1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Clarify the input action that affects AcceptDialog.dialog_close_on_escape

It uses `ui_cancel` behind the scenes, which allows users to add/modify
which keys or gamepad buttons are taken into account for this.
This commit is contained in:
Hugo Locurcio
2025-05-08 01:42:26 +02:00
parent 6c9765d87e
commit 3168fd4c56

View File

@@ -62,7 +62,7 @@
Sets autowrapping for the text in the dialog.
</member>
<member name="dialog_close_on_escape" type="bool" setter="set_close_on_escape" getter="get_close_on_escape" default="true">
If [code]true[/code], the dialog will be hidden when the escape key ([constant KEY_ESCAPE]) is pressed.
If [code]true[/code], the dialog will be hidden when the [code]ui_cancel[/code] action is pressed (by default, this action is bound to [constant KEY_ESCAPE]).
</member>
<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" default="true">
If [code]true[/code], the dialog is hidden when the OK button is pressed. You can set it to [code]false[/code] if you want to do e.g. input validation when receiving the [signal confirmed] signal, and handle hiding the dialog in your own logic.