feat: modules moved and engine moved to submodule
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5136 changed files with 225275 additions and 64485 deletions
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@ -55,16 +55,16 @@
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<return type="void" />
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<param index="0" name="viewport_control" type="Control" />
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<description>
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Called by the engine when the 3D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays].
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Called by the engine when the 3D editor's viewport is updated. [param viewport_control] is an overlay on top of the viewport and it can be used for drawing. You can update the viewport manually by calling [method update_overlays].
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[codeblocks]
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[gdscript]
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func _forward_3d_draw_over_viewport(overlay):
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# Draw a circle at cursor position.
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# Draw a circle at the cursor's position.
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overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)
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func _forward_3d_gui_input(camera, event):
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if event is InputEventMouseMotion:
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# Redraw viewport when cursor is moved.
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# Redraw the viewport when the cursor is moved.
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update_overlays()
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return EditorPlugin.AFTER_GUI_INPUT_STOP
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return EditorPlugin.AFTER_GUI_INPUT_PASS
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@ -72,7 +72,7 @@
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[csharp]
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public override void _Forward3DDrawOverViewport(Control viewportControl)
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{
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// Draw a circle at cursor position.
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// Draw a circle at the cursor's position.
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viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
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}
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@ -80,7 +80,7 @@
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{
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if (@event is InputEventMouseMotion)
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{
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// Redraw viewport when cursor is moved.
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// Redraw the viewport when the cursor is moved.
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UpdateOverlays();
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return EditorPlugin.AfterGuiInput.Stop;
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}
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@ -139,16 +139,16 @@
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<return type="void" />
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<param index="0" name="viewport_control" type="Control" />
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<description>
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Called by the engine when the 2D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays].
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Called by the engine when the 2D editor's viewport is updated. [param viewport_control] is an overlay on top of the viewport and it can be used for drawing. You can update the viewport manually by calling [method update_overlays].
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[codeblocks]
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[gdscript]
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func _forward_canvas_draw_over_viewport(overlay):
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# Draw a circle at cursor position.
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# Draw a circle at the cursor's position.
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overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)
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func _forward_canvas_gui_input(event):
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if event is InputEventMouseMotion:
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# Redraw viewport when cursor is moved.
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# Redraw the viewport when the cursor is moved.
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update_overlays()
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return true
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return false
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@ -156,7 +156,7 @@
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[csharp]
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public override void _ForwardCanvasDrawOverViewport(Control viewportControl)
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{
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// Draw a circle at cursor position.
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// Draw a circle at the cursor's position.
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viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, Colors.White);
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}
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@ -164,7 +164,7 @@
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{
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if (@event is InputEventMouseMotion)
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{
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// Redraw viewport when cursor is moved.
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// Redraw the viewport when the cursor is moved.
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UpdateOverlays();
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return true;
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}
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@ -234,7 +234,7 @@
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<return type="Texture2D" />
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<description>
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Override this method in your plugin to return a [Texture2D] in order to give it an icon.
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For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
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For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", "Game", and "AssetLib" buttons.
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Ideally, the plugin icon should be white with a transparent background and 16×16 pixels in size.
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[codeblocks]
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[gdscript]
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@ -260,7 +260,7 @@
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<return type="String" />
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<description>
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Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor.
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For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
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For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", "Game", and "AssetLib" buttons.
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</description>
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</method>
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<method name="_get_state" qualifiers="virtual const">
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@ -329,7 +329,7 @@
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<method name="_has_main_screen" qualifiers="virtual const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and [b]AssetLib[/b]).
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Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b], [b]Game[/b], and [b]AssetLib[/b]).
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When the plugin's workspace is selected, other main screen plugins will be hidden, but your plugin will not appear automatically. It needs to be added as a child of [method EditorInterface.get_editor_main_screen] and made visible inside [method _make_visible].
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Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the plugin button's appearance.
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[codeblock]
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@ -439,7 +439,7 @@
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Adds the control to a specific dock slot (see [enum DockSlot] for options).
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If the dock is repositioned and as long as the plugin is active, the editor will save the dock position on further sessions.
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When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_docks] and free it with [method Node.queue_free].
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Optionally, you can specify a shortcut parameter. When pressed, this shortcut will toggle the dock's visibility once it's moved to the bottom panel (this shortcut does not affect the dock otherwise). See the default editor bottom panel shortcuts in the Editor Settings for inspiration. Per convention, they all use [kbd]Alt[/kbd] modifier.
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Optionally, you can specify a shortcut parameter. When pressed, this shortcut will open and focus the dock.
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</description>
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</method>
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<method name="add_custom_type">
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@ -784,7 +784,7 @@
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<signal name="main_screen_changed">
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<param index="0" name="screen_name" type="String" />
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<description>
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Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]AssetLib[/b]). Also works with custom screens defined by plugins.
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Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]Game[/b], [b]AssetLib[/b]). Also works with custom screens defined by plugins.
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</description>
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</signal>
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<signal name="project_settings_changed" deprecated="Use [signal ProjectSettings.settings_changed] instead.">
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