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

more changes bleh

reduz
2014-02-23 17:30:02 -03:00
parent c95a269842
commit a44d47de6e
314 changed files with 889 additions and 575 deletions

@@ -1,4 +1,5 @@
# @GDScript
####**Category:** Core
### Brief Description
Built-in GDScript functions.

@@ -1,4 +1,5 @@
# @Global Scope
####**Category:** Core
### Brief Description
Global scope constants and variables.

@@ -1,4 +1,5 @@
# @MultiScript
####**Category:** Core
### Brief Description

@@ -1,4 +1,5 @@
# AABB
####**Category:** Built-In Types
### Brief Description
Axis-Aligned Bounding Box.
@@ -40,58 +41,58 @@ AABB provides an 3D Axis-Aligned Bounding Box. It consists of a
#### <a name="encloses">encloses</a>
* [bool](class_bool) **`encloses`** **(** [AABB](class_aabb) with **)**
Return true if this [[aabb|AABB]] completely encloses another
Return true if this [AABB](class_aabb) completely encloses another
one.
#### <a name="expand">expand</a>
* [AABB](class_aabb) **`expand`** **(** [Vector3](class_vector3) to_point **)**
Return this [[aabb|AABB]] expanded to include a given
Return this [AABB](class_aabb) expanded to include a given
point.
#### <a name="get_area">get_area</a>
* [real](class_real) **`get_area`** **(** **)**
Get the area inside the [[aabb|AABB]]
Get the area inside the [AABB](class_aabb)
#### <a name="get_endpoint">get_endpoint</a>
* [Vector3](class_vector3) **`get_endpoint`** **(** [int](class_int) idx **)**
Get the position of the 8 endpoints of the [[aabb|AABB]] in space.
Get the position of the 8 endpoints of the [AABB](class_aabb) in space.
#### <a name="get_longest_axis">get_longest_axis</a>
* [Vector3](class_vector3) **`get_longest_axis`** **(** **)**
Return the normalized longest axis of the [[aabb|AABB]]
Return the normalized longest axis of the [AABB](class_aabb)
#### <a name="get_longest_axis_index">get_longest_axis_index</a>
* [int](class_int) **`get_longest_axis_index`** **(** **)**
Return the index of the longest axis of the [[aabb|AABB]]
(according to [[vector3|Vector3]]::AXIS* enum).
Return the index of the longest axis of the [AABB](class_aabb)
(according to [Vector3](class_vector3)::AXIS* enum).
#### <a name="get_longest_axis_size">get_longest_axis_size</a>
* [real](class_real) **`get_longest_axis_size`** **(** **)**
Return the scalar length of the longest axis of the
[[aabb|AABB]].
[AABB](class_aabb).
#### <a name="get_shortest_axis">get_shortest_axis</a>
* [Vector3](class_vector3) **`get_shortest_axis`** **(** **)**
Return the normalized shortest axis of the [[aabb|AABB]]
Return the normalized shortest axis of the [AABB](class_aabb)
#### <a name="get_shortest_axis_index">get_shortest_axis_index</a>
* [int](class_int) **`get_shortest_axis_index`** **(** **)**
Return the index of the shortest axis of the [[aabb|AABB]]
(according to [[vector3|Vector3]]::AXIS* enum).
Return the index of the shortest axis of the [AABB](class_aabb)
(according to [Vector3](class_vector3)::AXIS* enum).
#### <a name="get_shortest_axis_size">get_shortest_axis_size</a>
* [real](class_real) **`get_shortest_axis_size`** **(** **)**
Return the scalar length of the shortest axis of the
[[aabb|AABB]].
[AABB](class_aabb).
#### <a name="get_support">get_support</a>
* [Vector3](class_vector3) **`get_support`** **(** [Vector3](class_vector3) dir **)**
@@ -108,28 +109,28 @@ Return a copy of the AABB grown a given a mount of
#### <a name="has_no_area">has_no_area</a>
* [bool](class_bool) **`has_no_area`** **(** **)**
Return true if the [[aabb|AABB]] is flat or empty.
Return true if the [AABB](class_aabb) is flat or empty.
#### <a name="has_no_surface">has_no_surface</a>
* [bool](class_bool) **`has_no_surface`** **(** **)**
Return true if the [[aabb|AABB]] is empty.
Return true if the [AABB](class_aabb) is empty.
#### <a name="has_point">has_point</a>
* [bool](class_bool) **`has_point`** **(** [Vector3](class_vector3) point **)**
Return true if the [[aabb|AABB]] contains a point.
Return true if the [AABB](class_aabb) contains a point.
#### <a name="intersection">intersection</a>
* [AABB](class_aabb) **`intersection`** **(** [AABB](class_aabb) with **)**
Return the intersection between two [[aabb|AABB]]s. An
Return the intersection between two [AABB](class_aabb)s. An
empty AABB (size 0,0,0) is returned on failure.
#### <a name="intersects">intersects</a>
* [bool](class_bool) **`intersects`** **(** [AABB](class_aabb) with **)**
Return true if the [[aabb|AABB]] overlaps with another.
Return true if the [AABB](class_aabb) overlaps with another.
#### <a name="intersects_plane">intersects_plane</a>
* [bool](class_bool) **`intersects_plane`** **(** [Plane](class_plane) plane **)**
@@ -139,7 +140,7 @@ Return true if the AABB is at both sides of a plane.
#### <a name="merge">merge</a>
* [AABB](class_aabb) **`merge`** **(** [AABB](class_aabb) with **)**
Combine this [[aabb|AABB]] with another one, a larger one
Combine this [AABB](class_aabb) with another one, a larger one
is returned that contains both.
#### <a name="AABB">AABB</a>

@@ -1,5 +1,6 @@
# AcceptDialog
#####**Inherits:** [WindowDialog](class_windowdialog)
####**Inherits:** [WindowDialog](class_windowdialog)
####**Category:** Core
### Brief Description
Base dialog for user notification.
@@ -50,7 +51,7 @@ Return true if the dialog will be hidden when
#### <a name="register_text_enter">register_text_enter</a>
* void **`register_text_enter`** **(** [Object](class_object) line_edit **)**
Register a [[lineedit|LineEdit]] in the dialog. When the enter
Register a [LineEdit](class_lineedit) in the dialog. When the enter
key is pressed, the dialog will be accepted.
#### <a name="set_text">set_text</a>

@@ -1,5 +1,6 @@
# AnimatedSprite
#####**Inherits:** [Node2D](class_node2d)
####**Inherits:** [Node2D](class_node2d)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# Animation
#####**Inherits:** [Resource](class_resource)
####**Inherits:** [Resource](class_resource)
####**Category:** Core
### Brief Description
Contains data used to animate everything in the engine.
@@ -51,8 +52,8 @@ Contains data used to animate everything in the engine.
* **INTERPOLATION_CUBIC** = **2** - Cubic interpolation.
### Description
An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track. \\
Animations are just data containers, and must be added to odes such as an [[animationplayer|AnimationPlayer]] or [[animationtreeplayer|AnimationTreePlayer]] to be played back.
An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track.
Animations are just data containers, and must be added to odes such as an [AnimationPlayer](class_animationplayer) or [AnimationTreePlayer](class_animationtreeplayer) to be played back.
### Member Function Description
@@ -79,7 +80,7 @@ Get the type of a track.
#### <a name="track_get_path">track_get_path</a>
* [NodePath](class_nodepath) **`track_get_path`** **(** [int](class_int) idx **)** const
Get the path of a track. for more information on the path format, see [[#track_set_path|track_set_path]]
Get the path of a track. for more information on the path format, see [`track_set_path`](#track_set_path)
#### <a name="track_set_path">track_set_path</a>
* void **`track_set_path`** **(** [int](class_int) idx, [NodePath](class_nodepath) path **)**
@@ -166,7 +167,7 @@ Return the interpolation type of a given track, from the INTERPOLATION_* enum.
#### <a name="transform_track_interpolate">transform_track_interpolate</a>
* [Array](class_array) **`transform_track_interpolate`** **(** [int](class_int) idx, [real](class_real) time_sec **)** const
Return the interpolated value of a transform track at a given time (in seconds). An array consisting of 3 elements: position ([[vector3|Vector3]]), rotation ([[quat|Quat]]) and scale ([[vector3|Vector3]]).
Return the interpolated value of a transform track at a given time (in seconds). An array consisting of 3 elements: position ([Vector3](class_vector3)), rotation ([Quat](class_quat)) and scale ([Vector3](class_vector3)).
#### <a name="value_track_set_continuous">value_track_set_continuous</a>
* void **`value_track_set_continuous`** **(** [int](class_int) idx, [bool](class_bool) continuous **)**

@@ -1,5 +1,6 @@
# AnimationPlayer
#####**Inherits:** [Node](class_node)
####**Inherits:** [Node](class_node)
####**Category:** Core
### Brief Description
Container and player of [Animaton] resources.
@@ -49,7 +50,7 @@ Container and player of [Animaton] resources.
* **ANIMATION_PROCESS_IDLE** = **1**
### Description
An animation player is used for general purpose playback of [[animation|Animation]] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in diferent channels.
An animation player is used for general purpose playback of [Animation](class_animation) resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in diferent channels.
### Member Function Description
@@ -71,12 +72,12 @@ Rename an existing animation.
#### <a name="has_animation">has_animation</a>
* [bool](class_bool) **`has_animation`** **(** [String](class_string) name **)** const
Request wether an [[animation|Animation]] name exist within the player.
Request wether an [Animation](class_animation) name exist within the player.
#### <a name="get_animation">get_animation</a>
* [Animation](class_animation) **`get_animation`** **(** [String](class_string) name **)** const
Get an [[animation|Animation]] resource by requesting a name.
Get an [Animation](class_animation) resource by requesting a name.
#### <a name="get_animation_list">get_animation_list</a>
* [StringArray](class_stringarray) **`get_animation_list`** **(** **)** const
@@ -141,12 +142,12 @@ Return true if the player is active.
#### <a name="set_speed">set_speed</a>
* void **`set_speed`** **(** [real](class_real) speed **)**
Set a speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is //1// (no scaling).
Set a speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is _1_ (no scaling).
#### <a name="get_speed">get_speed</a>
* [real](class_real) **`get_speed`** **(** **)** const
Get the speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is //1// (no scaling).
Get the speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is _1_ (no scaling).
#### <a name="set_autoplay">set_autoplay</a>
* void **`set_autoplay`** **(** [String](class_string) name **)**
@@ -186,4 +187,4 @@ Set the mode in which the animation player processes. By default, it processes o
#### <a name="get_animation_process_mode">get_animation_process_mode</a>
* [int](class_int) **`get_animation_process_mode`** **(** **)** const
Return the mode in which the animation player processes. See [[#set_animation_process_mode|set_animation_process_mode]].
Return the mode in which the animation player processes. See [`set_animation_process_mode`](#set_animation_process_mode).

@@ -1,5 +1,6 @@
# AnimationTreePlayer
#####**Inherits:** [Node](class_node)
####**Inherits:** [Node](class_node)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# Area
#####**Inherits:** [CollisionObject](class_collisionobject)
####**Inherits:** [CollisionObject](class_collisionobject)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# Area2D
#####**Inherits:** [CollisionObject2D](class_collisionobject2d)
####**Inherits:** [CollisionObject2D](class_collisionobject2d)
####**Category:** Core
### Brief Description
General purpose area detection and influence for 2D Phisics.

@@ -1,4 +1,5 @@
# Array
####**Category:** Built-In Types
### Brief Description
Generic array datatype.
@@ -74,34 +75,34 @@ Return the amount of elements in the array.
#### <a name="Array">Array</a>
* void **`Array`** **(** [RawArray](class_rawarray) from **)**
Construct an array from a [[rawarray|RawArray]].
Construct an array from a [RawArray](class_rawarray).
#### <a name="Array">Array</a>
* void **`Array`** **(** [IntArray](class_intarray) from **)**
Construct an array from a [[rawarray|RawArray]].
Construct an array from a [RawArray](class_rawarray).
#### <a name="Array">Array</a>
* void **`Array`** **(** [RealArray](class_realarray) from **)**
Construct an array from a [[rawarray|RawArray]].
Construct an array from a [RawArray](class_rawarray).
#### <a name="Array">Array</a>
* void **`Array`** **(** [StringArray](class_stringarray) from **)**
Construct an array from a [[rawarray|RawArray]].
Construct an array from a [RawArray](class_rawarray).
#### <a name="Array">Array</a>
* void **`Array`** **(** [Vector2Array](class_vector2array) from **)**
Construct an array from a [[rawarray|RawArray]].
Construct an array from a [RawArray](class_rawarray).
#### <a name="Array">Array</a>
* void **`Array`** **(** [Vector3Array](class_vector3array) from **)**
Construct an array from a [[rawarray|RawArray]].
Construct an array from a [RawArray](class_rawarray).
#### <a name="Array">Array</a>
* void **`Array`** **(** [ColorArray](class_colorarray) from **)**
Construct an array from a [[rawarray|RawArray]].
Construct an array from a [RawArray](class_rawarray).

@@ -1,5 +1,6 @@
# AtlasTexture
#####**Inherits:** [Texture](class_texture)
####**Inherits:** [Texture](class_texture)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# AudioServer
#####**Inherits:** [Object](class_object)
####**Inherits:** [Object](class_object)
####**Category:** Core
### Brief Description
Server interface for low level audio access.
@@ -78,7 +79,7 @@ AudioServer is a low level server interface for audio access. It is"#10;"#9;in c
#### <a name="sample_create">sample_create</a>
* [RID](class_rid) **`sample_create`** **(** [int](class_int) format, [bool](class_bool) stereo, [int](class_int) length **)**
Create an audio sample, return a [[rid|RID]] referencing"#10;"#9;"#9;"#9;it. The sample will be created with a given format"#10;"#9;"#9;"#9;(from the SAMPLE_FORMAT_* enum), a total length (in"#10;"#9;"#9;"#9;frames, not samples or bytes), in either stereo or"#10;"#9;"#9;"#9;mono.
Create an audio sample, return a [RID](class_rid) referencing"#10;"#9;"#9;"#9;it. The sample will be created with a given format"#10;"#9;"#9;"#9;(from the SAMPLE_FORMAT_* enum), a total length (in"#10;"#9;"#9;"#9;frames, not samples or bytes), in either stereo or"#10;"#9;"#9;"#9;mono.
#### <a name="sample_set_description">sample_set_description</a>
* void **`sample_set_description`** **(** [RID](class_rid) sample, [String](class_string) description **)**
@@ -143,27 +144,27 @@ Return the loop format for a sample, as a value from"#10;"#9;"#9;"#9;the SAMPLE_
#### <a name="sample_set_loop_begin">sample_set_loop_begin</a>
* void **`sample_set_loop_begin`** **(** [RID](class_rid) sample, [int](class_int) pos **)**
Set the initial loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [[#sample_set_loop_format|sample_set_loop_format]].
Set the initial loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [`sample_set_loop_format`](#sample_set_loop_format).
#### <a name="sample_get_loop_begin">sample_get_loop_begin</a>
* [int](class_int) **`sample_get_loop_begin`** **(** [RID](class_rid) sample **)** const
Return the initial loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [[#sample_set_loop_format|sample_set_loop_format]].
Return the initial loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [`sample_set_loop_format`](#sample_set_loop_format).
#### <a name="sample_set_loop_end">sample_set_loop_end</a>
* void **`sample_set_loop_end`** **(** [RID](class_rid) sample, [int](class_int) pos **)**
Set the final loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [[#sample_set_loop_format|sample_set_loop_format]].
Set the final loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [`sample_set_loop_format`](#sample_set_loop_format).
#### <a name="sample_get_loop_end">sample_get_loop_end</a>
* [int](class_int) **`sample_get_loop_end`** **(** [RID](class_rid) sample **)** const
Return the final loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [[#sample_set_loop_format|sample_set_loop_format]].
Return the final loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [`sample_set_loop_format`](#sample_set_loop_format).
#### <a name="voice_create">voice_create</a>
* [RID](class_rid) **`voice_create`** **(** **)**
Allocate a voice for playback. Voices are"#10;"#9;"#9;"#9;persistent. A voice can play a single sample at the"#10;"#9;"#9;"#9;same time. See [[#sample_create|sample_create]].
Allocate a voice for playback. Voices are"#10;"#9;"#9;"#9;persistent. A voice can play a single sample at the"#10;"#9;"#9;"#9;same time. See [`sample_create`](#sample_create).
#### <a name="voice_play">voice_play</a>
* void **`voice_play`** **(** [RID](class_rid) voice, [RID](class_rid) sample **)**
@@ -263,7 +264,7 @@ Return the current mix rate for a given voice.
#### <a name="voice_is_positional">voice_is_positional</a>
* [bool](class_bool) **`voice_is_positional`** **(** [RID](class_rid) voice **)** const
Return wether the current voice is positional. See"#10;"#9;"#9;"#9;[[#voice_set_positional|voice_set_positional]].
Return wether the current voice is positional. See"#10;"#9;"#9;"#9;[`voice_set_positional`](#voice_set_positional).
#### <a name="voice_stop">voice_stop</a>
* void **`voice_stop`** **(** [RID](class_rid) voice **)**
@@ -273,7 +274,7 @@ Stop a given voice.
#### <a name="free">free</a>
* void **`free`** **(** [RID](class_rid) rid **)**
Free a [[rid|RID]] resource.
Free a [RID](class_rid) resource.
#### <a name="set_stream_global_volume_scale">set_stream_global_volume_scale</a>
* void **`set_stream_global_volume_scale`** **(** [real](class_real) scale **)**

@@ -1,5 +1,6 @@
# AudioServerSW
#####**Inherits:** [AudioServer](class_audioserver)
####**Inherits:** [AudioServer](class_audioserver)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# AudioStream
#####**Inherits:** [Resource](class_resource)
####**Inherits:** [Resource](class_resource)
####**Category:** Core
### Brief Description
Base class for audio streams.
@@ -24,7 +25,7 @@ Base class for audio streams.
* **UPDATE_THREAD** = **2** - Stream is updated on its own thread.
### Description
Base class for audio streams. Audio streams are used for music"#10;"#9;playback, or other types of streamed sounds that don't fit or"#10;"#9;requiere more flexibility than a [[sample|Sample]].
Base class for audio streams. Audio streams are used for music"#10;"#9;playback, or other types of streamed sounds that don't fit or"#10;"#9;requiere more flexibility than a [Sample](class_sample).
### Member Function Description
@@ -51,7 +52,7 @@ Set the loop hint for the audio stream playback. if"#10;"#9;"#9;"#9;true, audio
#### <a name="has_loop">has_loop</a>
* [bool](class_bool) **`has_loop`** **(** **)** const
Return wether the audio stream loops. See [[#set_loop|set_loop]]
Return wether the audio stream loops. See [`set_loop`](#set_loop)
#### <a name="get_stream_name">get_stream_name</a>
* [String](class_string) **`get_stream_name`** **(** **)** const

@@ -1,5 +1,6 @@
# AudioStreamGibberish
#####**Inherits:** [AudioStream](class_audiostream)
####**Inherits:** [AudioStream](class_audiostream)
####**Category:** Core
### Brief Description
Simple gibberish speech stream playback.

@@ -1,5 +1,6 @@
# AudioStreamMPC
#####**Inherits:** [AudioStreamResampled](class_audiostreamresampled)
####**Inherits:** [AudioStreamResampled](class_audiostreamresampled)
####**Category:** Core
### Brief Description
MusePack audio stream driver.

@@ -1,5 +1,6 @@
# AudioStreamOGGVorbis
#####**Inherits:** [AudioStreamResampled](class_audiostreamresampled)
####**Inherits:** [AudioStreamResampled](class_audiostreamresampled)
####**Category:** Core
### Brief Description
OGG Vorbis audio stream driver.

@@ -1,5 +1,6 @@
# AudioStreamResampled
#####**Inherits:** [AudioStream](class_audiostream)
####**Inherits:** [AudioStream](class_audiostream)
####**Category:** Core
### Brief Description
Base class for resampled audio streams.

@@ -1,5 +1,6 @@
# AudioStreamSpeex
#####**Inherits:** [AudioStreamResampled](class_audiostreamresampled)
####**Inherits:** [AudioStreamResampled](class_audiostreamresampled)
####**Category:** Core
### Brief Description
Speex audio stream driver.

@@ -1,5 +1,6 @@
# BaseButton
#####**Inherits:** [Control](class_control)
####**Inherits:** [Control](class_control)
####**Category:** Core
### Brief Description
Provides a base class for different kinds of buttons.
@@ -41,7 +42,7 @@ Set the button toggle_mode property. Toggle mode makes the button flip state bet
#### <a name="is_toggle_mode">is_toggle_mode</a>
* [bool](class_bool) **`is_toggle_mode`** **(** **)** const
Return the toggle_mode property (see [[#set_toggle_mode|set_toggle_mode]]).
Return the toggle_mode property (see [`set_toggle_mode`](#set_toggle_mode)).
#### <a name="set_disabled">set_disabled</a>
* void **`set_disabled`** **(** [bool](class_bool) disabled **)**
@@ -51,7 +52,7 @@ Set the button into disabled state. When a button is disabled, it can"apos;t be
#### <a name="is_disabled">is_disabled</a>
* [bool](class_bool) **`is_disabled`** **(** **)** const
Return wether the button is in disabled state (see [[#set_disabled|set_disabled]]).
Return wether the button is in disabled state (see [`set_disabled`](#set_disabled)).
#### <a name="set_click_on_press">set_click_on_press</a>
* void **`set_click_on_press`** **(** [bool](class_bool) enable **)**
@@ -61,4 +62,4 @@ Set the button click_on_press mode. This mode generates click events when a mous
#### <a name="get_click_on_press">get_click_on_press</a>
* [bool](class_bool) **`get_click_on_press`** **(** **)** const
Return the state of the click_on_press property (see [[#set_click_on_press|set_click_on_press]]).
Return the state of the click_on_press property (see [`set_click_on_press`](#set_click_on_press)).

@@ -1,5 +1,6 @@
# BitMap
#####**Inherits:** [Resource](class_resource)
####**Inherits:** [Resource](class_resource)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# BoneAttachment
#####**Inherits:** [Spatial](class_spatial)
####**Inherits:** [Spatial](class_spatial)
####**Category:** Core
### Brief Description

@@ -1,4 +1,5 @@
# bool
####**Category:** Built-In Types
### Brief Description
Boolean built-in type

@@ -1,5 +1,6 @@
# BoxContainer
#####**Inherits:** [Container](class_container)
####**Inherits:** [Container](class_container)
####**Category:** Core
### Brief Description
Base class for Box containers.

@@ -1,5 +1,6 @@
# BoxShape
#####**Inherits:** [Shape](class_shape)
####**Inherits:** [Shape](class_shape)
####**Category:** Core
### Brief Description
Box shape resource.
@@ -9,7 +10,7 @@ Box shape resource.
* [Vector3](class_vector3) **[`get_extents`](#get_extents)** **(** **)** const
### Description
Box shape resource, which can be set into a [[physicsbody|PhysicsBody]] or area.
Box shape resource, which can be set into a [PhysicsBody](class_physicsbody) or area.
### Member Function Description

@@ -1,5 +1,6 @@
# Button
#####**Inherits:** [BaseButton](class_basebutton)
####**Inherits:** [BaseButton](class_basebutton)
####**Category:** Core
### Brief Description
Standard themed Button.
@@ -17,7 +18,7 @@ Standard themed Button.
* [bool](class_bool) **[`is_flat`](#is_flat)** **(** **)** const
### Description
Button is just the standard themed button: [image src="images/button_example.png"/] It can contain text and an icon, and will display them according to the current [[theme|Theme]].
Button is just the standard themed button: [image src="images/button_example.png"/] It can contain text and an icon, and will display them according to the current [Theme](class_theme).
### Member Function Description
@@ -34,19 +35,19 @@ Return the button text.
#### <a name="set_flat">set_flat</a>
* void **`set_flat`** **(** [bool](class_bool) enabled **)**
Set the //flat// property of a Button. Flat buttons don"apos;t display decoration unless hoevered or pressed.
Set the _flat_ property of a Button. Flat buttons don"apos;t display decoration unless hoevered or pressed.
#### <a name="set_clip_text">set_clip_text</a>
* void **`set_clip_text`** **(** [bool](class_bool) enabled **)**
Set the //clip_text// property of a Button. When this property is enabled, text that is too large to fit the button is clipped, when disabled (default) the Button will always be wide enough to hold the text.
Set the _clip_text_ property of a Button. When this property is enabled, text that is too large to fit the button is clipped, when disabled (default) the Button will always be wide enough to hold the text.
#### <a name="get_clip_text">get_clip_text</a>
* [bool](class_bool) **`get_clip_text`** **(** **)** const
Return the state of the //clip_text// property (see [[#set_clip_text|set_clip_text]])
Return the state of the _clip_text_ property (see [`set_clip_text`](#set_clip_text))
#### <a name="is_flat">is_flat</a>
* [bool](class_bool) **`is_flat`** **(** **)** const
Return the state of the //flat// property (see [[#set_flat|set_flat]])
Return the state of the _flat_ property (see [`set_flat`](#set_flat))

@@ -1,5 +1,6 @@
# ButtonArray
#####**Inherits:** [Control](class_control)
####**Inherits:** [Control](class_control)
####**Category:** Core
### Brief Description
Array of Buttons.

@@ -1,5 +1,6 @@
# ButtonGroup
#####**Inherits:** [Control](class_control)
####**Inherits:** [Control](class_control)
####**Category:** Core
### Brief Description
Group of Buttons.
@@ -12,7 +13,7 @@ Group of Buttons.
* void **[`set_pressed_button`](#set_pressed_button)** **(** [BaseButton](class_basebutton) button **)**
### Description
Group of [[button|Button]]s. All direct and indirect children buttons become radios. Only one allows being pressed.
Group of [Button](class_button)s. All direct and indirect children buttons become radios. Only one allows being pressed.
### Member Function Description

@@ -1,5 +1,6 @@
# Camera
#####**Inherits:** [Spatial](class_spatial)
####**Inherits:** [Spatial](class_spatial)
####**Category:** Core
### Brief Description
Camera node, displays from a point of view.
@@ -35,46 +36,46 @@ Camera node, displays from a point of view.
* **PROJECTION_ORTHOGONAL** = **1** - Orthogonal Projection (objects remain the same size on the screen no matter how far away they are).
### Description
Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [[viewport|Viewport]] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the Camera will register in the global viewport. In other words, a Camera just provides //3D// display capabilities to a [[viewport|Viewport]], and, without one, a [Scene] registered in that [[viewport|Viewport]] (or higher viewports) can't be displayed.
Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [Viewport](class_viewport) node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the Camera will register in the global viewport. In other words, a Camera just provides _3D_ display capabilities to a [Viewport](class_viewport), and, without one, a [Scene] registered in that [Viewport](class_viewport) (or higher viewports) can't be displayed.
### Member Function Description
#### <a name="project_ray_normal">project_ray_normal</a>
* [Vector3](class_vector3) **`project_ray_normal`** **(** [Vector2](class_vector2) screen_point **)** const
Return a normal vector in worldspace, that is the result of projecting a point on the [[viewport|Viewport]] rectangle by the camera proyection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking.
Return a normal vector in worldspace, that is the result of projecting a point on the [Viewport](class_viewport) rectangle by the camera proyection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking.
#### <a name="project_ray_origin">project_ray_origin</a>
* [Vector3](class_vector3) **`project_ray_origin`** **(** [Vector2](class_vector2) screen_point **)** const
Return a 3D position in worldspace, that is the result of projecting a point on the [[viewport|Viewport]] rectangle by the camera proyection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking.
Return a 3D position in worldspace, that is the result of projecting a point on the [Viewport](class_viewport) rectangle by the camera proyection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking.
#### <a name="unproject_position">unproject_position</a>
* [Vector2](class_vector2) **`unproject_position`** **(** [Vector3](class_vector3) world_point **)** const
Return how a 3D point in worldpsace maps to a 2D coordinate in the [[viewport|Viewport]] rectangle.
Return how a 3D point in worldpsace maps to a 2D coordinate in the [Viewport](class_viewport) rectangle.
#### <a name="set_perspective">set_perspective</a>
* void **`set_perspective`** **(** [real](class_real) fov, [real](class_real) z_near, [real](class_real) z_far **)**
Set the camera projection to perspective mode, by specifying a //FOV// Y angle in degrees (FOV means Field of View), and the //near// and //far// clip planes in worldspace units.
Set the camera projection to perspective mode, by specifying a _FOV_ Y angle in degrees (FOV means Field of View), and the _near_ and _far_ clip planes in worldspace units.
#### <a name="set_orthogonal">set_orthogonal</a>
* void **`set_orthogonal`** **(** [real](class_real) size, [real](class_real) z_near, [real](class_real) z_far **)**
Set the camera projection to orthogonal mode, by specifying a"#10;"#9;"#9;"#9;width and the //near// and //far// clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels)
Set the camera projection to orthogonal mode, by specifying a"#10;"#9;"#9;"#9;width and the _near_ and _far_ clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels)
#### <a name="make_current">make_current</a>
* void **`make_current`** **(** **)**
Make this camera the current Camera for the [[viewport|Viewport]] (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it"apos;s added.
Make this camera the current Camera for the [Viewport](class_viewport) (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it"apos;s added.
#### <a name="is_current">is_current</a>
* [bool](class_bool) **`is_current`** **(** **)** const
Return wether the Camera is the current one in the [[viewport|Viewport]], or plans to become current (if outside the scene tree).
Return wether the Camera is the current one in the [Viewport](class_viewport), or plans to become current (if outside the scene tree).
#### <a name="get_camera_transform">get_camera_transform</a>
* [Transform](class_transform) **`get_camera_transform`** **(** **)** const
Get the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the [[node|Node]] transform.
Get the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the [Node](class_node) transform.

@@ -1,5 +1,6 @@
# Camera2D
#####**Inherits:** [Node2D](class_node2d)
####**Inherits:** [Node2D](class_node2d)
####**Category:** Core
### Brief Description
Camera node for 2D scenes.
@@ -32,12 +33,12 @@ Camera node for 2D scenes.
* void **[`force_update_scroll`](#force_update_scroll)** **(** **)**
### Description
Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of [[canvasitem|CanvasItem]] based nodes.
Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of [CanvasItem](class_canvasitem) based nodes.
This node is intended to be a simple helper get get things going quickly
and it may happen often that more functionality is desired to change
how the camera works. To make your own custom camera node, simply
inherit from [[node2d|Node2D]] and change the transform of the canvas by
calling get_viewport().set_canvas_transform(m) in [[viewport|Viewport]].
inherit from [Node2D](class_node2d) and change the transform of the canvas by
calling get_viewport().set_canvas_transform(m) in [Viewport](class_viewport).
### Member Function Description
@@ -70,7 +71,7 @@ Make this the current 2D camera for the scene (viewport and layer), in case ther
#### <a name="is_current">is_current</a>
* [bool](class_bool) **`is_current`** **(** **)** const
Return true of this is the current camera (see [[camera2d#make_current|Camera2D.make_current]]).
Return true of this is the current camera (see [Camera2D.`make_current`](camera2d#make_current)).
#### <a name="set_limit">set_limit</a>
* void **`set_limit`** **(** [int](class_int) margin, [int](class_int) limit **)**
@@ -90,7 +91,7 @@ Set the margins needed to drag the camera (relative to the screen size). Margin
#### <a name="get_drag_margin">get_drag_margin</a>
* [real](class_real) **`get_drag_margin`** **(** [int](class_int) margin **)** const
Return the margins needed to drag the camera (see [[#set_drag_margin|set_drag_margin]]).
Return the margins needed to drag the camera (see [`set_drag_margin`](#set_drag_margin)).
#### <a name="get_camera_pos">get_camera_pos</a>
* [Vector2](class_vector2) **`get_camera_pos`** **(** **)** const

@@ -1,5 +1,6 @@
# CanvasItem
#####**Inherits:** [Node](class_node)
####**Inherits:** [Node](class_node)
####**Category:** Core
### Brief Description
Base class of anything 2D.
@@ -66,7 +67,7 @@ Base class of anything 2D.
* **NOTIFICATION_TRANSFORM_CHANGED** = **29** - Canvas item transform has changed. Only received if requested.
### Description
Base class of anything 2D. Canvas items are laid out in a tree and children inherit and extend the transform of their parent. CanvasItem is extended by [[control|Control]], for anything GUI related, and by [[node2d|Node2D]] for anything 2D engine related.
Base class of anything 2D. Canvas items are laid out in a tree and children inherit and extend the transform of their parent. CanvasItem is extended by [Control](class_control), for anything GUI related, and by [Node2D](class_node2d) for anything 2D engine related.
Any CanvasItem can draw. For this, the "update" function must be called, then NOTIFICATION_DRAW will be received on idle time to request redraw. Because of this, canvas items don't need to be redraw on every frame, improving the performance significantly. Several functions for drawing on the CanvasItem are provided (see draw_* functions). They can only be used inside the notification, signal or _draw() overrided function, though.
Canvas items are draw in tree order. By default, children are on top of their parents so a root CanvasItem will be drawn behind everything (this can be changed per item though).
Canvas items can also be hidden (hiding also their subtree). They provide many means for changing standard parameters such as opacity (for it and the subtree) and self opacity, blend mode.
@@ -97,7 +98,7 @@ Return a rect containing the editable contents of the item.
#### <a name="get_canvas_item">get_canvas_item</a>
* [RID](class_rid) **`get_canvas_item`** **(** **)** const
Return the canvas item RID used by [[visualserver|VisualServer]] for this item.
Return the canvas item RID used by [VisualServer](class_visualserver) for this item.
#### <a name="is_visible">is_visible</a>
* [bool](class_bool) **`is_visible`** **(** **)** const
@@ -107,7 +108,7 @@ Return true if this CanvasItem is visible. It may be invisible because itself or
#### <a name="is_hidden">is_hidden</a>
* [bool](class_bool) **`is_hidden`** **(** **)** const
Return true if this CanvasItem is hidden. Note that the CanvasItem may not be visible, but as long as it's not hidden ([[#hide|hide]] called) the function will return false.
Return true if this CanvasItem is hidden. Note that the CanvasItem may not be visible, but as long as it's not hidden ([`hide`](#hide) called) the function will return false.
#### <a name="show">show</a>
* void **`show`** **(** **)**
@@ -132,7 +133,7 @@ Set as toplevel. This means that it will not inherit transform from parent canva
#### <a name="is_set_as_toplevel">is_set_as_toplevel</a>
* [bool](class_bool) **`is_set_as_toplevel`** **(** **)** const
Return if set as toplevel. See [[#set_as_toplevel|set_as_toplevel]]/
Return if set as toplevel. See [`set_as_toplevel`](#set_as_toplevel)/
#### <a name="set_blend_mode">set_blend_mode</a>
* void **`set_blend_mode`** **(** [int](class_int) blend_mode **)**

@@ -1,5 +1,6 @@
# CanvasLayer
#####**Inherits:** [Node](class_node)
####**Inherits:** [Node](class_node)
####**Category:** Core
### Brief Description
Canvas Item layer.
@@ -19,7 +20,7 @@ Canvas Item layer.
* [RID](class_rid) **[`get_viewport`](#get_viewport)** **(** **)** const
### Description
Canvas Item layer. [[canvasitem|CanvasItem]] nodes that are direct or indirect children of a [[canvaslayer|CanvasLayer]] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [[canvaslayer|CanvasLayer]] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
Canvas Item layer. [CanvasItem](class_canvasitem) nodes that are direct or indirect children of a [CanvasLayer](class_canvaslayer) will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer](class_canvaslayer) with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
### Member Function Description
@@ -76,7 +77,7 @@ Return the base scale for this layer (helper).
#### <a name="get_world_2d">get_world_2d</a>
* Canvas **`get_world_2d`** **(** **)** const
Return the [[world2d|World2D]] used by this layer.
Return the [World2D](class_world2d) used by this layer.
#### <a name="get_viewport">get_viewport</a>
* [RID](class_rid) **`get_viewport`** **(** **)** const

@@ -1,5 +1,6 @@
# CapsuleShape
#####**Inherits:** [Shape](class_shape)
####**Inherits:** [Shape](class_shape)
####**Category:** Core
### Brief Description
Capsule shape resource.
@@ -11,7 +12,7 @@ Capsule shape resource.
* [real](class_real) **[`get_height`](#get_height)** **(** **)** const
### Description
Capsule shape resource, which can be set into a [[physicsbody|PhysicsBody]] or area.
Capsule shape resource, which can be set into a [PhysicsBody](class_physicsbody) or area.
### Member Function Description

@@ -1,5 +1,6 @@
# CapsuleShape2D
#####**Inherits:** [Shape2D](class_shape2d)
####**Inherits:** [Shape2D](class_shape2d)
####**Category:** Core
### Brief Description
Capsule 2D shape resource for physics.
@@ -18,19 +19,19 @@ Capsule 2D shape resource for physics. A capsule (or sometimes called "pill") is
#### <a name="set_radius">set_radius</a>
* void **`set_radius`** **(** [real](class_real) radius **)**
Radius of the [[capsuleshape2d|CapsuleShape2D]].
Radius of the [CapsuleShape2D](class_capsuleshape2d).
#### <a name="get_radius">get_radius</a>
* [real](class_real) **`get_radius`** **(** **)** const
Return the radius of the [[capsuleshape2d|CapsuleShape2D]].
Return the radius of the [CapsuleShape2D](class_capsuleshape2d).
#### <a name="set_height">set_height</a>
* void **`set_height`** **(** [real](class_real) height **)**
Height of the [[capsuleshape2d|CapsuleShape2D]].
Height of the [CapsuleShape2D](class_capsuleshape2d).
#### <a name="get_height">get_height</a>
* [real](class_real) **`get_height`** **(** **)** const
Return the height of the [[capsuleshape2d|CapsuleShape2D]].
Return the height of the [CapsuleShape2D](class_capsuleshape2d).

@@ -1,5 +1,6 @@
# CarBody
#####**Inherits:** [PhysicsBody](class_physicsbody)
####**Inherits:** [PhysicsBody](class_physicsbody)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# CarWheel
#####**Inherits:** [Spatial](class_spatial)
####**Inherits:** [Spatial](class_spatial)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# CenterContainer
#####**Inherits:** [Container](class_container)
####**Inherits:** [Container](class_container)
####**Category:** Core
### Brief Description
Keeps children controls centered.

@@ -1,5 +1,6 @@
# CheckButton
#####**Inherits:** [Button](class_button)
####**Inherits:** [Button](class_button)
####**Category:** Core
### Brief Description
Checkable button.

@@ -1,5 +1,6 @@
# CircleShape2D
#####**Inherits:** [Shape2D](class_shape2d)
####**Inherits:** [Shape2D](class_shape2d)
####**Category:** Core
### Brief Description
Circular Shape for 2D Physics.

@@ -1,5 +1,6 @@
# CollisionObject
#####**Inherits:** [Spatial](class_spatial)
####**Inherits:** [Spatial](class_spatial)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# CollisionObject2D
#####**Inherits:** [Node2D](class_node2d)
####**Inherits:** [Node2D](class_node2d)
####**Category:** Core
### Brief Description
Base node for 2D collisionables.
@@ -25,7 +26,7 @@ CollisionObject2D is the base class for 2D physics collisionables. They can hold
#### <a name="add_shape">add_shape</a>
* void **`add_shape`** **(** [Shape2D](class_shape2d) shape, [Matrix32](class_matrix32) transform=1,0, 0,1, 0,0 **)**
Add a [[shape2d|Shape2D]] to the collision body, with a given custom transform.
Add a [Shape2D](class_shape2d) to the collision body, with a given custom transform.
#### <a name="get_shape_count">get_shape_count</a>
* [int](class_int) **`get_shape_count`** **(** **)** const

@@ -1,8 +1,9 @@
# CollisionPolygon2D
#####**Inherits:** [Node2D](class_node2d)
####**Inherits:** [Node2D](class_node2d)
####**Category:** Core
### Brief Description
Editor-Only class.
### Description
Editor-Only class. This is not present when running the game. It's used in the editor to properly edit and position collision shapes in [[collisionobject2d|CollisionObject2D]]. This is not accessible from regular code. This class is for editing custom shape polygons.
Editor-Only class. This is not present when running the game. It's used in the editor to properly edit and position collision shapes in [CollisionObject2D](class_collisionobject2d). This is not accessible from regular code. This class is for editing custom shape polygons.

@@ -1,5 +1,6 @@
# CollisionShape
#####**Inherits:** [Spatial](class_spatial)
####**Inherits:** [Spatial](class_spatial)
####**Category:** Core
### Brief Description

@@ -1,8 +1,9 @@
# CollisionShape2D
#####**Inherits:** [Node2D](class_node2d)
####**Inherits:** [Node2D](class_node2d)
####**Category:** Core
### Brief Description
Editor-Only class.
### Description
Editor-Only class. This is not present when running the game. It's used in the editor to properly edit and position collision shapes in [[collisionobject2d|CollisionObject2D]]. This is not accessible from regular code.
Editor-Only class. This is not present when running the game. It's used in the editor to properly edit and position collision shapes in [CollisionObject2D](class_collisionobject2d). This is not accessible from regular code.

@@ -1,4 +1,5 @@
# Color
####**Category:** Built-In Types
### Brief Description
Color in RGBA format.

@@ -1,4 +1,5 @@
# ColorArray
####**Category:** Built-In Types
### Brief Description
Array of Colors

@@ -1,5 +1,6 @@
# ColorPicker
#####**Inherits:** [HBoxContainer](class_hboxcontainer)
####**Inherits:** [HBoxContainer](class_hboxcontainer)
####**Category:** Core
### Brief Description
Color picker control.
@@ -16,7 +17,7 @@ Color picker control.
* **`color_changed`** **(** [Color](class_color) color **)**
### Description
This is a simple color picker [[control|Control]]. It's useful for selecting a color from an RGB/RGBA colorspace.
This is a simple color picker [Control](class_control). It's useful for selecting a color from an RGB/RGBA colorspace.
### Member Function Description

@@ -1,5 +1,6 @@
# ColorPickerButton
#####**Inherits:** [Button](class_button)
####**Inherits:** [Button](class_button)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# ConcavePolygonShape
#####**Inherits:** [Shape](class_shape)
####**Inherits:** [Shape](class_shape)
####**Category:** Core
### Brief Description
Concave polygon shape.
@@ -9,7 +10,7 @@ Concave polygon shape.
* [Vector3Array](class_vector3array) **[`get_faces`](#get_faces)** **(** **)** const
### Description
Concave polygon shape resource, which can be set into a [[physicsbody|PhysicsBody]] or area."#10; This shape is created by feeding a list of triangles.
Concave polygon shape resource, which can be set into a [PhysicsBody](class_physicsbody) or area."#10; This shape is created by feeding a list of triangles.
### Member Function Description

@@ -1,5 +1,6 @@
# ConcavePolygonShape2D
#####**Inherits:** [Shape2D](class_shape2d)
####**Inherits:** [Shape2D](class_shape2d)
####**Category:** Core
### Brief Description
Concave polygon 2D shape resource for physics.

@@ -1,5 +1,6 @@
# ConfigFile
#####**Inherits:** [Reference](class_reference)
####**Inherits:** [Reference](class_reference)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# ConfirmationDialog
#####**Inherits:** [AcceptDialog](class_acceptdialog)
####**Inherits:** [AcceptDialog](class_acceptdialog)
####**Category:** Core
### Brief Description
Dialog for confirmation of actions.
@@ -8,7 +9,7 @@ Dialog for confirmation of actions.
* [Button](class_button) **[`get_cancel`](#get_cancel)** **(** **)**
### Description
Dialog for confirmation of actions. This dialog inherits from [[acceptdialog|AcceptDialog]], but has by default an OK and Cancel buton (in host OS order).
Dialog for confirmation of actions. This dialog inherits from [AcceptDialog](class_acceptdialog), but has by default an OK and Cancel buton (in host OS order).
### Member Function Description

@@ -1,5 +1,6 @@
# Container
#####**Inherits:** [Control](class_control)
####**Inherits:** [Control](class_control)
####**Category:** Core
### Brief Description
Base node for containers.
@@ -15,7 +16,7 @@ Base node for containers.
* **NOTIFICATION_SORT_CHILDREN** = **50** - Notification for when sorting the children, it must be obeyed immediately.
### Description
Base node for conainers. A [[container|Container]] contains other controls and automatically arranges them in a certain way.
Base node for conainers. A [Container](class_container) contains other controls and automatically arranges them in a certain way.
A Control can inherit this to reate custom container classes.
### Member Function Description

@@ -1,5 +1,6 @@
# Control
#####**Inherits:** [CanvasItem](class_canvasitem)
####**Inherits:** [CanvasItem](class_canvasitem)
####**Category:** Core
### Brief Description
Control is the base node for all the GUI components.
@@ -123,12 +124,12 @@ Control is the base node for all the GUI components.
### Description
Control is the base class Node for all the GUI components. Every GUI component inherits from it, directly or indirectly. In this way, sections of the scene tree made of contiguous control nodes, become user interfaces.
Controls are relative to the parent position and size by using anchors and margins. This ensures that they can adapt easily in most situation to changing dialog and screen sizes. When more flexibility is desired, [[container|Container]] derived nodes can be used.
Controls are relative to the parent position and size by using anchors and margins. This ensures that they can adapt easily in most situation to changing dialog and screen sizes. When more flexibility is desired, [Container](class_container) derived nodes can be used.
Anchors work by defining which margin do they follow, and a value relative to it. Allowed anchoring modes are ANCHOR_BEGIN, where the margin is relative to the top or left margins of the parent (in pixels), ANCHOR_END for the right and bottom margins of the parent and ANCHOR_RATIO, which is a ratio from 0 to 1 in the parent range.
Input device events ([[inputevent|InputEvent]]) are first sent to the root controls via the [[node#_input|Node._input]], which distribute it through the tree, then delivers them to the adequate one (under cursor or keyboard focus based) by calling [Node._input_event]. There is no need to enable input processing on controls to receive such events. To ensure that no one else will receive the event (not even [[node#_unhandled_input|Node._unhandled_input]]), the control can accept it by calling [[#accept_event|accept_event]].
Only one control can hold the keyboard focus (receiving keyboard events), for that the control must define the focus mode with [[#set_focus_mode|set_focus_mode]]. Focus is lost when another control gains it, or the current focus owner is hidden.
It is sometimes desired for a control to ignore mouse/pointer events. This is often the case when placing other controls on top of a button, in such cases. Calling [[#set_ignore_mouse|set_ignore_mouse]] enables this function.
Finally, controls are skinned according to a [[theme|Theme]]. Setting a [[theme|Theme]] on a control will propagate all the skinning down the tree. Optionally, skinning can be overrided per each control by calling the add_*_override functions, or from the editor.
Input device events ([InputEvent](class_inputevent)) are first sent to the root controls via the [Node.`_input`](node#_input), which distribute it through the tree, then delivers them to the adequate one (under cursor or keyboard focus based) by calling [Node._input_event]. There is no need to enable input processing on controls to receive such events. To ensure that no one else will receive the event (not even [Node.`_unhandled_input`](node#_unhandled_input)), the control can accept it by calling [`accept_event`](#accept_event).
Only one control can hold the keyboard focus (receiving keyboard events), for that the control must define the focus mode with [`set_focus_mode`](#set_focus_mode). Focus is lost when another control gains it, or the current focus owner is hidden.
It is sometimes desired for a control to ignore mouse/pointer events. This is often the case when placing other controls on top of a button, in such cases. Calling [`set_ignore_mouse`](#set_ignore_mouse) enables this function.
Finally, controls are skinned according to a [Theme](class_theme). Setting a [Theme](class_theme) on a control will propagate all the skinning down the tree. Optionally, skinning can be overrided per each control by calling the add_*_override functions, or from the editor.
### Member Function Description
@@ -145,7 +146,7 @@ Return the minimum size this Control can shrink to. A control will never be disp
#### <a name="accept_event">accept_event</a>
* void **`accept_event`** **(** **)**
Handles the event, no other control will receive it and it will not be sent to nodes waiting on [[node#_unhandled_input|Node._unhandled_input]] or [[node#_unhandled_key_input|Node._unhandled_key_input]].
Handles the event, no other control will receive it and it will not be sent to nodes waiting on [Node.`_unhandled_input`](node#_unhandled_input) or [Node.`_unhandled_key_input`](node#_unhandled_key_input).
#### <a name="get_minimum_size">get_minimum_size</a>
* [Vector2](class_vector2) **`get_minimum_size`** **(** **)** const
@@ -155,17 +156,17 @@ Return the minimum size this Control can shrink to. A control will never be disp
#### <a name="is_window">is_window</a>
* [bool](class_bool) **`is_window`** **(** **)** const
Return wether this control is a //window//. Controls are considered windows when their parent [[node|Node]] is not a Control.
Return wether this control is a _window_. Controls are considered windows when their parent [Node](class_node) is not a Control.
#### <a name="get_window">get_window</a>
* [Object](class_object) **`get_window`** **(** **)** const
Return the //window// for this control, ascending the scene tree (see [[#is_window|is_window]]).
Return the _window_ for this control, ascending the scene tree (see [`is_window`](#is_window)).
#### <a name="set_anchor">set_anchor</a>
* void **`set_anchor`** **(** [int](class_int) margin, [int](class_int) anchor_mode **)**
Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Changing the anchor mode converts the current margin offset from the previos anchor mode to the new one, so margin offsets ([[#set_margin|set_margin]]) must be done after setting anchors, or at the same time ([[#set_anchor_and_margin|set_anchor_and_margin]]).
Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Changing the anchor mode converts the current margin offset from the previos anchor mode to the new one, so margin offsets ([`set_margin`](#set_margin)) must be done after setting anchors, or at the same time ([`set_anchor_and_margin`](#set_anchor_and_margin)).
#### <a name="get_anchor">get_anchor</a>
* [int](class_int) **`get_anchor`** **(** [int](class_int) margin **)** const
@@ -180,32 +181,32 @@ Set a margin offset. Margin can be one of (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT
#### <a name="set_anchor_and_margin">set_anchor_and_margin</a>
* void **`set_anchor_and_margin`** **(** [int](class_int) margin, [int](class_int) anchor_mode, [real](class_real) offset **)**
Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM), and also set its offset. This is a helper (see [[#set_anchor|set_anchor]] and [[#set_margin|set_margin]]).
Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM), and also set its offset. This is a helper (see [`set_anchor`](#set_anchor) and [`set_margin`](#set_margin)).
#### <a name="set_begin">set_begin</a>
* void **`set_begin`** **(** [Vector2](class_vector2) pos **)**
Sets MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [[#set_margin|set_margin]]).
Sets MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [`set_margin`](#set_margin)).
#### <a name="set_end">set_end</a>
* void **`set_end`** **(** [Vector2](class_vector2) pos **)**
Sets MARGIN_RIGHT and MARGIN_BOTTOM at the same time. This is a helper (see [[#set_margin|set_margin]]).
Sets MARGIN_RIGHT and MARGIN_BOTTOM at the same time. This is a helper (see [`set_margin`](#set_margin)).
#### <a name="set_pos">set_pos</a>
* void **`set_pos`** **(** [Vector2](class_vector2) pos **)**
Move the Control to a new position, relative to the top-left corner of the parent Control, changing all margins if needed and without changing current anchor mode. This is a helper (see [[#set_margin|set_margin]]).
Move the Control to a new position, relative to the top-left corner of the parent Control, changing all margins if needed and without changing current anchor mode. This is a helper (see [`set_margin`](#set_margin)).
#### <a name="set_size">set_size</a>
* void **`set_size`** **(** [Vector2](class_vector2) size **)**
Changes MARGIN_RIGHT and MARGIN_BOTTOM to fit a given size. This is a helper (see [[#set_margin|set_margin]]).
Changes MARGIN_RIGHT and MARGIN_BOTTOM to fit a given size. This is a helper (see [`set_margin`](#set_margin)).
#### <a name="set_global_pos">set_global_pos</a>
* void **`set_global_pos`** **(** [Vector2](class_vector2) pos **)**
Move the Control to a new position, relative to the top-left corner of the //window// Control, and without changing current anchor mode. (see [[#set_margin|set_margin]]).
Move the Control to a new position, relative to the top-left corner of the _window_ Control, and without changing current anchor mode. (see [`set_margin`](#set_margin)).
#### <a name="get_margin">get_margin</a>
* [real](class_real) **`get_margin`** **(** [int](class_int) margin **)** const
@@ -215,7 +216,7 @@ Return a margin offset. Margin can be one of (MARGIN_LEFT, MARGIN_TOP, MARGIN_RI
#### <a name="get_end">get_end</a>
* [Vector2](class_vector2) **`get_end`** **(** **)** const
Returns MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [[#set_margin|set_margin]]).
Returns MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [`set_margin`](#set_margin)).
#### <a name="get_pos">get_pos</a>
* [Vector2](class_vector2) **`get_pos`** **(** **)** const
@@ -225,7 +226,7 @@ Returns the Control position, relative to the top-left corner of the parent Cont
#### <a name="get_size">get_size</a>
* [Vector2](class_vector2) **`get_size`** **(** **)** const
Returns the size of the Control, computed from all margins, however the size returned will **never be smaller than the minimum size reported by [[#get_minimum_size|get_minimum_size]]**. This means that even if end position of the Control rectangle is smaller than the begin position, the Control will still display and interact correctly. (see description, [[#get_minimum_size|get_minimum_size]], [[#set_margin|set_margin]], [[#set_anchor|set_anchor]]).
Returns the size of the Control, computed from all margins, however the size returned will **never be smaller than the minimum size reported by [`get_minimum_size`](#get_minimum_size)**. This means that even if end position of the Control rectangle is smaller than the begin position, the Control will still display and interact correctly. (see description, [`get_minimum_size`](#get_minimum_size), [`set_margin`](#set_margin), [`set_anchor`](#set_anchor)).
#### <a name="get_global_pos">get_global_pos</a>
* [Vector2](class_vector2) **`get_global_pos`** **(** **)** const
@@ -235,22 +236,22 @@ Returns the Control position, relative to the top-left corner of the parent Cont
#### <a name="get_rect">get_rect</a>
* [Rect2](class_rect2) **`get_rect`** **(** **)** const
Return position and size of the Control, relative to the top-left corner of the parent Control. This is a helper (see [[#get_pos|get_pos]],[[#get_size|get_size]]).
Return position and size of the Control, relative to the top-left corner of the parent Control. This is a helper (see [`get_pos`](#get_pos),[`get_size`](#get_size)).
#### <a name="get_global_rect">get_global_rect</a>
* [Rect2](class_rect2) **`get_global_rect`** **(** **)** const
Return position and size of the Control, relative to the top-left corner of the //window// Control. This is a helper (see [[#get_global_pos|get_global_pos]],[[#get_size|get_size]]).
Return position and size of the Control, relative to the top-left corner of the _window_ Control. This is a helper (see [`get_global_pos`](#get_global_pos),[`get_size`](#get_size)).
#### <a name="set_area_as_parent_rect">set_area_as_parent_rect</a>
* void **`set_area_as_parent_rect`** **(** [int](class_int) margin=0 **)**
Change all margins and anchors, so this Control always takes up the same area as the parent Control. This is a helper (see [[#set_anchor|set_anchor]],[[#set_margin|set_margin]]).
Change all margins and anchors, so this Control always takes up the same area as the parent Control. This is a helper (see [`set_anchor`](#set_anchor),[`set_margin`](#set_margin)).
#### <a name="show_modal">show_modal</a>
* void **`show_modal`** **(** [bool](class_bool) exclusive=false **)**
Display a Control as modal. Control must be a subwindow (see [[#set_as_subwindow|set_as_subwindow]]). Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus.
Display a Control as modal. Control must be a subwindow (see [`set_as_subwindow`](#set_as_subwindow)). Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus.
#### <a name="set_focus_mode">set_focus_mode</a>
* void **`set_focus_mode`** **(** [int](class_int) mode **)**
@@ -260,12 +261,12 @@ Set the focus access mode for the control (FOCUS_NONE, FOCUS_CLICK, FOCUS_ALL).
#### <a name="has_focus">has_focus</a>
* [bool](class_bool) **`has_focus`** **(** **)** const
Return wether the Control is the current focused control (see [[#set_focus_mode|set_focus_mode]]).
Return wether the Control is the current focused control (see [`set_focus_mode`](#set_focus_mode)).
#### <a name="grab_focus">grab_focus</a>
* void **`grab_focus`** **(** **)**
Steal the focus from another control and become the focused control (see [[#set_focus_mode|set_focus_mode]]).
Steal the focus from another control and become the focused control (see [`set_focus_mode`](#set_focus_mode)).
#### <a name="release_focus">release_focus</a>
* void **`release_focus`** **(** **)**
@@ -310,17 +311,17 @@ Hint for containers, return vertical positioning flags.
#### <a name="set_theme">set_theme</a>
* void **`set_theme`** **(** [Theme](class_theme) theme **)**
Override whole the [[theme|Theme]] for this Control and all its children controls.
Override whole the [Theme](class_theme) for this Control and all its children controls.
#### <a name="get_theme">get_theme</a>
* [Theme](class_theme) **`get_theme`** **(** **)** const
Return a [[theme|Theme]] override, if one exists (see [[#set_theme|set_theme]]).
Return a [Theme](class_theme) override, if one exists (see [`set_theme`](#set_theme)).
#### <a name="add_icon_override">add_icon_override</a>
* void **`add_icon_override`** **(** [String](class_string) name, [Texture](class_texture) texture **)**
Override a single icon ([[texture|Texture]]) in the theme of this Control. If texture is empty, override is cleared.
Override a single icon ([Texture](class_texture)) in the theme of this Control. If texture is empty, override is cleared.
#### <a name="add_style_override">add_style_override</a>
* void **`add_style_override`** **(** [String](class_string) name, [StyleBox](class_stylebox) stylebox **)**

@@ -1,5 +1,6 @@
# ConvexPolygonShape
#####**Inherits:** [Shape](class_shape)
####**Inherits:** [Shape](class_shape)
####**Category:** Core
### Brief Description
Convex Polygon Shape
@@ -9,6 +10,6 @@ Convex Polygon Shape
* [Vector3Array](class_vector3array) **[`get_points`](#get_points)** **(** **)** const
### Description
Convex polygon shape resource, which can be set into a [[physicsbody|PhysicsBody]] or area.
Convex polygon shape resource, which can be set into a [PhysicsBody](class_physicsbody) or area.
### Member Function Description

@@ -1,5 +1,6 @@
# ConvexPolygonShape2D
#####**Inherits:** [Shape2D](class_shape2d)
####**Inherits:** [Shape2D](class_shape2d)
####**Category:** Core
### Brief Description
Convex Polygon Shape for 2D physics

@@ -1,5 +1,6 @@
# CubeMap
#####**Inherits:** [Resource](class_resource)
####**Inherits:** [Resource](class_resource)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# Curve2D
#####**Inherits:** [Resource](class_resource)
####**Inherits:** [Resource](class_resource)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# Curve3D
#####**Inherits:** [Resource](class_resource)
####**Inherits:** [Resource](class_resource)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# DampedSpringJoint2D
#####**Inherits:** [Joint2D](class_joint2d)
####**Inherits:** [Joint2D](class_joint2d)
####**Category:** Core
### Brief Description
Damped sprint constraint for 2D physics.

@@ -1,4 +1,5 @@
# Dictionary
####**Category:** Built-In Types
### Brief Description
Dictionary type.

@@ -1,5 +1,6 @@
# DirectionalLight
#####**Inherits:** [Light](class_light)
####**Inherits:** [Light](class_light)
####**Category:** Core
### Brief Description
Directional Light, such as the Sun or the Moon.
@@ -19,6 +20,6 @@ Directional Light, such as the Sun or the Moon.
* **SHADOW_PARAM_PSSM_ZOFFSET_SCALE** = **2**
### Description
A DirectionalLight is a type of [[light|Light]] node that emits light constantly in one direction (the negative z axis of the node). It is used lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldpace location of the DirectionalLight transform (origin) is ignored, only the basis is used do determine light direction.
A DirectionalLight is a type of [Light](class_light) node that emits light constantly in one direction (the negative z axis of the node). It is used lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldpace location of the DirectionalLight transform (origin) is ignored, only the basis is used do determine light direction.
### Member Function Description

@@ -1,5 +1,6 @@
# Directory
#####**Inherits:** [Reference](class_reference)
####**Inherits:** [Reference](class_reference)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# EditableShape
#####**Inherits:** [Spatial](class_spatial)
####**Inherits:** [Spatial](class_spatial)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# EditableSphere
#####**Inherits:** [EditableShape](class_editableshape)
####**Inherits:** [EditableShape](class_editableshape)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# EditorImportPlugin
#####**Inherits:** [Reference](class_reference)
####**Inherits:** [Reference](class_reference)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# EditorPlugin
#####**Inherits:** [Node](class_node)
####**Inherits:** [Node](class_node)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# EditorScenePostImport
#####**Inherits:** [Reference](class_reference)
####**Inherits:** [Reference](class_reference)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# EmptyControl
#####**Inherits:** [Control](class_control)
####**Inherits:** [Control](class_control)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# Environment
#####**Inherits:** [Resource](class_resource)
####**Inherits:** [Resource](class_resource)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# EventPlayer
#####**Inherits:** [Node](class_node)
####**Inherits:** [Node](class_node)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# EventStream
#####**Inherits:** [Resource](class_resource)
####**Inherits:** [Resource](class_resource)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# EventStreamChibi
#####**Inherits:** [EventStream](class_eventstream)
####**Inherits:** [EventStream](class_eventstream)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# File
#####**Inherits:** [Reference](class_reference)
####**Inherits:** [Reference](class_reference)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# FileDialog
#####**Inherits:** [ConfirmationDialog](class_confirmationdialog)
####**Inherits:** [ConfirmationDialog](class_confirmationdialog)
####**Category:** Core
### Brief Description
Dialog for selecting files or directories in the filesystem.

@@ -1,5 +1,6 @@
# FixedMaterial
#####**Inherits:** [Material](class_material)
####**Inherits:** [Material](class_material)
####**Category:** Core
### Brief Description
Simple Material with a fixed parameter set.
@@ -39,7 +40,7 @@ Simple Material with a fixed parameter set.
* **FLAG_USE_POINT_SIZE** = **2**
### Description
FixedMaterial is a simple type of material [[resource|Resource]], which contains a fixed amount of paramters. It is the only type of material supported in fixed-pipeline devices and APIs. It is also an often a better alternative to [[shadermaterial|ShaderMaterial]] for most simple use cases.
FixedMaterial is a simple type of material [Resource](class_resource), which contains a fixed amount of paramters. It is the only type of material supported in fixed-pipeline devices and APIs. It is also an often a better alternative to [ShaderMaterial](class_shadermaterial) for most simple use cases.
### Member Function Description
@@ -56,12 +57,12 @@ Return a parameter, parameters are defined in the PARAM_* enum. The type of each
#### <a name="set_texture">set_texture</a>
* void **`set_texture`** **(** [int](class_int) param, [Texture](class_texture) texture **)**
Set a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see [[#set_texcoord_mode|set_texcoord_mode]]).
Set a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see [`set_texcoord_mode`](#set_texcoord_mode)).
#### <a name="get_texture">get_texture</a>
* [Texture](class_texture) **`get_texture`** **(** [int](class_int) param **)** const
Return a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see [[#set_texcoord_mode|set_texcoord_mode]]).
Return a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see [`set_texcoord_mode`](#set_texcoord_mode)).
#### <a name="set_texcoord_mode">set_texcoord_mode</a>
* void **`set_texcoord_mode`** **(** [int](class_int) param, [int](class_int) mode **)**

@@ -1,5 +1,6 @@
# Flurry
#####**Inherits:** [Object](class_object)
####**Inherits:** [Object](class_object)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# FollowCamera
#####**Inherits:** [Camera](class_camera)
####**Inherits:** [Camera](class_camera)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# Font
#####**Inherits:** [Resource](class_resource)
####**Inherits:** [Resource](class_resource)
####**Category:** Core
### Brief Description
Internationalized font and text drawing support.
@@ -53,7 +54,7 @@ Return the font descent (number of pixels below the baseline).
#### <a name="add_kerning_pair">add_kerning_pair</a>
* void **`add_kerning_pair`** **(** [int](class_int) char_a, [int](class_int) char_b, [int](class_int) kerning **)**
Add a kerning pair to the [[font|Font]] as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character.
Add a kerning pair to the [Font](class_font) as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character.
#### <a name="get_kerning_pair">get_kerning_pair</a>
* [int](class_int) **`get_kerning_pair`** **(** [int](class_int) arg0, [int](class_int) arg1 **)** const
@@ -63,7 +64,7 @@ Return a kerning pair as a difference. Kerning pairs are special cases where a t
#### <a name="add_texture">add_texture</a>
* void **`add_texture`** **(** [Texture](class_texture) texture **)**
Add a texture to the [[font|Font]].
Add a texture to the [Font](class_font).
#### <a name="add_char">add_char</a>
* void **`add_char`** **(** [int](class_int) character, [int](class_int) texture, [Rect2](class_rect2) rect, [Vector2](class_vector2) align=Vector2(0,0), [real](class_real) advance=-1 **)**
@@ -88,9 +89,9 @@ Clear all the font data.
#### <a name="draw">draw</a>
* void **`draw`** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [String](class_string) string, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)** const
Draw "string" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally clipping the width. "pos" specifies te baseline, not the top. To draw from the top, //ascent// must be added to the Y axis.
Draw "string" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally clipping the width. "pos" specifies te baseline, not the top. To draw from the top, _ascent_ must be added to the Y axis.
#### <a name="draw_char">draw_char</a>
* [real](class_real) **`draw_char`** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [int](class_int) char, [int](class_int) next=-1, [Color](class_color) modulate=Color(1,1,1,1) **)** const
Draw character "char" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally kerning if "next" is apassed. clipping the width. "pos" specifies te baseline, not the top. To draw from the top, //ascent// must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character.
Draw character "char" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally kerning if "next" is apassed. clipping the width. "pos" specifies te baseline, not the top. To draw from the top, _ascent_ must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character.

@@ -1,5 +1,6 @@
# GDNativeClass
#####**Inherits:** [Reference](class_reference)
####**Inherits:** [Reference](class_reference)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# GDScript
#####**Inherits:** [Script](class_script)
####**Inherits:** [Script](class_script)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# Geometry
#####**Inherits:** [Object](class_object)
####**Inherits:** [Object](class_object)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# GeometryInstance
#####**Inherits:** [VisualInstance](class_visualinstance)
####**Inherits:** [VisualInstance](class_visualinstance)
####**Category:** Core
### Brief Description
Base node for geometry based visual instances.

@@ -1,5 +1,6 @@
# Globals
#####**Inherits:** [Object](class_object)
####**Inherits:** [Object](class_object)
####**Category:** Core
### Brief Description
Contains global variables accessible from everywhere.
@@ -18,7 +19,7 @@ Contains global variables accessible from everywhere.
* [Object](class_object) **[`get_singleton`](#get_singleton)** **(** [String](class_string) arg0 **)** const
### Description
Contains global variables accessible from everywhere. Use the normal [[object|Object]] API, such as "Globals.get(variable)", "Globals.set(variable,value)" or "Globals.has(variable)" to access them. Variables stored in engine.cfg are also loaded into globals, making this object very useful for reading custom game configuration options.
Contains global variables accessible from everywhere. Use the normal [Object](class_object) API, such as "Globals.get(variable)", "Globals.set(variable,value)" or "Globals.has(variable)" to access them. Variables stored in engine.cfg are also loaded into globals, making this object very useful for reading custom game configuration options.
### Member Function Description

@@ -1,5 +1,6 @@
# GridContainer
#####**Inherits:** [Container](class_container)
####**Inherits:** [Container](class_container)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# GridMap
#####**Inherits:** [Spatial](class_spatial)
####**Inherits:** [Spatial](class_spatial)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# GrooveJoint2D
#####**Inherits:** [Joint2D](class_joint2d)
####**Inherits:** [Joint2D](class_joint2d)
####**Category:** Core
### Brief Description
Groove constraint for 2D physics.

@@ -1,8 +1,9 @@
# HBoxContainer
#####**Inherits:** [BoxContainer](class_boxcontainer)
####**Inherits:** [BoxContainer](class_boxcontainer)
####**Category:** Core
### Brief Description
Horizontal box container.
### Description
Horizontal box container. See [[boxcontainer|BoxContainer]].
Horizontal box container. See [BoxContainer](class_boxcontainer).

@@ -1,8 +1,9 @@
# HButtonArray
#####**Inherits:** [ButtonArray](class_buttonarray)
####**Inherits:** [ButtonArray](class_buttonarray)
####**Category:** Core
### Brief Description
Horizontal button array.
### Description
Horizontal button array. See [[buttonarray|ButtonArray]].
Horizontal button array. See [ButtonArray](class_buttonarray).

@@ -1,8 +1,9 @@
# HScrollBar
#####**Inherits:** [ScrollBar](class_scrollbar)
####**Inherits:** [ScrollBar](class_scrollbar)
####**Category:** Core
### Brief Description
Horizontal scroll bar.
### Description
Horizontal scroll bar. See [[scrollbar|ScrollBar]]. This one goes from left (min) to right (max).
Horizontal scroll bar. See [ScrollBar](class_scrollbar). This one goes from left (min) to right (max).

@@ -1,8 +1,9 @@
# HSeparator
#####**Inherits:** [Separator](class_separator)
####**Inherits:** [Separator](class_separator)
####**Category:** Core
### Brief Description
Horizontal separator.
### Description
Horizontal separator. See [[separator|Separator]]. It is used to separate objects vertiacally, though (but it looks horizontal!).
Horizontal separator. See [Separator](class_separator). It is used to separate objects vertiacally, though (but it looks horizontal!).

@@ -1,8 +1,9 @@
# HSlider
#####**Inherits:** [Slider](class_slider)
####**Inherits:** [Slider](class_slider)
####**Category:** Core
### Brief Description
Horizontal slider.
### Description
Horizontal slider. See [[slider|Slider]]. This one goes from left (min) to right (max).
Horizontal slider. See [Slider](class_slider). This one goes from left (min) to right (max).

@@ -1,8 +1,9 @@
# HSplitContainer
#####**Inherits:** [SplitContainer](class_splitcontainer)
####**Inherits:** [SplitContainer](class_splitcontainer)
####**Category:** Core
### Brief Description
Horizontal split container.
### Description
Horizontal split container. See [[splitcontainer|SplitContainer]]. This goes from left to right.
Horizontal split container. See [SplitContainer](class_splitcontainer). This goes from left to right.

@@ -1,5 +1,6 @@
# HTTPClient
#####**Inherits:** [Reference](class_reference)
####**Inherits:** [Reference](class_reference)
####**Category:** Core
### Brief Description

@@ -1,4 +1,5 @@
# Image
####**Category:** Built-In Types
### Brief Description
Image datatype.

@@ -1,5 +1,6 @@
# ImagePathFinder
#####**Inherits:** [Resource](class_resource)
####**Inherits:** [Resource](class_resource)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# ImageTexture
#####**Inherits:** [Texture](class_texture)
####**Inherits:** [Texture](class_texture)
####**Category:** Core
### Brief Description

@@ -1,5 +1,6 @@
# Input
#####**Inherits:** [Object](class_object)
####**Inherits:** [Object](class_object)
####**Category:** Core
### Brief Description
@@ -28,4 +29,4 @@
Return the global, unscaled, screen pointer coordinates.
If the 2D viewport has been scaled, it may not work well
with [[camera|Camera]] or controls.
with [Camera](class_camera) or controls.

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