Fix miscellaneous oddities around the class reference (part 4)
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27b2ba667c
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17 changed files with 44 additions and 38 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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