its behavior. See [method _get_tooltip].
|
||||
[b]Note:[/b] If this method returns an empty [String], no tooltip is displayed.
|
||||
[b]Note:[/b] If this method returns an empty [String] and [method _make_custom_tooltip] is not overridden, no tooltip is displayed.
|
||||
</description>
|
||||
</method>
|
||||
<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):
|
||||
|
|
@ -699,7 +701,7 @@
|
|||
<method name="is_layout_rtl" qualifiers="const">
|
||||
<return type="bool" />
|
||||
<description>
|
||||
Returns [code]true[/code] if layout is right-to-left.
|
||||
Returns [code]true[/code] if layout is right-to-left. See also [member layout_direction].
|
||||
</description>
|
||||
</method>
|
||||
<method name="release_focus">
|
||||
|
|
@ -809,9 +811,11 @@
|
|||
<param index="1" name="can_drop_func" type="Callable" />
|
||||
<param index="2" name="drop_func" type="Callable" />
|
||||
<description>
|
||||
Forwards the handling of this control's [method _get_drag_data], [method _can_drop_data] and [method _drop_data] virtual functions to delegate callables.
|
||||
For each argument, if not empty, the delegate callable is used, otherwise the local (virtual) function is used.
|
||||
The function format for each callable should be exactly the same as the virtual functions described above.
|
||||
Sets the given callables to be used instead of the control's own drag-and-drop virtual methods. If a callable is empty, its respective virtual method is used as normal.
|
||||
The arguments for each callable should be exactly the same as their respective virtual methods, which would be:
|
||||
- [param drag_func] corresponds to [method _get_drag_data] and requires a [Vector2];
|
||||
- [param can_drop_func] corresponds to [method _can_drop_data] and requires both a [Vector2] and a [Variant];
|
||||
- [param drop_func] corresponds to [method _drop_data] and requires both a [Vector2] and a [Variant].
|
||||
</description>
|
||||
</method>
|
||||
<method name="set_drag_preview">
|
||||
|
|
@ -979,7 +983,7 @@
|
|||
Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.
|
||||
</member>
|
||||
<member name="layout_direction" type="int" setter="set_layout_direction" getter="get_layout_direction" enum="Control.LayoutDirection" default="0">
|
||||
Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew).
|
||||
Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew). See also [method is_layout_rtl].
|
||||
</member>
|
||||
<member name="localize_numeral_system" type="bool" setter="set_localize_numeral_system" getter="is_localizing_numeral_system" default="true">
|
||||
If [code]true[/code], automatically converts code line numbers, list indices, [SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the numeral systems used in current locale.
|
||||
|
|
@ -993,8 +997,9 @@
|
|||
Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.
|
||||
</member>
|
||||
<member name="mouse_force_pass_scroll_events" type="bool" setter="set_force_pass_scroll_events" getter="is_force_pass_scroll_events" default="true">
|
||||
When enabled, scroll wheel events processed by [method _gui_input] will be passed to the parent control even if [member mouse_filter] is set to [constant MOUSE_FILTER_STOP]. As it defaults to true, this allows nested scrollable containers to work out of the box.
|
||||
When enabled, scroll wheel events processed by [method _gui_input] will be passed to the parent control even if [member mouse_filter] is set to [constant MOUSE_FILTER_STOP].
|
||||
You should disable it on the root of your UI if you do not want scroll events to go to the [method Node._unhandled_input] processing.
|
||||
[b]Note:[/b] Because this property defaults to [code]true[/code], this allows nested scrollable containers to work out of the box.
|
||||
</member>
|
||||
<member name="offset_bottom" type="float" setter="set_offset" getter="get_offset" default="0.0">
|
||||
Distance between the node's bottom edge and its parent control, based on [member anchor_bottom].
|
||||
|
|
@ -1057,8 +1062,13 @@
|
|||
[b]Note:[/b] To look up [Control]'s own items use various [code]get_theme_*[/code] methods without specifying [code]theme_type[/code].
|
||||
[b]Note:[/b] Theme items are looked for in the tree order, from branch to root, where each [Control] node is checked for its [member theme] property. The earliest match against any type/class name is returned. The project-level Theme and the default Theme are checked last.
|
||||
</member>
|
||||
<member name="tooltip_auto_translate_mode" type="int" setter="set_tooltip_auto_translate_mode" getter="get_tooltip_auto_translate_mode" enum="Node.AutoTranslateMode" default="0">
|
||||
Defines if tooltip text should automatically change to its translated version depending on the current locale. Uses the same auto translate mode as this control when set to [constant Node.AUTO_TRANSLATE_MODE_INHERIT].
|
||||
[b]Note:[/b] Tooltips customized using [method _make_custom_tooltip] do not use this auto translate mode automatically.
|
||||
</member>
|
||||
<member name="tooltip_text" type="String" setter="set_tooltip_text" getter="get_tooltip_text" default="""">
|
||||
The default tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. The time required for the tooltip to appear can be changed with the [member ProjectSettings.gui/timers/tooltip_delay_sec] option. See also [method get_tooltip].
|
||||
The default tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the [member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. The time required for the tooltip to appear can be changed with the [member ProjectSettings.gui/timers/tooltip_delay_sec] setting.
|
||||
This string is the default return value of [method get_tooltip]. Override [method _get_tooltip] to generate tooltip text dynamically. Override [method _make_custom_tooltip] to customize the tooltip interface and behavior.
|
||||
The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding [method _make_custom_tooltip]. The default tooltip includes a [PopupPanel] and [Label] whose theme properties can be customized using [Theme] methods with the [code]"TooltipPanel"[/code] and [code]"TooltipLabel"[/code] respectively. For example:
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
|
|
@ -1200,7 +1210,7 @@
|
|||
[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web platforms when [member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] is enabled.
|
||||
</constant>
|
||||
<constant name="NOTIFICATION_LAYOUT_DIRECTION_CHANGED" value="49">
|
||||
Sent when control layout direction is changed.
|
||||
Sent when the control layout direction is changed from LTR or RTL or vice versa. This notification is propagated to child Control nodes as result of a change to [member layout_direction].
|
||||
</constant>
|
||||
<constant name="CURSOR_ARROW" value="0" enum="CursorShape">
|
||||
Show the system's arrow mouse cursor when the user hovers the node. Use with [member mouse_default_cursor_shape].
|
||||
|
|
@ -1333,13 +1343,14 @@
|
|||
Tells the parent [Container] to align the node with its end, either the bottom or the right edge. It is mutually exclusive with [constant SIZE_FILL] and other shrink size flags, but can be used with [constant SIZE_EXPAND] in some containers. Use with [member size_flags_horizontal] and [member size_flags_vertical].
|
||||
</constant>
|
||||
<constant name="MOUSE_FILTER_STOP" value="0" enum="MouseFilter">
|
||||
The control will receive mouse movement input events and mouse button input events if clicked on through [method _gui_input]. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. These events are automatically marked as handled, and they will not propagate further to other controls. This also results in blocking signals in other controls.
|
||||
The control will receive mouse movement input events and mouse button input events if clicked on through [method _gui_input]. The control will also receive the [signal mouse_entered] and [signal mouse_exited] signals. These events are automatically marked as handled, and they will not propagate further to other controls. This also results in blocking signals in other controls.
|
||||
</constant>
|
||||
<constant name="MOUSE_FILTER_PASS" value="1" enum="MouseFilter">
|
||||
The control will receive mouse movement input events and mouse button input events if clicked on through [method _gui_input]. And the control will receive the [signal mouse_entered] and [signal mouse_exited] signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. If no control handled it, the event will be passed to [method Node._shortcut_input] for further processing.
|
||||
The control will receive mouse movement input events and mouse button input events if clicked on through [method _gui_input]. The control will also receive the [signal mouse_entered] and [signal mouse_exited] signals.
|
||||
If this control does not handle the event, the event will propagate up to its parent control if it has one. The event is bubbled up the node hierarchy until it reaches a non-[CanvasItem], a control with [constant MOUSE_FILTER_STOP], or a [CanvasItem] with [member CanvasItem.top_level] enabled. This will allow signals to fire in all controls it reaches. If no control handled it, the event will be passed to [method Node._shortcut_input] for further processing.
|
||||
</constant>
|
||||
<constant name="MOUSE_FILTER_IGNORE" value="2" enum="MouseFilter">
|
||||
The control will not receive mouse movement input events and mouse button input events if clicked on through [method _gui_input]. The control will also not receive the [signal mouse_entered] nor [signal mouse_exited] signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically.
|
||||
The control will not receive any mouse movement input events nor mouse button input events through [method _gui_input]. The control will also not receive the [signal mouse_entered] nor [signal mouse_exited] signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically. If a child has [constant MOUSE_FILTER_PASS] and an event was passed to this control, the event will further propagate up to the control's parent.
|
||||
[b]Note:[/b] If the control has received [signal mouse_entered] but not [signal mouse_exited], changing the [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] will cause [signal mouse_exited] to be emitted.
|
||||
</constant>
|
||||
<constant name="GROW_DIRECTION_BEGIN" value="0" enum="GrowDirection">
|
||||
|
|
@ -1360,8 +1371,8 @@
|
|||
<constant name="LAYOUT_DIRECTION_INHERITED" value="0" enum="LayoutDirection">
|
||||
Automatic layout direction, determined from the parent control layout direction.
|
||||
</constant>
|
||||
<constant name="LAYOUT_DIRECTION_LOCALE" value="1" enum="LayoutDirection">
|
||||
Automatic layout direction, determined from the current locale.
|
||||
<constant name="LAYOUT_DIRECTION_APPLICATION_LOCALE" value="1" enum="LayoutDirection">
|
||||
Automatic layout direction, determined from the current locale. Right-to-left layout direction is automatically used for languages that require it such as Arabic and Hebrew, but only if a valid translation file is loaded for the given language (unless said language is configured as a fallback in [member ProjectSettings.internationalization/locale/fallback]). For all other languages (or if no valid translation file is found by Godot), left-to-right layout direction is used. If using [TextServerFallback] ([member ProjectSettings.internationalization/rendering/text_driver]), left-to-right layout direction is always used regardless of the language. Right-to-left layout direction can also be forced using [member ProjectSettings.internationalization/rendering/force_right_to_left_layout_direction].
|
||||
</constant>
|
||||
<constant name="LAYOUT_DIRECTION_LTR" value="2" enum="LayoutDirection">
|
||||
Left-to-right layout direction.
|
||||
|
|
@ -1369,6 +1380,14 @@
|
|||
<constant name="LAYOUT_DIRECTION_RTL" value="3" enum="LayoutDirection">
|
||||
Right-to-left layout direction.
|
||||
</constant>
|
||||
<constant name="LAYOUT_DIRECTION_SYSTEM_LOCALE" value="4" enum="LayoutDirection">
|
||||
Automatic layout direction, determined from the system locale. Right-to-left layout direction is automatically used for languages that require it such as Arabic and Hebrew, but only if a valid translation file is loaded for the given language.. For all other languages (or if no valid translation file is found by Godot), left-to-right layout direction is used. If using [TextServerFallback] ([member ProjectSettings.internationalization/rendering/text_driver]), left-to-right layout direction is always used regardless of the language.
|
||||
</constant>
|
||||
<constant name="LAYOUT_DIRECTION_MAX" value="5" enum="LayoutDirection">
|
||||
Represents the size of the [enum LayoutDirection] enum.
|
||||
</constant>
|
||||
<constant name="LAYOUT_DIRECTION_LOCALE" value="1" enum="LayoutDirection" deprecated="Use [constant LAYOUT_DIRECTION_APPLICATION_LOCALE] instead.">
|
||||
</constant>
|
||||
<constant name="TEXT_DIRECTION_INHERITED" value="3" enum="TextDirection">
|
||||
Text writing direction is the same as layout direction.
|
||||
</constant>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue