Changed the doc class generation to individual files per class. It is also possible to save module files in module directories and the build system will

recognize them.
This commit is contained in:
Juan Linietsky 2017-09-12 17:42:36 -03:00
parent 175777596e
commit 4f929a0fdf
471 changed files with 63732 additions and 61317 deletions

View File

@ -352,6 +352,7 @@ if selected_platform in platform_list:
sys.modules.pop('detect')
env.module_list = []
env.doc_class_path={}
for x in module_list:
if env['module_' + x + '_enabled'] != "yes":
@ -363,6 +364,15 @@ if selected_platform in platform_list:
if (config.can_build(selected_platform)):
config.configure(env)
env.module_list.append(x)
try:
doc_classes = config.get_doc_classes()
doc_path = config.get_doc_path()
for c in doc_classes:
env.doc_class_path[c]="modules/"+x+"/"+doc_path
except:
pass
sys.path.remove(tmppath)
sys.modules.pop('config')

View File

@ -174,6 +174,7 @@ struct FileAccessRef {
operator bool() const { return f != NULL; }
FileAccess *f;
operator FileAccess*() { return f; }
FileAccessRef(FileAccess *fa) { f = fa; }
~FileAccessRef() {
if (f) memdelete(f);

File diff suppressed because it is too large Load Diff

911
doc/classes/@GDScript.xml Normal file
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@ -0,0 +1,911 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="@GDScript" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Built-in GDScript functions.
</brief_description>
<description>
This contains the list of built-in gdscript functions. Mostly math functions and other utilities. Everything else is expanded by objects.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="Color8">
<return type="Color">
</return>
<argument index="0" name="r8" type="int">
</argument>
<argument index="1" name="g8" type="int">
</argument>
<argument index="2" name="b8" type="int">
</argument>
<argument index="3" name="a8" type="int">
</argument>
<description>
Returns a 32 bit color with red, green, blue and alpha channels. Each channel has 8bits of information ranging from 0 to 255.
'r8' red channel
'g8' green channel
'b8' blue channel
'a8' alpha channel
[codeblock]
red = Color8(255, 0, 0)
[/codeblock]
</description>
</method>
<method name="ColorN">
<return type="Color">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="alpha" type="float">
</argument>
<description>
Returns color 'name' with alpha ranging from 0 to 1. Note: 'name' is defined in color_names.inc.
[codeblock]
red = ColorN('red')
[/codeblock]
</description>
</method>
<method name="abs">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns the absolute value of parameter 's' (i.e. unsigned value, works for integer and float).
[codeblock]
# a is 1
a = abs(-1)
[/codeblock]
</description>
</method>
<method name="acos">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns the arc cosine of 's' in radians. Use to get the angle of cosine 's'.
[codeblock]
# c is 0.523599 or 30 degrees if converted with rad2deg(s)
c = acos(0.866025)
[/codeblock]
</description>
</method>
<method name="asin">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns the arc sine of 's' in radians. Use to get the angle of sine 's'.
[codeblock]
# s is 0.523599 or 30 degrees if converted with rad2deg(s)
s = asin(0.5)
[/codeblock]
</description>
</method>
<method name="assert">
<return type="void">
</return>
<argument index="0" name="condition" type="bool">
</argument>
<description>
</description>
</method>
<method name="atan">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
</description>
</method>
<method name="atan2">
<return type="float">
</return>
<argument index="0" name="x" type="float">
</argument>
<argument index="1" name="y" type="float">
</argument>
<description>
Returns the arc tangent of y/x in radians. Use to get the angle of tangent y/x. To compute the value, the function takes into account the sign of both arguments in order to determine the quadrant.
[codeblock]
# a is 3.141593
a = atan(0,-1)
[/codeblock]
</description>
</method>
<method name="bytes2var">
<return type="Variant">
</return>
<argument index="0" name="bytes" type="PoolByteArray">
</argument>
<description>
Decode a byte array back to a value.
</description>
</method>
<method name="ceil">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Rounds 's' upward, returning the smallest integral value that is not less than 's'.
[codeblock]
# i is 2
i = ceil(1.45)
# i is 2
i = ceil(1.001)
[/codeblock]
</description>
</method>
<method name="char">
<return type="String">
</return>
<argument index="0" name="ascii" type="int">
</argument>
<description>
Returns a character as String of the given ASCII code.
[codeblock]
# a is 'A'
a = char(65)
# a is 'a'
a = char(65+32)
[/codeblock]
</description>
</method>
<method name="clamp">
<return type="float">
</return>
<argument index="0" name="val" type="float">
</argument>
<argument index="1" name="min" type="float">
</argument>
<argument index="2" name="max" type="float">
</argument>
<description>
Clamp 'val' and return a value not less than 'min' and not more than 'max'.
[codeblock]
speed = 1000
# a is 20
a = clamp(speed, 1, 20)
speed = -10
# a is 1
a = clamp(speed, 1, 20)
[/codeblock]
</description>
</method>
<method name="convert">
<return type="Object">
</return>
<argument index="0" name="what" type="Variant">
</argument>
<argument index="1" name="type" type="int">
</argument>
<description>
Convert from a type to another in the best way possible. The "type" parameter uses the enum TYPE_* in [@Global Scope].
[codeblock]
a = Vector2(1, 0)
# prints 1
print(a.length())
a = convert(a, TYPE_STRING)
# prints 6
# (1, 0) is 6 characters
print(a.length())
[/codeblock]
</description>
</method>
<method name="cos">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns the cosine of angle 's' in radians.
[codeblock]
# prints 1 and -1
print(cos(PI*2))
print(cos(PI))
[/codeblock]
</description>
</method>
<method name="cosh">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns the hyperbolic cosine of 's' in radians.
[codeblock]
# prints 1.543081
print(cosh(1))
[/codeblock]
</description>
</method>
<method name="db2linear">
<return type="float">
</return>
<argument index="0" name="db" type="float">
</argument>
<description>
Convert from decibels to linear energy (audio).
</description>
</method>
<method name="decimals">
<return type="float">
</return>
<argument index="0" name="step" type="float">
</argument>
<description>
Returns the number of digit places after the decimal that the first non-zero digit occurs.
[codeblock]
# n is 2
n = decimals(0.035)
[/codeblock]
</description>
</method>
<method name="dectime">
<return type="float">
</return>
<argument index="0" name="value" type="float">
</argument>
<argument index="1" name="amount" type="float">
</argument>
<argument index="2" name="step" type="float">
</argument>
<description>
Returns the result of 'value' decreased by 'step' * 'amount'.
[codeblock]
# a = 59
a = dectime(60, 10, 0.1))
[/codeblock]
</description>
</method>
<method name="deg2rad">
<return type="float">
</return>
<argument index="0" name="deg" type="float">
</argument>
<description>
Returns degrees converted to radians.
[codeblock]
# r is 3.141593
r = deg2rad(180)
[/codeblock]
</description>
</method>
<method name="dict2inst">
<return type="Object">
</return>
<argument index="0" name="dict" type="Dictionary">
</argument>
<description>
Convert a previously converted instance to dictionary back into an instance. Useful for deserializing.
</description>
</method>
<method name="ease">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<argument index="1" name="curve" type="float">
</argument>
<description>
Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-out/out in.
</description>
</method>
<method name="exp">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns [b]e[/b] raised to the power of 's'. [b]e[/b] sometimes called "Euler's number" is a mathematical constant whose value is approximately 2.71828.
</description>
</method>
<method name="floor">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns the largest integer value (rounded down) that is less than or equal to 's'.
</description>
</method>
<method name="fmod">
<return type="float">
</return>
<argument index="0" name="x" type="float">
</argument>
<argument index="1" name="y" type="float">
</argument>
<description>
Returns the floating-point remainder of x/y (rounded towards zero):
[codeblock]
fmod = x - tquot * y
[/codeblock]
Where tquot is the truncated (i.e., rounded towards zero) result of: x/y.
</description>
</method>
<method name="fposmod">
<return type="float">
</return>
<argument index="0" name="x" type="float">
</argument>
<argument index="1" name="y" type="float">
</argument>
<description>
</description>
</method>
<method name="funcref">
<return type="Object">
</return>
<argument index="0" name="instance" type="Object">
</argument>
<argument index="1" name="funcname" type="String">
</argument>
<description>
</description>
</method>
<method name="hash">
<return type="int">
</return>
<argument index="0" name="var" type="Variant">
</argument>
<description>
Returns the integer hash of the variable passed.
[codeblock]
# print 177670
print(hash("a"))
[/codeblock]
</description>
</method>
<method name="inst2dict">
<return type="Dictionary">
</return>
<argument index="0" name="inst" type="Object">
</argument>
<description>
Returns the passed instance converted a dictionary (useful for serializing).
[codeblock]
var foo = "bar"
func _ready():
var d = inst2dict(self)
print(d.keys())
print(d.values())
[/codeblock]
Prints out:
[codeblock]
[@subpath, @path, foo]
[, res://test.gd, bar]
[/codeblock]
</description>
</method>
<method name="instance_from_id">
<return type="Object">
</return>
<argument index="0" name="instance_id" type="int">
</argument>
<description>
Returns the Object that corresponds to 'instance_id'. All Objects have a unique instance ID.
[codeblock]
var foo = "bar"
func _ready():
var id = get_instance_id()
var inst = instance_from_id(id)
print(inst.foo)
[/codeblock]
Prints "bar"
</description>
</method>
<method name="inverse_lerp">
<return type="float">
</return>
<argument index="0" name="from" type="float">
</argument>
<argument index="1" name="to" type="float">
</argument>
<argument index="2" name="value" type="float">
</argument>
<description>
Returns a normalized value considering the given range.
[codeblock]
inverse_lerp(3, 5, 4) # return 0.5
[/codeblock]
</description>
</method>
<method name="is_inf">
<return type="bool">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns True/False whether 's' is an infinity value (either positive infinity or negative infinity).
</description>
</method>
<method name="is_nan">
<return type="bool">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns True/False whether 's' is a NaN (Not-A-Number) value.
</description>
</method>
<method name="len">
<return type="int">
</return>
<argument index="0" name="var" type="Variant">
</argument>
<description>
Returns length of Variant 'var'. Length is the character count of String, element count of Array, size of Dictionary, etc. Note: Generates a fatal error if Variant can not provide a length.
[codeblock]
a = [1, 2, 3, 4]
print(len(a))
[/codeblock]
Prints 4
</description>
</method>
<method name="lerp">
<return type="float">
</return>
<argument index="0" name="from" type="float">
</argument>
<argument index="1" name="to" type="float">
</argument>
<argument index="2" name="weight" type="float">
</argument>
<description>
Linear interpolates between two values by a normalized value.
</description>
</method>
<method name="linear2db">
<return type="float">
</return>
<argument index="0" name="nrg" type="float">
</argument>
<description>
Convert from linear energy to decibels (audio).
</description>
</method>
<method name="load">
<return type="Object">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
Load a resource from the filesystem located at 'path'. Note: resource paths can be obtained by right clicking on a resource in the Assets Pannel and choosing "Copy Path".
[codeblock]
# load a scene called main located in the root of the project directory
var main = load("res://main.tscn")
[/codeblock]
</description>
</method>
<method name="log">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Natural logarithm. The amount of time needed to reach a certain level of continuous growth. Note: This is not the same as the log funcation on your calculator which is a base 10 logarithm.
[codeblock]
# a is 2.302585
a = log(10)
[/codeblock]
</description>
</method>
<method name="max">
<return type="float">
</return>
<argument index="0" name="a" type="float">
</argument>
<argument index="1" name="b" type="float">
</argument>
<description>
Returns the maximum of two values.
[codeblock]
# a is 2
a = max(1,2)
# a is -3.99
a = max(-3.99, -4)
[/codeblock]
</description>
</method>
<method name="min">
<return type="float">
</return>
<argument index="0" name="a" type="float">
</argument>
<argument index="1" name="b" type="float">
</argument>
<description>
Returns the minimum of two values.
[codeblock]
# a is 1
a = min(1,2)
# a is -4
a = min(-3.99, -4)
[/codeblock]
</description>
</method>
<method name="nearest_po2">
<return type="int">
</return>
<argument index="0" name="val" type="int">
</argument>
<description>
Returns the nearest larger power of 2 for an integer.
[codeblock]
# a is 4
a = nearest_po2(3)
# a is 4
a = nearest_po2(4)
# a is 8
a = nearest_po2(5)
[/codeblock]
</description>
</method>
<method name="parse_json">
<return type="Variant">
</return>
<argument index="0" name="json" type="String">
</argument>
<description>
Parse JSON text to a Variant (use [method typeof] to check if it is what you expect).
Be aware that the JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert every numerical values to [float] types.
[codeblock]
p = parse_json('["a", "b", "c"]')
if typeof(p) == TYPE_ARRAY:
print(p[0])
else:
print("unexpected results")
[/codeblock]
</description>
</method>
<method name="pow">
<return type="float">
</return>
<argument index="0" name="x" type="float">
</argument>
<argument index="1" name="y" type="float">
</argument>
<description>
Returns the result of 'x' raised to the power of 'y'.
[codeblock]
# a is 32
a = pow(2,5)
[/codeblock]
</description>
</method>
<method name="preload">
<return type="Resource">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
Returns a resource from the filesystem that is loaded during script parsing. Note: resource paths can be obtained by right clicking on a resource in the Assets Pannel and choosing "Copy Path".
[codeblock]
# load a scene called main located in the root of the project directory
var main = preload("res://main.tscn")
</description>
</method>
<method name="print" qualifiers="vararg">
<return type="void">
</return>
<description>
Converts one or more arguments to strings in the best way possible and prints them to the console.
[codeblock]
a = [1,2,3]
print("a","b",a)
[/codeblock]
Prints ab[1, 2, 3]
</description>
</method>
<method name="print_stack">
<return type="void">
</return>
<description>
Print a stack track at code location, only works when running with debugger turned on.
</description>
</method>
<method name="printerr" qualifiers="vararg">
<return type="void">
</return>
<description>
Print one or more arguments to strings in the best way possible to standard error line.
</description>
</method>
<method name="printraw" qualifiers="vararg">
<return type="void">
</return>
<description>
Print one or more arguments to strings in the best way possible to console. No newline is added at the end.
</description>
</method>
<method name="prints" qualifiers="vararg">
<return type="void">
</return>
<description>
Print one or more arguments to the console with a space between each argument.
</description>
</method>
<method name="printt" qualifiers="vararg">
<return type="void">
</return>
<description>
Print one or more arguments to the console with a tab between each argument.
</description>
</method>
<method name="rad2deg">
<return type="float">
</return>
<argument index="0" name="rad" type="float">
</argument>
<description>
Convert from radians to degrees.
</description>
</method>
<method name="rand_range">
<return type="float">
</return>
<argument index="0" name="from" type="float">
</argument>
<argument index="1" name="to" type="float">
</argument>
<description>
Random range, any floating point value between 'from' and 'to'.
</description>
</method>
<method name="rand_seed">
<return type="Array">
</return>
<argument index="0" name="seed" type="int">
</argument>
<description>
Random from seed: pass a seed, and an array with both number and new seed is returned. "Seed" here refers to the internal state of the pseudo random number generator. The internal state of the current implementation is 64 bits.
</description>
</method>
<method name="randf">
<return type="float">
</return>
<description>
Return a random floating point value between 0 and 1.
</description>
</method>
<method name="randi">
<return type="int">
</return>
<description>
Return a random 32 bits integer value. To obtain a random value between 0 to N (where N is smaller than 2^32 - 1), you can use remainder. For example, to get a random integer between 0 and 19 inclusive, you can use randi() % 20.
</description>
</method>
<method name="randomize">
<return type="void">
</return>
<description>
Randomize the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time.
</description>
</method>
<method name="range" qualifiers="vararg">
<return type="Array">
</return>
<description>
Return an array with the given range. Range can be 1 argument N (0 to N-1), two arguments (initial, final-1) or three arguments (initial, final-1, increment).
</description>
</method>
<method name="range_lerp">
<return type="float">
</return>
<argument index="0" name="value" type="float">
</argument>
<argument index="1" name="istart" type="float">
</argument>
<argument index="2" name="istop" type="float">
</argument>
<argument index="3" name="ostart" type="float">
</argument>
<argument index="4" name="ostop" type="float">
</argument>
<description>
Maps a value from range [istart, istop] to [ostart, ostop].
[codeblock]
range_lerp(75, 0, 100, -1, 1) # returns 0.5
[/codeblock]
</description>
</method>
<method name="round">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns the integral value that is nearest to s, with halfway cases rounded away from zero.
</description>
</method>
<method name="seed">
<return type="void">
</return>
<argument index="0" name="seed" type="int">
</argument>
<description>
Set seed for the random number generator.
</description>
</method>
<method name="sign">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Return sign (-1 or +1).
</description>
</method>
<method name="sin">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns the sine of an angle of s radians.
</description>
</method>
<method name="sinh">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns the hyperbolic sine of s.
</description>
</method>
<method name="sqrt">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns the square root of s.
</description>
</method>
<method name="stepify">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<argument index="1" name="step" type="float">
</argument>
<description>
Snap float value to a given step.
</description>
</method>
<method name="str" qualifiers="vararg">
<return type="String">
</return>
<description>
Convert one or more arguments to string in the best way possible.
</description>
</method>
<method name="str2var">
<return type="Variant">
</return>
<argument index="0" name="string" type="String">
</argument>
<description>
Convert a formatted string that was returned by [method var2str] to the original value.
</description>
</method>
<method name="tan">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns the tangent of an angle of s radians.
</description>
</method>
<method name="tanh">
<return type="float">
</return>
<argument index="0" name="s" type="float">
</argument>
<description>
Returns the hyperbolic tangent of s.
</description>
</method>
<method name="to_json">
<return type="String">
</return>
<argument index="0" name="var" type="Variant">
</argument>
<description>
Convert a Variant to json text.
</description>
</method>
<method name="type_exists">
<return type="bool">
</return>
<argument index="0" name="type" type="String">
</argument>
<description>
Returns whether the given class is exist in [ClassDB].
[codeblock]
type_exists("Sprite") # returns true
type_exists("Variant") # returns false
[/codeblock]
</description>
</method>
<method name="typeof">
<return type="int">
</return>
<argument index="0" name="what" type="Variant">
</argument>
<description>
Return the internal type of the given Variant object, using the TYPE_* enum in [@Global Scope].
</description>
</method>
<method name="validate_json">
<return type="String">
</return>
<argument index="0" name="json" type="String">
</argument>
<description>
This method is used to validate the structure and data types of a piece of JSON, similar to XML Schema for XML.
</description>
</method>
<method name="var2bytes">
<return type="PoolByteArray">
</return>
<argument index="0" name="var" type="Variant">
</argument>
<description>
Encode a variable value to a byte array.
</description>
</method>
<method name="var2str">
<return type="String">
</return>
<argument index="0" name="var" type="Variant">
</argument>
<description>
Convert a value to a formatted string that can later be parsed using [method str2var].
</description>
</method>
<method name="weakref">
<return type="Object">
</return>
<argument index="0" name="obj" type="Object">
</argument>
<description>
Return a weak reference to an object.
A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it.
</description>
</method>
<method name="yield">
<return type="GDFunctionState">
</return>
<argument index="0" name="object" type="Object">
</argument>
<argument index="1" name="signal" type="String">
</argument>
<description>
Stop the function execution and return the current state. Call [method GDFunctionState.resume] on the state to resume execution. This invalidates the state.
Returns anything that was passed to the resume function call. If passed an object and a signal, the execution is resumed when the object's signal is emitted.
</description>
</method>
</methods>
<constants>
<constant name="PI" value="3.141593" enum="">
Constant that represents how many times the diameter of a circumference fits around its perimeter.
</constant>
<constant name="INF" value="inf" enum="">
A positive infinity. (For negative infinity, use -INF).
</constant>
<constant name="NAN" value="-nan(ind)" enum="">
Macro constant that expands to an expression of type float that represents a NaN.
The NaN values are used to identify undefined or non-representable values for floating-point elements, such as the square root of negative numbers or the result of 0/0.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="@NativeScript" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="@VisualScript" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRAnchor" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Anchor point in AR Space
</brief_description>
<description>
The ARVR Anchor point is a spatial node that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc) and create anchors for them.
This node is mapped to one of the anchors through its unique id. When you receive a signal that a new anchor is available you should add this node to your scene for that anchor. You can predefine nodes and set the id and the nodes will simply remain on 0,0,0 until a plane is recognised.
Keep in mind that as long as plane detection is enable the size, placing and orientation of an anchor will be updates as the detection logic learns more about the real world out there especially if only part of the surface is in view.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_anchor_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns the anchor id for this anchor.
</description>
</method>
<method name="get_anchor_name" qualifiers="const">
<return type="String">
</return>
<description>
Returns the name given to this anchor.
</description>
</method>
<method name="get_is_active" qualifiers="const">
<return type="bool">
</return>
<description>
Returns true if the anchor is being tracked and false if no anchor with this id is currently known.
</description>
</method>
<method name="get_size" qualifiers="const">
<return type="Vector3">
</return>
<description>
Returns the estimated size of the plane that was detected. Say when the anchor relates to a table in the real world, this is the estimated size of the surface of that table.
</description>
</method>
<method name="set_anchor_id">
<return type="void">
</return>
<argument index="0" name="anchor_id" type="int">
</argument>
<description>
Binds this anchor node to an anchor with this id. You can set this before the anchor itself exists. The first anchor that is identified gets id 1, the second id 2, etc. When anchors get removed that slot remains free and can be assigned to the next anchor that is identified. The most common situation where anchors 'disappear' is when the AR server identifies that two anchors represent different parts of the same plane and merge them.
</description>
</method>
</methods>
<members>
<member name="anchor_id" type="int" setter="set_anchor_id" getter="get_anchor_id" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRCamera" inherits="Camera" category="Core" version="3.0.alpha.custom_build">
<brief_description>
A camera node with a few overrules for AR/VR applied such as location tracking.
</brief_description>
<description>
This is a helper spatial node for our camera, note that if stereoscopic rendering is applicable (VR-HMD) most of the camera properties are ignored as the HMD information overrides them. The only properties that can be trusted are the near and far planes.
The position and orientation of this node is automatically updated by the ARVR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that in contrast to the ARVR Controller the render thread has access to the most up to date tracking data of the HMD and the location of the ARVRCamera can lag a few milliseconds behind what is used for rendering as a result.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRController" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
<brief_description>
A spatial node representing a spatially tracked controller.
</brief_description>
<description>
This is a helper spatial node that is linked to the tracking of controllers. It also offers several handy pass throughs to the state of buttons and such on the controllers.
Controllers are linked by their id. You can create controller nodes before the controllers are available. Say your game always uses two controllers (one for each hand) you can predefine the controllers with id 1 and 2 and they will become active as soon as the controllers are identified. If you expect additional controllers to be used you should react to the signals and add ARVRController nodes to your scene.
The position of the controller node is automatically updated by the ARVR Server. This makes this node ideal to add child nodes to visualise the controller.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_controller_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns the controller id currently assigned to this node.
</description>
</method>
<method name="get_controller_name" qualifiers="const">
<return type="String">
</return>
<description>
If active, returns the name of the associated controller if provided by the AR/VR SDK used.
</description>
</method>
<method name="get_hand" qualifiers="const">
<return type="int" enum="ARVRPositionalTracker.TrackerHand">
</return>
<description>
</description>
</method>
<method name="get_is_active" qualifiers="const">
<return type="bool">
</return>
<description>
Returns true if the controller bound to this node is currently active and being tracked.
</description>
</method>
<method name="get_joystick_axis" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="axis" type="int">
</argument>
<description>
Returns the value of the given axis for things like triggers, touchpads, etc. that are embedded into the controller.
</description>
</method>
<method name="get_joystick_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns the ID of the joystick object bound to this. Every controller tracked by the ARVR Server that has buttons and axis will also be registered as a joystick within Godot. This means that all the normal joystick tracking and input mapping will work for buttons and axis found on the AR/VR controllers. This ID is purely offered as information so you can link up the controller with its joystick entry.
</description>
</method>
<method name="is_button_pressed" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="button" type="int">
</argument>
<description>
Is the given button currently pressed?
</description>
</method>
<method name="set_controller_id">
<return type="void">
</return>
<argument index="0" name="controller_id" type="int">
</argument>
<description>
Changes the id that identifies the controller bound to this node. The first controller that the ARVR Server detects will have id 1, the second id 2, the third id 3, etc. When a controller is turned off that slot is freed ensuring that controllers will keep the same id while it is turned on even when controllers with lower ids are turned off.
</description>
</method>
</methods>
<members>
<member name="controller_id" type="int" setter="set_controller_id" getter="get_controller_id" brief="">
</member>
</members>
<signals>
<signal name="button_pressed">
<argument index="0" name="button" type="int">
</argument>
<description>
When a button on this controller is pressed, this signal is given.
</description>
</signal>
<signal name="button_release">
<argument index="0" name="button" type="int">
</argument>
<description>
When a button on this controller is released, this signal is given.
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRInterface" inherits="Reference" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Base class for ARVR interface implementation.
</brief_description>
<description>
This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDNative modules (note that for GDNative the subclass ARVRScriptInterface should be used). Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.
Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through ARVRServer.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_name" qualifiers="const">
<return type="String">
</return>
<description>
Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc).
</description>
</method>
<method name="get_recommended_render_targetsize">
<return type="Vector2">
</return>
<description>
Returns the resolution at which we should render our intermediate results before things like lens distortion are applied by the VR platform.
</description>
</method>
<method name="hmd_is_present">
<return type="bool">
</return>
<description>
Returns true if an HMD is available for this interface.
</description>
</method>
<method name="initialize">
<return type="bool">
</return>
<description>
Call this to initialize this interface. The first interface that is initialized is identified as the primary interface and it will be used for rendering output.
After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence.
Note that you must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot such as for mobile VR.
If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively you can add a separate viewport node to your scene and enable AR/VR on that viewport and it will be used to output to the HMD leaving you free to do anything you like in the main window such as using a separate camera as a spectator camera or render out something completely different.
While currently not used you can activate additional interfaces, you may wish to do this if you want to track controllers from other platforms. However at this point in time only one interface can render to an HMD.
</description>
</method>
<method name="is_initialized">
<return type="bool">
</return>
<description>
Returns true if this interface is active.
</description>
</method>
<method name="is_installed">
<return type="bool">
</return>
<description>
Returns true if this interface has been installed. Say your game is designed to work with OpenVR so you are using the OpenVR interface but the user hasn't installed SteamVR, this would return false.
</description>
</method>
<method name="is_primary">
<return type="bool">
</return>
<description>
Returns true if this interface is currently the primary interface (the interface responsible for showing the output).
</description>
</method>
<method name="set_is_primary">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Set this interface to the primary interface (unset the old one).
</description>
</method>
<method name="supports_hmd">
<return type="bool">
</return>
<description>
Returns true if this interface supports HMDs and by extension uses stereo scopic rendering.
</description>
</method>
<method name="uninitialize">
<return type="void">
</return>
<description>
Turns the interface off.
</description>
</method>
</methods>
<members>
<member name="primary" type="bool" setter="set_is_primary" getter="is_primary" brief="">
</member>
</members>
<constants>
<constant name="EYE_MONO" value="0">
Mono output, this is mostly used internally when retrieving positioning information for our camera node or when stereo scopic rendering is not supported.
</constant>
<constant name="EYE_LEFT" value="1">
Left eye output, this is mostly used internally when rendering the image for the left eye and obtaining positioning and projection information.
</constant>
<constant name="EYE_RIGHT" value="2">
Right eye output, this is mostly used internally when rendering the image for the right eye and obtaining positioning and projection information.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVROrigin" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Our origin point in AR/VR.
</brief_description>
<description>
This is a special node within the AR/VR system that maps the physical location of the center of our tracking space to the virtual location within our game world.
There should be only one of these nodes in your scene and you must have one. All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct children of this node for spatial tracking to work correctly.
It is the position of this node that you update when you're character needs to move through your game world while we're not moving in the real world. Movement in the real world is always in relation to this origin point.
So say that your character is driving a car, the ARVROrigin node should be a child node of this car. If you implement a teleport system to move your character, you change the position of this node. Etc.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_world_scale" qualifiers="const">
<return type="float">
</return>
<description>
Get the world scale applied to our positioning.
</description>
</method>
<method name="set_world_scale">
<return type="void">
</return>
<argument index="0" name="world_scale" type="float">
</argument>
<description>
Changes the world scaling factor.
Most AR/VR platforms will assume a unit size of 1 unit in your game world = 1 meter in the real world. This scale allows you to adjust this to the unit system you use in your game.
Note that this method is a passthrough to the ARVRServer itself.
</description>
</method>
</methods>
<members>
<member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRPositionalTracker" inherits="Object" category="Core" version="3.0.alpha.custom_build">
<brief_description>
A tracked object
</brief_description>
<description>
An instance of this object represents a device that is tracked such as a controller or anchor point. HMDs aren't represented here as they are fully handled internally.
As controllers are turned on and the AR/VR interface detects them instances of this object are automatically added to this list of active tracking objects accessible through the ARVRServer
The ARVRController and ARVRAnchor both consume objects of this type and should be the objects you use in game. The positional trackers are just the under the hood objects that make this all work and are mostly exposed so GDNative based interfaces can interact with them.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_hand" qualifiers="const">
<return type="int" enum="ARVRPositionalTracker.TrackerHand">
</return>
<description>
</description>
</method>
<method name="get_joy_id" qualifiers="const">
<return type="int">
</return>
<description>
If this is a controller that is being tracked the controller will also be represented by a joystick entry with this id.
</description>
</method>
<method name="get_name" qualifiers="const">
<return type="String">
</return>
<description>
If available this returns the name of the controller or anchor point.
</description>
</method>
<method name="get_orientation" qualifiers="const">
<return type="Basis">
</return>
<description>
Returns the orientation matrix of the controller.
</description>
</method>
<method name="get_position" qualifiers="const">
<return type="Vector3">
</return>
<description>
Returns the position of the controller adjusted by world scale.
</description>
</method>
<method name="get_tracks_orientation" qualifiers="const">
<return type="bool">
</return>
<description>
Returns true if the orientation of this device is being tracked.
</description>
</method>
<method name="get_tracks_position" qualifiers="const">
<return type="bool">
</return>
<description>
Returns true if the position of this device is being tracked.
</description>
</method>
<method name="get_transform" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="adjust_by_reference_frame" type="bool">
</argument>
<description>
Returns the transform combining the orientation and position of this device.
</description>
</method>
<method name="get_type" qualifiers="const">
<return type="int" enum="ARVRServer.TrackerType">
</return>
<description>
Type of tracker.
</description>
</method>
</methods>
<constants>
<constant name="TRACKER_HAND_UNKNOWN" value="0">
</constant>
<constant name="TRACKER_LEFT_HAND" value="1">
</constant>
<constant name="TRACKER_RIGHT_HAND" value="2">
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRScriptInterface" inherits="ARVRInterface" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Base class for GDNative based ARVR interfaces.
</brief_description>
<description>
This class is used as a base class/interface class for implementing GDNative based ARVR interfaces and as a result exposes more of the internals of the ARVR server.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="_get_projection_for_eye" qualifiers="virtual">
<return type="void">
</return>
<description>
Should return the projection 4x4 matrix for the requested eye.
</description>
</method>
<method name="commit_for_eye" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="eye" type="int">
</argument>
<argument index="1" name="render_target" type="RID">
</argument>
<description>
Outputs a finished render buffer to the AR/VR device for the given eye.
</description>
</method>
<method name="get_recommended_render_targetsize" qualifiers="virtual">
<return type="Vector2">
</return>
<description>
Returns the size at which we should render our scene to get optimal quality on the output device.
</description>
</method>
<method name="get_transform_for_eye" qualifiers="virtual">
<return type="Transform">
</return>
<argument index="0" name="eye" type="int">
</argument>
<argument index="1" name="cam_transform" type="Transform">
</argument>
<description>
Get the location and orientation transform used when rendering a specific eye.
</description>
</method>
<method name="hmd_is_present" qualifiers="virtual">
<return type="bool">
</return>
<description>
Return true is an HMD is available.
</description>
</method>
<method name="initialize" qualifiers="virtual">
<return type="bool">
</return>
<description>
Initialize this interface.
</description>
</method>
<method name="is_initialized" qualifiers="virtual">
<return type="bool">
</return>
<description>
Returns true if this interface has been initialized and is active.
</description>
</method>
<method name="is_installed" qualifiers="virtual">
<return type="bool">
</return>
<description>
Returns true if the required middleware is installed.
</description>
</method>
<method name="is_stereo" qualifiers="virtual">
<return type="bool">
</return>
<description>
Returns true if we require stereoscopic rendering for this interface.
</description>
</method>
<method name="process" qualifiers="virtual">
<return type="void">
</return>
<description>
Gets called before rendering each frame so tracking data gets updated in time.
</description>
</method>
<method name="supports_hmd" qualifiers="virtual">
<return type="bool">
</return>
<description>
Returns true if this interface supports HMDs.
</description>
</method>
<method name="uninitialize" qualifiers="virtual">
<return type="void">
</return>
<description>
Turn this interface off.
</description>
</method>
</methods>
<constants>
</constants>
</class>

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doc/classes/ARVRServer.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRServer" inherits="Object" category="Core" version="3.0.alpha.custom_build">
<brief_description>
This is our AR/VR Server.
</brief_description>
<description>
The AR/VR Server is the heart of our AR/VR solution and handles all the processing.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_interface">
<return type="void">
</return>
<argument index="0" name="arg0" type="ARVRInterface">
</argument>
<description>
Mostly exposed for GDNative based interfaces, this is called to register an available interface with the AR/VR server.
</description>
</method>
<method name="find_interface" qualifiers="const">
<return type="ARVRInterface">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Find an interface by its name. Say that you're making a game that uses specific capabilities of an AR/VR platform you can find the interface for that platform by name and initialize it.
</description>
</method>
<method name="get_interface" qualifiers="const">
<return type="ARVRInterface">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Get the interface registered at a given index in our list of interfaces.
</description>
</method>
<method name="get_interface_count" qualifiers="const">
<return type="int">
</return>
<description>
Get the number of interfaces currently registered with the AR/VR server. If you're game supports multiple AR/VR platforms you can look throught the available interface and either present the user with a selection or simply try an initialize each interface and use the first one that returns true.
</description>
</method>
<method name="get_reference_frame" qualifiers="const">
<return type="Transform">
</return>
<description>
Gets our reference frame transform, mostly used internally and exposed for GDNative build interfaces.
</description>
</method>
<method name="get_tracker" qualifiers="const">
<return type="ARVRPositionalTracker">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Get the positional tracker at the given ID.
</description>
</method>
<method name="get_tracker_count" qualifiers="const">
<return type="int">
</return>
<description>
Get the number of trackers currently registered.
</description>
</method>
<method name="get_world_scale" qualifiers="const">
<return type="float">
</return>
<description>
Returns our world scale (see ARVROrigin for more information).
</description>
</method>
<method name="remove_interface">
<return type="void">
</return>
<argument index="0" name="arg0" type="ARVRInterface">
</argument>
<description>
Removes a registered interface, again exposed mostly for GDNative based interfaces.
</description>
</method>
<method name="request_reference_frame">
<return type="void">
</return>
<argument index="0" name="ignore_tilt" type="bool">
</argument>
<argument index="1" name="keep_height" type="bool">
</argument>
<description>
This is a really important function to understand correctly. AR and VR platforms all handle positioning slightly differently.
For platforms that do not offer spatial tracking our origin point (0,0,0) is the location of our HMD but you have little control over the direction the player is facing in the real world.
For platforms that do offer spatial tracking our origin point depends very much on the system. For OpenVR our origin point is usually the center of the tracking space, on the ground. For other platforms its often the location of the tracking camera.
This method allows you to create a reference frame, it will take the current location of the HMD and use that to adjust all our tracking data in essence realigning the real world to your players current position in your game world.
For this method to produce usable results tracking information should be available and this often takes a few frames after starting your game.
You should call this method after a few seconds have passed, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, and when implementing a teleport mechanism.
</description>
</method>
<method name="set_primary_interface">
<return type="void">
</return>
<argument index="0" name="arg0" type="ARVRInterface">
</argument>
<description>
Changes the primary interface to the specified interface. Again mostly exposed for GDNative interfaces.
</description>
</method>
<method name="set_world_scale">
<return type="void">
</return>
<argument index="0" name="arg0" type="float">
</argument>
<description>
Changing the world scale, see the ARVROrigin documentation for more information.
</description>
</method>
</methods>
<members>
<member name="world_scale" type="float" setter="set_world_scale" getter="get_world_scale" brief="">
</member>
</members>
<signals>
<signal name="interface_added">
<argument index="0" name="name" type="String">
</argument>
<description>
Signal send when a new interface has been added.
</description>
</signal>
<signal name="interface_removed">
<argument index="0" name="name" type="String">
</argument>
<description>
Signal send when an interface is removed.
</description>
</signal>
<signal name="tracker_added">
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="type" type="int">
</argument>
<argument index="2" name="id" type="int">
</argument>
<description>
Signal send when a new tracker has been added. If you don't use a fixed number of controllers or if you're using ARVRAnchors for an AR solution it is important to react to this signal and add the appropriate ARVRController or ARVRAnchor node related to this new tracker.
</description>
</signal>
<signal name="tracker_removed">
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="type" type="int">
</argument>
<argument index="2" name="id" type="int">
</argument>
<description>
Signal send when a tracker is removed, you should remove any ARVRController or ARVRAnchor points if applicable. This is not mandatory, the nodes simply become inactive and will be made active again when a new tracker becomes available (i.e. a new controller is switched on that takes the place of the previous one).
</description>
</signal>
</signals>
<constants>
<constant name="TRACKER_CONTROLLER" value="1">
Our tracker tracks the location of a controller.
</constant>
<constant name="TRACKER_BASESTATION" value="2">
Our tracker tracks the location of a base station.
</constant>
<constant name="TRACKER_ANCHOR" value="4">
Our tracker tracks the location and size of an AR anchor.
</constant>
<constant name="TRACKER_UNKNOWN" value="128">
Used internally if we haven't set the tracker type yet.
</constant>
<constant name="TRACKER_ANY_KNOWN" value="127">
Used internally to filter trackers of any known type.
</constant>
<constant name="TRACKER_ANY" value="255">
Used interally to select all trackers.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AStar" inherits="Reference" category="Core" version="3.0.alpha.custom_build">
<brief_description>
AStar class representation that uses vectors as edges.
</brief_description>
<description>
A* (A star) is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting an efficiently directed path between multiple points. It enjoys widespread use due to its performance and accuracy. Godot's A* implementation make use of vectors as points.
You must add points manually with [method AStar.add_point] and create segments manually with [method AStar.connect_points]. So you can test if there is a path between two points with the [method AStar.are_points_connected] function, get the list of existing ids in the found path with [method AStar.get_id_path], or the points list with [method AStar.get_point_path].
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="_compute_cost" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="from_id" type="int">
</argument>
<argument index="1" name="to_id" type="int">
</argument>
<description>
Called when computing the cost between two connected points.
</description>
</method>
<method name="_estimate_cost" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="from_id" type="int">
</argument>
<argument index="1" name="to_id" type="int">
</argument>
<description>
Called when estimating the cost between a point and the path's ending point.
</description>
</method>
<method name="add_point">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="pos" type="Vector3">
</argument>
<argument index="2" name="weight_scale" type="float" default="1.0">
</argument>
<description>
Adds a new point at the given position with the given identifier. The algorithm prefers points with lower [code]weight_scale[/code] to form a path. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
[codeblock]
var as = AStar.new()
as.add_point(1, Vector3(1,0,0), 4) # Adds the point (1,0,0) with weight_scale=4 and id=1
[/codeblock]
</description>
</method>
<method name="are_points_connected" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="to_id" type="int">
</argument>
<description>
Returns whether there is a connection/segment between the given points.
</description>
</method>
<method name="clear">
<return type="void">
</return>
<description>
Clears all the points and segments.
</description>
</method>
<method name="connect_points">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="to_id" type="int">
</argument>
<argument index="2" name="bidirectional" type="bool" default="true">
</argument>
<description>
Creates a segment between the given points.
[codeblock]
var as = AStar.new()
as.add_point(1, Vector3(1,1,0))
as.add_point(2, Vector3(0,5,0))
as.connect_points(1, 2, false) # If bidirectional=false it's only possible to go from point 1 to point 2
# and not from point 2 to point 1.
[/codeblock]
</description>
</method>
<method name="disconnect_points">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="to_id" type="int">
</argument>
<description>
Deletes the segment between the given points.
</description>
</method>
<method name="get_available_point_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns an id with no point associated to it.
</description>
</method>
<method name="get_closest_point" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="to_pos" type="Vector3">
</argument>
<description>
Returns the id of the closest point to [code]to_pos[/code]. Returns -1 if there are no points in the points pool.
</description>
</method>
<method name="get_closest_pos_in_segment" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="to_pos" type="Vector3">
</argument>
<description>
Returns the closest position to [code]to_pos[/code] that resides inside a segment between two connected points.
[codeblock]
var as = AStar.new()
as.add_point(1, Vector3(0,0,0))
as.add_point(2, Vector3(0,5,0))
as.connect_points(1, 2)
var res = as.get_closest_pos_in_segment(Vector3(3,3,0)) # returns (0, 3, 0)
[/codeblock]
The result is in the segment that goes from [code]y=0[/code] to [code]y=5[/code]. It's the closest position in the segment to the given point.
</description>
</method>
<method name="get_id_path">
<return type="PoolIntArray">
</return>
<argument index="0" name="from_id" type="int">
</argument>
<argument index="1" name="to_id" type="int">
</argument>
<description>
Returns an array with the ids of the points that form the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path.
[codeblock]
var as = AStar.new()
as.add_point(1, Vector3(0,0,0))
as.add_point(2, Vector3(0,1,0), 1) # default weight is 1
as.add_point(3, Vector3(1,1,0))
as.add_point(4, Vector3(2,0,0))
as.connect_points(1, 2, false)
as.connect_points(2, 3, false)
as.connect_points(4, 3, false)
as.connect_points(1, 4, false)
as.connect_points(5, 4, false)
var res = as.get_id_path(1, 3) # returns [1, 2, 3]
[/codeblock]
If you change the 2nd point's weight to 3, then the result will be [code][1, 4, 3][/code] instead, because now even though the distance is longer, it's "easier" to get through point 4 than through point 2.
</description>
</method>
<method name="get_point_path">
<return type="PoolVector3Array">
</return>
<argument index="0" name="from_id" type="int">
</argument>
<argument index="1" name="to_id" type="int">
</argument>
<description>
Returns an array with the points that are in the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path.
</description>
</method>
<method name="get_point_pos" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns the position of the point associated with the given id.
</description>
</method>
<method name="get_point_weight_scale" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns the weight scale of the point associated with the given id.
</description>
</method>
<method name="get_points">
<return type="Array">
</return>
<description>
</description>
</method>
<method name="has_point" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns whether a point associated with the given id exists.
</description>
</method>
<method name="remove_point">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Removes the point associated with the given id from the points pool.
</description>
</method>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AcceptDialog" inherits="WindowDialog" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Base dialog for user notification.
</brief_description>
<description>
This dialog is useful for small notifications to the user about an event. It can only be accepted or closed, with the same result.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_button">
<return type="Button">
</return>
<argument index="0" name="text" type="String">
</argument>
<argument index="1" name="right" type="bool" default="false">
</argument>
<argument index="2" name="action" type="String" default="&quot;&quot;">
</argument>
<description>
Add custom button to the dialog and return the created button.
The button titled with [i]text[/i] and the [i]action[/i] will be passed to [custom_action] signal when it is pressed.
</description>
</method>
<method name="add_cancel">
<return type="Button">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Add custom cancel button to the dialog and return the created button.
</description>
</method>
<method name="get_hide_on_ok" qualifiers="const">
<return type="bool">
</return>
<description>
Return true if the dialog will be hidden when accepted (default true).
</description>
</method>
<method name="get_label">
<return type="Label">
</return>
<description>
Return the label used for built-in text.
</description>
</method>
<method name="get_ok">
<return type="Button">
</return>
<description>
Return the OK Button.
</description>
</method>
<method name="get_text" qualifiers="const">
<return type="String">
</return>
<description>
Return the built-in label text.
</description>
</method>
<method name="register_text_enter">
<return type="void">
</return>
<argument index="0" name="line_edit" type="Node">
</argument>
<description>
Register a [LineEdit] in the dialog. When the enter key is pressed, the dialog will be accepted.
</description>
</method>
<method name="set_hide_on_ok">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
Set whether the dialog is hidden when accepted (default true).
</description>
</method>
<method name="set_text">
<return type="void">
</return>
<argument index="0" name="text" type="String">
</argument>
<description>
Set the built-in label text.
</description>
</method>
</methods>
<members>
<member name="dialog_hide_on_ok" type="bool" setter="set_hide_on_ok" getter="get_hide_on_ok" brief="">
</member>
<member name="dialog_text" type="String" setter="set_text" getter="get_text" brief="">
</member>
</members>
<signals>
<signal name="confirmed">
<description>
Emitted when accepted.
</description>
</signal>
<signal name="custom_action">
<argument index="0" name="action" type="String">
</argument>
<description>
Emitted with a custom button is added.
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimatedSprite" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Sprite node that can use multiple textures for animation.
</brief_description>
<description>
Sprite node that can use multiple textures for animation.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_animation" qualifiers="const">
<return type="String">
</return>
<description>
Return the name of the current animation set to the node.
</description>
</method>
<method name="get_frame" qualifiers="const">
<return type="int">
</return>
<description>
Return the visible frame index.
</description>
</method>
<method name="get_offset" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the offset of the sprite in the node origin.
</description>
</method>
<method name="get_sprite_frames" qualifiers="const">
<return type="SpriteFrames">
</return>
<description>
Get the [SpriteFrames] resource, which contains all frames.
</description>
</method>
<method name="is_centered" qualifiers="const">
<return type="bool">
</return>
<description>
Return true when centered. See [method set_centered].
</description>
</method>
<method name="is_flipped_h" qualifiers="const">
<return type="bool">
</return>
<description>
Return true if sprite is flipped horizontally.
</description>
</method>
<method name="is_flipped_v" qualifiers="const">
<return type="bool">
</return>
<description>
Return true if sprite is flipped vertically.
</description>
</method>
<method name="is_playing" qualifiers="const">
<return type="bool">
</return>
<description>
Return true if an animation if currently being played.
</description>
</method>
<method name="play">
<return type="void">
</return>
<argument index="0" name="anim" type="String" default="&quot;&quot;">
</argument>
<description>
Play the animation set in parameter. If no parameter is provided, the current animation is played.
</description>
</method>
<method name="set_animation">
<return type="void">
</return>
<argument index="0" name="animation" type="String">
</argument>
<description>
Set the current animation of the node and reinits the frame counter of the animation.
</description>
</method>
<method name="set_centered">
<return type="void">
</return>
<argument index="0" name="centered" type="bool">
</argument>
<description>
When turned on, offset at (0,0) is the center of the sprite, when off, the top-left corner is.
</description>
</method>
<method name="set_flip_h">
<return type="void">
</return>
<argument index="0" name="flip_h" type="bool">
</argument>
<description>
If true, sprite is flipped horizontally.
</description>
</method>
<method name="set_flip_v">
<return type="void">
</return>
<argument index="0" name="flip_v" type="bool">
</argument>
<description>
If true, sprite is flipped vertically.
</description>
</method>
<method name="set_frame">
<return type="void">
</return>
<argument index="0" name="frame" type="int">
</argument>
<description>
Set the visible sprite frame index (from the list of frames inside the [SpriteFrames] resource).
</description>
</method>
<method name="set_offset">
<return type="void">
</return>
<argument index="0" name="offset" type="Vector2">
</argument>
<description>
Set the offset of the sprite in the node origin. Position varies depending on whether it is centered or not.
</description>
</method>
<method name="set_sprite_frames">
<return type="void">
</return>
<argument index="0" name="sprite_frames" type="SpriteFrames">
</argument>
<description>
Set the [SpriteFrames] resource, which contains all frames.
</description>
</method>
<method name="stop">
<return type="void">
</return>
<description>
Stop the current animation (does not reset the frame counter).
</description>
</method>
</methods>
<members>
<member name="animation" type="String" setter="set_animation" getter="get_animation" brief="">
</member>
<member name="centered" type="bool" setter="set_centered" getter="is_centered" brief="">
</member>
<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" brief="">
</member>
<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" brief="">
</member>
<member name="frame" type="int" setter="set_frame" getter="get_frame" brief="">
</member>
<member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames" brief="">
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" brief="">
</member>
<member name="playing" type="bool" setter="_set_playing" getter="_is_playing" brief="">
</member>
</members>
<signals>
<signal name="animation_finished">
<description>
Emitted when the animation is finished (when it plays the last frame). If the animation is looping, this signal is emitted every time the last frame is drawn, before looping.
</description>
</signal>
<signal name="frame_changed">
<description>
Emitted when frame is changed.
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimatedSprite3D" inherits="SpriteBase3D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_animation" qualifiers="const">
<return type="String">
</return>
<description>
Return the name of the current animation set to the node.
</description>
</method>
<method name="get_frame" qualifiers="const">
<return type="int">
</return>
<description>
Return the visible frame index.
</description>
</method>
<method name="get_sprite_frames" qualifiers="const">
<return type="SpriteFrames">
</return>
<description>
Get the [SpriteFrames] resource, which contains all frames.
</description>
</method>
<method name="is_playing" qualifiers="const">
<return type="bool">
</return>
<description>
Return true if an animation if currently being played.
</description>
</method>
<method name="play">
<return type="void">
</return>
<argument index="0" name="anim" type="String" default="&quot;&quot;">
</argument>
<description>
Play the animation set in parameter. If no parameter is provided, the current animation is played.
</description>
</method>
<method name="set_animation">
<return type="void">
</return>
<argument index="0" name="animation" type="String">
</argument>
<description>
Set the current animation of the node and reinits the frame counter of the animation.
</description>
</method>
<method name="set_frame">
<return type="void">
</return>
<argument index="0" name="frame" type="int">
</argument>
<description>
Set the visible sprite frame index (from the list of frames inside the [SpriteFrames] resource).
</description>
</method>
<method name="set_sprite_frames">
<return type="void">
</return>
<argument index="0" name="sprite_frames" type="SpriteFrames">
</argument>
<description>
Set the [SpriteFrames] resource, which contains all frames.
</description>
</method>
<method name="stop">
<return type="void">
</return>
<description>
Stop the current animation (does not reset the frame counter).
</description>
</method>
</methods>
<members>
<member name="animation" type="String" setter="set_animation" getter="get_animation" brief="">
</member>
<member name="frame" type="int" setter="set_frame" getter="get_frame" brief="">
</member>
<member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames" brief="">
</member>
<member name="playing" type="bool" setter="_set_playing" getter="_is_playing" brief="">
</member>
</members>
<signals>
<signal name="frame_changed">
<description>
Emitted when frame is changed.
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Animation" inherits="Resource" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Contains data used to animate everything in the engine.
</brief_description>
<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] or [AnimationTreePlayer] to be played back.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_track">
<return type="int">
</return>
<argument index="0" name="type" type="int" enum="Animation.TrackType">
</argument>
<argument index="1" name="at_pos" type="int" default="-1">
</argument>
<description>
Add a track to the Animation. The track type must be specified as any of the values in the TYPE_* enumeration.
</description>
</method>
<method name="clear">
<return type="void">
</return>
<description>
Clear the animation (clear all tracks and reset all).
</description>
</method>
<method name="find_track" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="path" type="NodePath">
</argument>
<description>
Return the index of the specified track. If the track is not found, return -1.
</description>
</method>
<method name="get_length" qualifiers="const">
<return type="float">
</return>
<description>
Return the total length of the animation (in seconds).
</description>
</method>
<method name="get_step" qualifiers="const">
<return type="float">
</return>
<description>
Get the animation step value.
</description>
</method>
<method name="get_track_count" qualifiers="const">
<return type="int">
</return>
<description>
Return the amount of tracks in the animation.
</description>
</method>
<method name="has_loop" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether the animation has the loop flag set.
</description>
</method>
<method name="method_track_get_key_indices" qualifiers="const">
<return type="PoolIntArray">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="time_sec" type="float">
</argument>
<argument index="2" name="delta" type="float">
</argument>
<description>
Return all the key indices of a method track, given a position and delta time.
</description>
</method>
<method name="method_track_get_name" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="key_idx" type="int">
</argument>
<description>
Return the method name of a method track.
</description>
</method>
<method name="method_track_get_params" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="key_idx" type="int">
</argument>
<description>
Return the arguments values to be called on a method track for a given key in a given track.
</description>
</method>
<method name="remove_track">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Remove a track by specifying the track index.
</description>
</method>
<method name="set_length">
<return type="void">
</return>
<argument index="0" name="time_sec" type="float">
</argument>
<description>
Set the total length of the animation (in seconds). Note that length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping.
</description>
</method>
<method name="set_loop">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
Set a flag indicating that the animation must loop. This is uses for correct interpolation of animation cycles, and for hinting the player that it must restart the animation.
</description>
</method>
<method name="set_step">
<return type="void">
</return>
<argument index="0" name="size_sec" type="float">
</argument>
<description>
Set the animation step value.
</description>
</method>
<method name="track_find_key" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="time" type="float">
</argument>
<argument index="2" name="exact" type="bool" default="false">
</argument>
<description>
Find the key index by time in a given track. Optionally, only find it if the exact time is given.
</description>
</method>
<method name="track_get_interpolation_loop_wrap" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
</description>
</method>
<method name="track_get_interpolation_type" qualifiers="const">
<return type="int" enum="Animation.InterpolationType">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Return the interpolation type of a given track, from the INTERPOLATION_* enum.
</description>
</method>
<method name="track_get_key_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Return the amount of keys in a given track.
</description>
</method>
<method name="track_get_key_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="key_idx" type="int">
</argument>
<description>
Return the time at which the key is located.
</description>
</method>
<method name="track_get_key_transition" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="key_idx" type="int">
</argument>
<description>
Return the transition curve (easing) for a specific key (see built-in math function "ease").
</description>
</method>
<method name="track_get_key_value" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="key_idx" type="int">
</argument>
<description>
Return the value of a given key in a given track.
</description>
</method>
<method name="track_get_path" qualifiers="const">
<return type="NodePath">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Get the path of a track. for more information on the path format, see [method track_set_path]
</description>
</method>
<method name="track_get_type" qualifiers="const">
<return type="int" enum="Animation.TrackType">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Get the type of a track.
</description>
</method>
<method name="track_insert_key">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="time" type="float">
</argument>
<argument index="2" name="key" type="Variant">
</argument>
<argument index="3" name="transition" type="float" default="1">
</argument>
<description>
Insert a generic key in a given track.
</description>
</method>
<method name="track_is_imported" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Return true if the given track is imported. Else, return false.
</description>
</method>
<method name="track_move_down">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Move a track down.
</description>
</method>
<method name="track_move_up">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Move a track up.
</description>
</method>
<method name="track_remove_key">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="key_idx" type="int">
</argument>
<description>
Remove a key by index in a given track.
</description>
</method>
<method name="track_remove_key_at_pos">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="pos" type="float">
</argument>
<description>
Remove a key by position (seconds) in a given track.
</description>
</method>
<method name="track_set_imported">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="imported" type="bool">
</argument>
<description>
Set the given track as imported or not.
</description>
</method>
<method name="track_set_interpolation_loop_wrap">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="interpolation" type="bool">
</argument>
<description>
</description>
</method>
<method name="track_set_interpolation_type">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="interpolation" type="int" enum="Animation.InterpolationType">
</argument>
<description>
Set the interpolation type of a given track, from the INTERPOLATION_* enum.
</description>
</method>
<method name="track_set_key_transition">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="key_idx" type="int">
</argument>
<argument index="2" name="transition" type="float">
</argument>
<description>
Set the transition curve (easing) for a specific key (see built-in math function "ease").
</description>
</method>
<method name="track_set_key_value">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="key" type="int">
</argument>
<argument index="2" name="value" type="Variant">
</argument>
<description>
Set the value of an existing key.
</description>
</method>
<method name="track_set_path">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="path" type="NodePath">
</argument>
<description>
Set the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ":". Example: "character/skeleton:ankle" or "character/mesh:transform/local"
</description>
</method>
<method name="transform_track_insert_key">
<return type="int">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="time" type="float">
</argument>
<argument index="2" name="loc" type="Vector3">
</argument>
<argument index="3" name="rot" type="Quat">
</argument>
<argument index="4" name="scale" type="Vector3">
</argument>
<description>
Insert a transform key for a transform track.
</description>
</method>
<method name="transform_track_interpolate" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="time_sec" type="float">
</argument>
<description>
Return the interpolated value of a transform track at a given time (in seconds). An array consisting of 3 elements: position ([Vector3]), rotation ([Quat]) and scale ([Vector3]).
</description>
</method>
<method name="value_track_get_key_indices" qualifiers="const">
<return type="PoolIntArray">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="time_sec" type="float">
</argument>
<argument index="2" name="delta" type="float">
</argument>
<description>
Return all the key indices of a value track, given a position and delta time.
</description>
</method>
<method name="value_track_get_update_mode" qualifiers="const">
<return type="int" enum="Animation.UpdateMode">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
Return the update mode of a value track.
</description>
</method>
<method name="value_track_set_update_mode">
<return type="void">
</return>
<argument index="0" name="idx" type="int">
</argument>
<argument index="1" name="mode" type="int" enum="Animation.UpdateMode">
</argument>
<description>
Set the update mode (UPDATE_*) of a value track.
</description>
</method>
</methods>
<constants>
<constant name="TYPE_VALUE" value="0">
Value tracks set values in node properties, but only those which can be Interpolated.
</constant>
<constant name="TYPE_TRANSFORM" value="1">
Transform tracks are used to change node local transforms or skeleton pose bones. Transitions are Interpolated.
</constant>
<constant name="TYPE_METHOD" value="2">
Method tracks call functions with given arguments per key.
</constant>
<constant name="INTERPOLATION_NEAREST" value="0">
No interpolation (nearest value).
</constant>
<constant name="INTERPOLATION_LINEAR" value="1">
Linear interpolation.
</constant>
<constant name="INTERPOLATION_CUBIC" value="2">
Cubic interpolation.
</constant>
<constant name="UPDATE_CONTINUOUS" value="0">
Update between keyframes.
</constant>
<constant name="UPDATE_DISCRETE" value="1">
Update at the keyframes and hold the value.
</constant>
<constant name="UPDATE_TRIGGER" value="2">
Update at the keyframes.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationPlayer" inherits="Node" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Container and player of [Animation] resources.
</brief_description>
<description>
An animation player is used for general purpose playback of [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 different channels.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_animation">
<return type="int" enum="Error">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="animation" type="Animation">
</argument>
<description>
Add an animation resource to the player, which will be later referenced by the "name" argument.
</description>
</method>
<method name="advance">
<return type="void">
</return>
<argument index="0" name="delta" type="float">
</argument>
<description>
Used to skip ahead or skip back in an animation. Delta is the time in seconds to skip.
</description>
</method>
<method name="animation_get_next" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="anim_from" type="String">
</argument>
<description>
Return the name of the next animation in the queue.
</description>
</method>
<method name="animation_set_next">
<return type="void">
</return>
<argument index="0" name="anim_from" type="String">
</argument>
<argument index="1" name="anim_to" type="String">
</argument>
<description>
Set the name of an animation that will be played after.
</description>
</method>
<method name="clear_caches">
<return type="void">
</return>
<description>
The animation player creates caches for faster access to the nodes it will animate. However, if a specific node is removed, it may not notice it, so clear_caches will force the player to search for the nodes again.
</description>
</method>
<method name="clear_queue">
<return type="void">
</return>
<description>
If animations are queued to play, clear them.
</description>
</method>
<method name="find_animation" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="animation" type="Animation">
</argument>
<description>
Find an animation name by resource.
</description>
</method>
<method name="get_animation" qualifiers="const">
<return type="Animation">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Get an [Animation] resource by requesting a name.
</description>
</method>
<method name="get_animation_list" qualifiers="const">
<return type="PoolStringArray">
</return>
<description>
Get the list of names of the animations stored in the player.
</description>
</method>
<method name="get_animation_process_mode" qualifiers="const">
<return type="int" enum="AnimationPlayer.AnimationProcessMode">
</return>
<description>
Return the mode in which the animation player processes. See [method set_animation_process_mode].
</description>
</method>
<method name="get_autoplay" qualifiers="const">
<return type="String">
</return>
<description>
Return the name of the animation that will be automatically played when the scene is loaded.
</description>
</method>
<method name="get_blend_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="anim_from" type="String">
</argument>
<argument index="1" name="anim_to" type="String">
</argument>
<description>
Get the blend time between two animations, referenced by their names.
</description>
</method>
<method name="get_current_animation" qualifiers="const">
<return type="String">
</return>
<description>
Return the name of the animation being played.
</description>
</method>
<method name="get_current_animation_length" qualifiers="const">
<return type="float">
</return>
<description>
Get the length (in seconds) of the currently being played animation.
</description>
</method>
<method name="get_current_animation_pos" qualifiers="const">
<return type="float">
</return>
<description>
Get the position (in seconds) of the currently being played animation.
</description>
</method>
<method name="get_default_blend_time" qualifiers="const">
<return type="float">
</return>
<description>
Return the default blend time between animations.
</description>
</method>
<method name="get_pos" qualifiers="const">
<return type="float">
</return>
<description>
Return the playback position (in seconds) in an animation channel (or channel 0 if none is provided).
</description>
</method>
<method name="get_root" qualifiers="const">
<return type="NodePath">
</return>
<description>
Return path to root node (see [method set_root]).
</description>
</method>
<method name="get_speed_scale" qualifiers="const">
<return type="float">
</return>
<description>
Get the speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is [i]1[/i] (no scaling).
</description>
</method>
<method name="has_animation" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Request whether an [Animation] name exist within the player.
</description>
</method>
<method name="is_active" qualifiers="const">
<return type="bool">
</return>
<description>
Return true if the player is active.
</description>
</method>
<method name="is_playing" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether an animation is playing.
</description>
</method>
<method name="play">
<return type="void">
</return>
<argument index="0" name="name" type="String" default="&quot;&quot;">
</argument>
<argument index="1" name="custom_blend" type="float" default="-1">
</argument>
<argument index="2" name="custom_speed" type="float" default="1.0">
</argument>
<argument index="3" name="from_end" type="bool" default="false">
</argument>
<description>
Play a given animation by the animation name. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being true can play the animation backwards.
</description>
</method>
<method name="play_backwards">
<return type="void">
</return>
<argument index="0" name="name" type="String" default="&quot;&quot;">
</argument>
<argument index="1" name="custom_blend" type="float" default="-1">
</argument>
<description>
Play a given animation by the animation name in reverse.
</description>
</method>
<method name="queue">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Queue an animation for playback once the current one is done.
</description>
</method>
<method name="remove_animation">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Remove an animation from the player (by supplying the same name used to add it).
</description>
</method>
<method name="rename_animation">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="newname" type="String">
</argument>
<description>
Rename an existing animation.
</description>
</method>
<method name="seek">
<return type="void">
</return>
<argument index="0" name="pos_sec" type="float">
</argument>
<argument index="1" name="update" type="bool" default="false">
</argument>
<description>
Seek the animation to a given position in time (in seconds). If 'update' is true, the animation will be updated too, otherwise it will be updated at process time.
</description>
</method>
<method name="set_active">
<return type="void">
</return>
<argument index="0" name="active" type="bool">
</argument>
<description>
Set the player as active (playing). If false, it will do nothing.
</description>
</method>
<method name="set_animation_process_mode">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="AnimationPlayer.AnimationProcessMode">
</argument>
<description>
Set the mode in which the animation player processes. By default, it processes on idle time (framerate dependent), but using fixed time works well for animating static collision bodies in 2D and 3D. See enum ANIMATION_PROCESS_*.
</description>
</method>
<method name="set_autoplay">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Set the name of the animation that will be automatically played when the scene is loaded.
</description>
</method>
<method name="set_blend_time">
<return type="void">
</return>
<argument index="0" name="anim_from" type="String">
</argument>
<argument index="1" name="anim_to" type="String">
</argument>
<argument index="2" name="sec" type="float">
</argument>
<description>
Specify a blend time (in seconds) between two animations, referenced by their names.
</description>
</method>
<method name="set_current_animation">
<return type="void">
</return>
<argument index="0" name="anim" type="String">
</argument>
<description>
Set the current animation (even if no playback occurs). Using set_current_animation() and set_active() are similar to calling play().
</description>
</method>
<method name="set_default_blend_time">
<return type="void">
</return>
<argument index="0" name="sec" type="float">
</argument>
<description>
Set the default blend time between animations.
</description>
</method>
<method name="set_root">
<return type="void">
</return>
<argument index="0" name="path" type="NodePath">
</argument>
<description>
AnimationPlayer resolves animation track paths from this node (which is relative to itself), by default root is "..", but it can be changed.
</description>
</method>
<method name="set_speed_scale">
<return type="void">
</return>
<argument index="0" name="speed" type="float">
</argument>
<description>
Set a speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is [i]1[/i] (no scaling).
</description>
</method>
<method name="stop">
<return type="void">
</return>
<argument index="0" name="reset" type="bool" default="true">
</argument>
<description>
Stop the currently playing animation.
</description>
</method>
<method name="stop_all">
<return type="void">
</return>
<description>
Stop playback of animations (deprecated).
</description>
</method>
</methods>
<members>
<member name="playback_default_blend_time" type="float" setter="set_default_blend_time" getter="get_default_blend_time" brief="">
</member>
<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" brief="" enum="AnimationPlayer.AnimationProcessMode">
</member>
<member name="root_node" type="NodePath" setter="set_root" getter="get_root" brief="">
</member>
</members>
<signals>
<signal name="animation_changed">
<argument index="0" name="old_name" type="String">
</argument>
<argument index="1" name="new_name" type="String">
</argument>
<description>
If the currently being played animation changes, this signal will notify of such change.
</description>
</signal>
<signal name="animation_finished">
<argument index="0" name="name" type="String">
</argument>
<description>
Notifies when an animation finished playing.
</description>
</signal>
<signal name="animation_started">
<argument index="0" name="name" type="String">
</argument>
<description>
Notifies when an animation starts playing.
</description>
</signal>
</signals>
<constants>
<constant name="ANIMATION_PROCESS_FIXED" value="0">
Process animation on fixed process. This is specially useful when animating kinematic bodies.
</constant>
<constant name="ANIMATION_PROCESS_IDLE" value="1">
Process animation on idle process.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationTreePlayer" inherits="Node" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Animation Player that uses a node graph for the blending.
</brief_description>
<description>
Animation Player that uses a node graph for the blending. This kind of player is very useful when animating character or other skeleton based rigs, because it can combine several animations to form a desired pose.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_node">
<return type="void">
</return>
<argument index="0" name="type" type="int" enum="AnimationTreePlayer.NodeType">
</argument>
<argument index="1" name="id" type="String">
</argument>
<description>
Add a node of a given type in the graph with given id.
</description>
</method>
<method name="advance">
<return type="void">
</return>
<argument index="0" name="delta" type="float">
</argument>
<description>
</description>
</method>
<method name="animation_node_get_animation" qualifiers="const">
<return type="Animation">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns an animation given its name.
</description>
</method>
<method name="animation_node_get_master_animation" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
</description>
</method>
<method name="animation_node_set_animation">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="animation" type="Animation">
</argument>
<description>
Set the animation for an animation node.
</description>
</method>
<method name="animation_node_set_filter_path">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="path" type="NodePath">
</argument>
<argument index="2" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="animation_node_set_master_animation">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="source" type="String">
</argument>
<description>
</description>
</method>
<method name="are_nodes_connected" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="dst_id" type="String">
</argument>
<argument index="2" name="dst_input_idx" type="int">
</argument>
<description>
Returns whether node [code]id[/code] and [code]dst_id[/code] are connected at the specified slot.
</description>
</method>
<method name="blend2_node_get_amount" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the blend amount of a Blend2 node given its name.
</description>
</method>
<method name="blend2_node_set_amount">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="blend" type="float">
</argument>
<description>
Sets the blend amount of a Blend2 node given its name and value.
</description>
</method>
<method name="blend2_node_set_filter_path">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="path" type="NodePath">
</argument>
<argument index="2" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="blend3_node_get_amount" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the blend amount of a Blend3 node given its name.
</description>
</method>
<method name="blend3_node_set_amount">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="blend" type="float">
</argument>
<description>
Sets the blend amount of a Blend3 node given its name and value.
</description>
</method>
<method name="blend4_node_get_amount" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the blend amount of a Blend4 node given its name.
</description>
</method>
<method name="blend4_node_set_amount">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="blend" type="Vector2">
</argument>
<description>
Sets the blend amount of a Blend4 node given its name and value.
</description>
</method>
<method name="connect_nodes">
<return type="int" enum="Error">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="dst_id" type="String">
</argument>
<argument index="2" name="dst_input_idx" type="int">
</argument>
<description>
Connects node [code]id[/code] to [code]dst_id[/code] at the specified input slot.
</description>
</method>
<method name="disconnect_nodes">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="dst_input_idx" type="int">
</argument>
<description>
Disconnects nodes connected to [code]id[/code] at the specified input slot.
</description>
</method>
<method name="get_animation_process_mode" qualifiers="const">
<return type="int" enum="AnimationTreePlayer.AnimationProcessMode">
</return>
<description>
Returns playback process mode of this AnimationTreePlayer.
</description>
</method>
<method name="get_base_path" qualifiers="const">
<return type="NodePath">
</return>
<description>
</description>
</method>
<method name="get_master_player" qualifiers="const">
<return type="NodePath">
</return>
<description>
</description>
</method>
<method name="get_node_list">
<return type="PoolStringArray">
</return>
<description>
Returns a PoolStringArray containing the name of all nodes.
</description>
</method>
<method name="is_active" qualifiers="const">
<return type="bool">
</return>
<description>
Returns whether this AnimationTreePlayer is active.
</description>
</method>
<method name="mix_node_get_amount" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns mix amount of a Mix node given its name.
</description>
</method>
<method name="mix_node_set_amount">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="ratio" type="float">
</argument>
<description>
Sets mix amount of a Mix node given its name and value.
</description>
</method>
<method name="node_exists" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="node" type="String">
</argument>
<description>
Check if a node exists (by name).
</description>
</method>
<method name="node_get_input_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Return the input count for a given node. Different types of nodes have different amount of inputs.
</description>
</method>
<method name="node_get_input_source" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="idx" type="int">
</argument>
<description>
Return the input source for a given node input.
</description>
</method>
<method name="node_get_pos" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns position of a node in the graph given its name.
</description>
</method>
<method name="node_get_type" qualifiers="const">
<return type="int" enum="AnimationTreePlayer.NodeType">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Get the node type, will return from NODE_* enum.
</description>
</method>
<method name="node_rename">
<return type="int" enum="Error">
</return>
<argument index="0" name="node" type="String">
</argument>
<argument index="1" name="new_name" type="String">
</argument>
<description>
Rename a node in the graph.
</description>
</method>
<method name="node_set_pos">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="screen_pos" type="Vector2">
</argument>
<description>
Sets position of a node in the graph given its name and position.
</description>
</method>
<method name="oneshot_node_get_autorestart_delay" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns autostart delay of a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_get_autorestart_random_delay" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns autostart random delay of a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_get_fadein_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns fade in time of a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_get_fadeout_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns fade out time of a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_has_autorestart" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns whether a OneShot node will auto restart given its name.
</description>
</method>
<method name="oneshot_node_is_active" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns whether a OneShot node is active given its name.
</description>
</method>
<method name="oneshot_node_set_autorestart">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
Sets autorestart property of a OneShot node given its name and value.
</description>
</method>
<method name="oneshot_node_set_autorestart_delay">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="delay_sec" type="float">
</argument>
<description>
Sets autorestart delay of a OneShot node given its name and value in seconds.
</description>
</method>
<method name="oneshot_node_set_autorestart_random_delay">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="rand_sec" type="float">
</argument>
<description>
Sets autorestart random delay of a OneShot node given its name and value in seconds.
</description>
</method>
<method name="oneshot_node_set_fadein_time">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="time_sec" type="float">
</argument>
<description>
Sets fade in time of a OneShot node given its name and value in seconds.
</description>
</method>
<method name="oneshot_node_set_fadeout_time">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="time_sec" type="float">
</argument>
<description>
Sets fade out time of a OneShot node given its name and value in seconds.
</description>
</method>
<method name="oneshot_node_set_filter_path">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="path" type="NodePath">
</argument>
<argument index="2" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="oneshot_node_start">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Starts a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_stop">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Stops a OneShot node given its name.
</description>
</method>
<method name="recompute_caches">
<return type="void">
</return>
<description>
</description>
</method>
<method name="remove_node">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
</description>
</method>
<method name="reset">
<return type="void">
</return>
<description>
Resets this AnimationTreePlayer.
</description>
</method>
<method name="set_active">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
Sets whether this AnimationTreePlayer is active. AnimationTreePlayer will start processing if set to active.
</description>
</method>
<method name="set_animation_process_mode">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="AnimationTreePlayer.AnimationProcessMode">
</argument>
<description>
Sets process mode (ANIMATION_PROCESS_*) of this AnimationTreePlayer.
</description>
</method>
<method name="set_base_path">
<return type="void">
</return>
<argument index="0" name="path" type="NodePath">
</argument>
<description>
Sets base path of this AnimationTreePlayer.
</description>
</method>
<method name="set_master_player">
<return type="void">
</return>
<argument index="0" name="nodepath" type="NodePath">
</argument>
<description>
</description>
</method>
<method name="timescale_node_get_scale" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns time scale value of a TimeScale node given its name.
</description>
</method>
<method name="timescale_node_set_scale">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="scale" type="float">
</argument>
<description>
Sets time scale value of a TimeScale node given its name and value.
</description>
</method>
<method name="timeseek_node_seek">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="pos_sec" type="float">
</argument>
<description>
Sets time seek value of a TimeSeek node given its name and value.
</description>
</method>
<method name="transition_node_delete_input">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="input_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="transition_node_get_current" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
</description>
</method>
<method name="transition_node_get_input_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
</description>
</method>
<method name="transition_node_get_xfade_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
</description>
</method>
<method name="transition_node_has_input_auto_advance" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="input_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="transition_node_set_current">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="input_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="transition_node_set_input_auto_advance">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="input_idx" type="int">
</argument>
<argument index="2" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="transition_node_set_input_count">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="count" type="int">
</argument>
<description>
</description>
</method>
<method name="transition_node_set_xfade_time">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="time_sec" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" brief="" enum="AnimationTreePlayer.AnimationProcessMode">
</member>
</members>
<constants>
<constant name="NODE_OUTPUT" value="0">
Output node.
</constant>
<constant name="NODE_ANIMATION" value="1">
Animation node.
</constant>
<constant name="NODE_ONESHOT" value="2">
OneShot node.
</constant>
<constant name="NODE_MIX" value="3">
Mix node.
</constant>
<constant name="NODE_BLEND2" value="4">
Blend2 node.
</constant>
<constant name="NODE_BLEND3" value="5">
Blend3 node.
</constant>
<constant name="NODE_BLEND4" value="6">
Blend4 node.
</constant>
<constant name="NODE_TIMESCALE" value="7">
TimeScale node.
</constant>
<constant name="NODE_TIMESEEK" value="8">
TimeSeek node.
</constant>
<constant name="NODE_TRANSITION" value="9">
Transition node.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Area" inherits="CollisionObject" category="Core" version="3.0.alpha.custom_build">
<brief_description>
General purpose area detection and influence for 3D physics.
</brief_description>
<description>
General purpose area detection for 3D physics. Areas can be used for detection of objects that enter/exit them, as well as overriding space parameters (changing gravity, damping, etc). For this, use any space override different from AREA_SPACE_OVERRIDE_DISABLE and point gravity at the center of mass.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_angular_damp" qualifiers="const">
<return type="float">
</return>
<description>
Return the angular damp rate.
</description>
</method>
<method name="get_audio_bus" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_collision_layer" qualifiers="const">
<return type="int">
</return>
<description>
Return the physics layer this area is in.
</description>
</method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Return an individual bit on the layer mask.
</description>
</method>
<method name="get_collision_mask" qualifiers="const">
<return type="int">
</return>
<description>
Return the physics layers this area can scan for collisions.
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Return an individual bit on the collision mask.
</description>
</method>
<method name="get_gravity" qualifiers="const">
<return type="float">
</return>
<description>
Return the gravity intensity.
</description>
</method>
<method name="get_gravity_distance_scale" qualifiers="const">
<return type="float">
</return>
<description>
Return the falloff factor for point gravity.
</description>
</method>
<method name="get_gravity_vector" qualifiers="const">
<return type="Vector3">
</return>
<description>
Return the gravity vector. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center.
</description>
</method>
<method name="get_linear_damp" qualifiers="const">
<return type="float">
</return>
<description>
Return the linear damp rate.
</description>
</method>
<method name="get_overlapping_areas" qualifiers="const">
<return type="Array">
</return>
<description>
Return a list of the areas that are totally or partially inside this area.
</description>
</method>
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Array">
</return>
<description>
Return a list of the bodies ([PhysicsBody]) that are totally or partially inside this area.
</description>
</method>
<method name="get_priority" qualifiers="const">
<return type="float">
</return>
<description>
Return the processing order of this area.
</description>
</method>
<method name="get_reverb_amount" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_reverb_bus" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_reverb_uniformity" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_space_override_mode" qualifiers="const">
<return type="int" enum="Area.SpaceOverride">
</return>
<description>
Return the space override mode.
</description>
</method>
<method name="is_gravity_a_point" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether gravity is a point. A point gravity will attract objects towards it, as opposed to a gravity vector, which moves them in a given direction.
</description>
</method>
<method name="is_monitorable" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether this area can be detected by other, monitoring, areas.
</description>
</method>
<method name="is_monitoring" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether this area detects bodies/areas entering/exiting it.
</description>
</method>
<method name="is_overriding_audio_bus" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_using_reverb_bus" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="overlaps_area" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="area" type="Node">
</argument>
<description>
Return whether the area passed is totally or partially inside this area.
</description>
</method>
<method name="overlaps_body" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="body" type="Node">
</argument>
<description>
Return whether the body passed is totally or partially inside this area.
</description>
</method>
<method name="set_angular_damp">
<return type="void">
</return>
<argument index="0" name="angular_damp" type="float">
</argument>
<description>
Set the rate at which objects stop spinning in this area, if there are not any other forces making it spin. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops.
In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second.
</description>
</method>
<method name="set_audio_bus">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
</description>
</method>
<method name="set_audio_bus_override">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_collision_layer">
<return type="void">
</return>
<argument index="0" name="collision_layer" type="int">
</argument>
<description>
Set the physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask].
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
</description>
</method>
<method name="set_collision_layer_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
</description>
</method>
<method name="set_collision_mask">
<return type="void">
</return>
<argument index="0" name="collision_mask" type="int">
</argument>
<description>
Set the physics layers this area can scan for collisions.
</description>
</method>
<method name="set_collision_mask_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
</description>
</method>
<method name="set_gravity">
<return type="void">
</return>
<argument index="0" name="gravity" type="float">
</argument>
<description>
Set the gravity intensity. This is useful to alter the force of gravity without altering its direction.
This value multiplies the gravity vector, whether it is the given vector ([method set_gravity_vector]), or a calculated one (when using a center of gravity).
</description>
</method>
<method name="set_gravity_distance_scale">
<return type="void">
</return>
<argument index="0" name="distance_scale" type="float">
</argument>
<description>
Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance.
</description>
</method>
<method name="set_gravity_is_point">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
When overriding space parameters, this method sets whether this area has a center of gravity. To set/get the location of the center of gravity, use [method set_gravity_vector]/[method get_gravity_vector].
</description>
</method>
<method name="set_gravity_vector">
<return type="void">
</return>
<argument index="0" name="vector" type="Vector3">
</argument>
<description>
Set the gravity vector. This vector does not have to be normalized.
If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center.
</description>
</method>
<method name="set_linear_damp">
<return type="void">
</return>
<argument index="0" name="linear_damp" type="float">
</argument>
<description>
Set the rate at which objects stop moving in this area, if there are not any other forces moving it. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops.
In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second.
</description>
</method>
<method name="set_monitorable">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so.
</description>
</method>
<method name="set_monitoring">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Set whether this area can detect bodies/areas entering/exiting it.
</description>
</method>
<method name="set_priority">
<return type="void">
</return>
<argument index="0" name="priority" type="float">
</argument>
<description>
Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have a space override different from AREA_SPACE_OVERRIDE_DISABLED or AREA_SPACE_OVERRIDE_COMBINE, as they replace values, and are thus order-dependent.
Areas with the same priority value get evaluated in an unpredictable order, and should be differentiated if evaluation order is to be important.
</description>
</method>
<method name="set_reverb_amount">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_reverb_bus">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
</description>
</method>
<method name="set_reverb_uniformity">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_space_override_mode">
<return type="void">
</return>
<argument index="0" name="enable" type="int" enum="Area.SpaceOverride">
</argument>
<description>
Set the space override mode. This mode controls how an area affects gravity and damp.
AREA_SPACE_OVERRIDE_DISABLED: This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
AREA_SPACE_OVERRIDE_COMBINE: This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
AREA_SPACE_OVERRIDE_COMBINE_REPLACE: This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
AREA_SPACE_OVERRIDE_REPLACE: This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
AREA_SPACE_OVERRIDE_REPLACE_COMBINE: This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
</description>
</method>
<method name="set_use_reverb_bus">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" brief="">
</member>
<member name="audio_bus_name" type="String" setter="set_audio_bus" getter="get_audio_bus" brief="">
</member>
<member name="audio_bus_override" type="bool" setter="set_audio_bus_override" getter="is_overriding_audio_bus" brief="">
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" brief="">
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" brief="">
</member>
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" brief="">
</member>
<member name="gravity_distance_scale" type="float" setter="set_gravity_distance_scale" getter="get_gravity_distance_scale" brief="">
</member>
<member name="gravity_point" type="bool" setter="set_gravity_is_point" getter="is_gravity_a_point" brief="">
</member>
<member name="gravity_vec" type="Vector3" setter="set_gravity_vector" getter="get_gravity_vector" brief="">
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" brief="">
</member>
<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" brief="">
</member>
<member name="monitoring" type="bool" setter="set_monitoring" getter="is_monitoring" brief="">
</member>
<member name="priority" type="float" setter="set_priority" getter="get_priority" brief="">
</member>
<member name="reverb_bus_amount" type="float" setter="set_reverb_amount" getter="get_reverb_amount" brief="">
</member>
<member name="reverb_bus_enable" type="bool" setter="set_use_reverb_bus" getter="is_using_reverb_bus" brief="">
</member>
<member name="reverb_bus_name" type="String" setter="set_reverb_bus" getter="get_reverb_bus" brief="">
</member>
<member name="reverb_bus_uniformity" type="float" setter="set_reverb_uniformity" getter="get_reverb_uniformity" brief="">
</member>
<member name="space_override" type="int" setter="set_space_override_mode" getter="get_space_override_mode" brief="" enum="Area.SpaceOverride">
</member>
</members>
<signals>
<signal name="area_entered">
<argument index="0" name="area" type="Object">
</argument>
<description>
This signal is triggered only once when an area enters this area. The only parameter passed is the area that entered this area.
</description>
</signal>
<signal name="area_exited">
<argument index="0" name="area" type="Object">
</argument>
<description>
This signal is triggered only once when an area exits this area. The only parameter passed is the area that exited this area.
</description>
</signal>
<signal name="area_shape_entered">
<argument index="0" name="area_id" type="int">
</argument>
<argument index="1" name="area" type="Object">
</argument>
<argument index="2" name="area_shape" type="int">
</argument>
<argument index="3" name="self_shape" type="int">
</argument>
<description>
This signal triggers only once when an area enters this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering.
</description>
</signal>
<signal name="area_shape_exited">
<argument index="0" name="area_id" type="int">
</argument>
<argument index="1" name="area" type="Object">
</argument>
<argument index="2" name="area_shape" type="int">
</argument>
<argument index="3" name="self_shape" type="int">
</argument>
<description>
This signal triggers only once when an area exits this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering.
</description>
</signal>
<signal name="body_entered">
<argument index="0" name="body" type="Object">
</argument>
<description>
This signal is triggered only once when a body enters this area. The only parameter passed is the body that entered this area.
</description>
</signal>
<signal name="body_exited">
<argument index="0" name="body" type="Object">
</argument>
<description>
This signal is triggered only once when a body exits this area. The only parameter passed is the body that exited this area.
</description>
</signal>
<signal name="body_shape_entered">
<argument index="0" name="body_id" type="int">
</argument>
<argument index="1" name="body" type="Object">
</argument>
<argument index="2" name="body_shape" type="int">
</argument>
<argument index="3" name="area_shape" type="int">
</argument>
<description>
This signal triggers only once when a body enters this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape of the body that entered this area, and the fourth one is the index of the shape in this area that reported the entering.
</description>
</signal>
<signal name="body_shape_exited">
<argument index="0" name="body_id" type="int">
</argument>
<argument index="1" name="body" type="Object">
</argument>
<argument index="2" name="body_shape" type="int">
</argument>
<argument index="3" name="area_shape" type="int">
</argument>
<description>
This signal triggers only once when a body exits this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape exiting this area, and the fourth one is the index of the shape in this area that reported the exit.
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Area2D" inherits="CollisionObject2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
2D area that detects nodes that enter or exit it. Can override 2D physics properties within range.
</brief_description>
<description>
2D area that detects nodes that enter or exit it. Change the 'space_override' property SPACE_OVERRIDE_* to override physics parameters for nodes like [Rigidbody2D]. E.g. gravity, damping... See [CollisionObject2D] for usage.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_angular_damp" qualifiers="const">
<return type="float">
</return>
<description>
Return the angular damp rate.
</description>
</method>
<method name="get_audio_bus" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_collision_layer" qualifiers="const">
<return type="int">
</return>
<description>
Return the physics layer this area is in.
</description>
</method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Return an individual bit on the layer mask. Describes whether other areas will collide with this one on the given layer.
</description>
</method>
<method name="get_collision_mask" qualifiers="const">
<return type="int">
</return>
<description>
Return the physics layers this area will scan to determine collisions.
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Return an individual bit on the collision mask. Describes whether this area will collide with others on the given layer.
</description>
</method>
<method name="get_gravity" qualifiers="const">
<return type="float">
</return>
<description>
Return the gravity intensity.
</description>
</method>
<method name="get_gravity_distance_scale" qualifiers="const">
<return type="float">
</return>
<description>
Return the falloff factor for point gravity.
</description>
</method>
<method name="get_gravity_vector" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the gravity vector. If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center.
</description>
</method>
<method name="get_linear_damp" qualifiers="const">
<return type="float">
</return>
<description>
Return the linear damp rate.
</description>
</method>
<method name="get_overlapping_areas" qualifiers="const">
<return type="Array">
</return>
<description>
Returns a list of the [Area2D]s that intersect with this area.
</description>
</method>
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Array">
</return>
<description>
Return a list of the [PhysicsBody2D]s that intersect with this area.
</description>
</method>
<method name="get_priority" qualifiers="const">
<return type="float">
</return>
<description>
Return the processing order of this area.
</description>
</method>
<method name="get_space_override_mode" qualifiers="const">
<return type="int" enum="Area2D.SpaceOverride">
</return>
<description>
Return the space override mode.
</description>
</method>
<method name="is_gravity_a_point" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether gravity is a point. A point gravity will attract objects towards it, as opposed to a gravity vector, which moves them in a given direction.
</description>
</method>
<method name="is_monitorable" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether this area can be detected by other, monitoring, areas.
</description>
</method>
<method name="is_monitoring" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether this area detects bodies/areas entering/exiting it.
</description>
</method>
<method name="is_overriding_audio_bus" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="overlaps_area" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="area" type="Node">
</argument>
<description>
Return whether the area passed is totally or partially inside this area.
</description>
</method>
<method name="overlaps_body" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="body" type="Node">
</argument>
<description>
Return whether the body passed is totally or partially inside this area.
</description>
</method>
<method name="set_angular_damp">
<return type="void">
</return>
<argument index="0" name="angular_damp" type="float">
</argument>
<description>
Set the rate at which objects stop spinning in this area, if there are not any other forces making it spin. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops.
In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second.
</description>
</method>
<method name="set_audio_bus">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
</description>
</method>
<method name="set_audio_bus_override">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_collision_layer">
<return type="void">
</return>
<argument index="0" name="collision_layer" type="int">
</argument>
<description>
Set the physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask].
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
</description>
</method>
<method name="set_collision_layer_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Set/clear individual bits on the layer mask. This makes getting an area in/out of only one layer easier.
</description>
</method>
<method name="set_collision_mask">
<return type="void">
</return>
<argument index="0" name="collision_mask" type="int">
</argument>
<description>
Set the physics layers this area can scan for collisions.
</description>
</method>
<method name="set_collision_mask_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
</description>
</method>
<method name="set_gravity">
<return type="void">
</return>
<argument index="0" name="gravity" type="float">
</argument>
<description>
Set the gravity intensity. This is useful to alter the force of gravity without altering its direction.
This value multiplies the gravity vector, whether it is the given vector ([method set_gravity_vector]), or a calculated one (when using a center of gravity).
</description>
</method>
<method name="set_gravity_distance_scale">
<return type="void">
</return>
<argument index="0" name="distance_scale" type="float">
</argument>
<description>
Set the falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance.
</description>
</method>
<method name="set_gravity_is_point">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
When overriding space parameters, this method sets whether this area has a center of gravity. To set/get the location of the center of gravity, use [method set_gravity_vector]/[method get_gravity_vector].
</description>
</method>
<method name="set_gravity_vector">
<return type="void">
</return>
<argument index="0" name="vector" type="Vector2">
</argument>
<description>
Set the gravity vector. This vector does not have to be normalized.
If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center.
</description>
</method>
<method name="set_linear_damp">
<return type="void">
</return>
<argument index="0" name="linear_damp" type="float">
</argument>
<description>
Set the rate at which objects stop moving in this area, if there are not any other forces moving it. The value is a fraction of its current speed, lost per second. Thus, a value of 1.0 should mean stopping immediately, and 0.0 means the object never stops.
In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second.
</description>
</method>
<method name="set_monitorable">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Set whether this area can be detected by other, monitoring, areas. Only areas need to be marked as monitorable. Bodies are always so.
</description>
</method>
<method name="set_monitoring">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Set whether this area can detect bodies/areas entering/exiting it.
</description>
</method>
<method name="set_priority">
<return type="void">
</return>
<argument index="0" name="priority" type="float">
</argument>
<description>
Set the order in which the area is processed. Greater values mean the area gets processed first. This is useful for areas which have a space override different from AREA_SPACE_OVERRIDE_DISABLED or AREA_SPACE_OVERRIDE_COMBINE, as they replace values, and are thus order-dependent.
Areas with the same priority value get evaluated in an unpredictable order, and should be differentiated if evaluation order is to be important.
</description>
</method>
<method name="set_space_override_mode">
<return type="void">
</return>
<argument index="0" name="space_override_mode" type="int" enum="Area2D.SpaceOverride">
</argument>
<description>
Set the space override mode. This mode controls how an area affects gravity and damp.
AREA_SPACE_OVERRIDE_DISABLED: This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
AREA_SPACE_OVERRIDE_COMBINE: This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
AREA_SPACE_OVERRIDE_COMBINE_REPLACE: This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
AREA_SPACE_OVERRIDE_REPLACE: This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
AREA_SPACE_OVERRIDE_REPLACE_COMBINE: This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
</description>
</method>
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" brief="">
The rate at which objects stop spinning in this area. Represents the amount of speed lost per second. If 1.0, physics bodies in the area stop rotating immediately. If 0.0, they never slow down. Does not incorporate external forces. The physics-update's rate affects 'angular_damp'.
</member>
<member name="audio_bus_name" type="String" setter="set_audio_bus" getter="get_audio_bus" brief="">
The name of the Area2D's audio bus.
</member>
<member name="audio_bus_override" type="bool" setter="set_audio_bus_override" getter="is_overriding_audio_bus" brief="">
If [code]true[/code], overrides the default audio bus with the Area2D's. Defaults to [code]false[/code].
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" brief="">
The physics layer this Area2D is in.
Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask].
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" brief="">
The physics layers this Area2D scans to determine collision detections.
</member>
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" brief="">
The gravity intensity within the Area2D (ranges -1024 to 1024). This is useful to alter the force of gravity without altering its direction.
This value multiplies the gravity vector, whether it is the given vector ([method set_gravity_vector]), or a calculated one (when using a center of gravity).
</member>
<member name="gravity_distance_scale" type="float" setter="set_gravity_distance_scale" getter="get_gravity_distance_scale" brief="">
The falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance.
</member>
<member name="gravity_point" type="bool" setter="set_gravity_is_point" getter="is_gravity_a_point" brief="">
If [code]true[/code], calculates gravity from a particular point during a space override (see [method set_space_override_mode]). If a point, [Vector2] position is set with [method set_gravity_vector]. Defaults to [code]false[/code].
</member>
<member name="gravity_vec" type="Vector2" setter="set_gravity_vector" getter="get_gravity_vector" brief="">
The gravitational direction/strength as a vector (not normalized). If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center.
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" brief="">
The rate at which objects stop spinning in this area. Represents the amount of speed lost per second. If 1.0, physics bodies in the area stop rotating immediately. If 0.0, they never slow down. Does not incorporate external forces. The physics-update's rate affects 'angular_damp'.
</member>
<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" brief="">
If [code]true[/code], other monitoring areas can detect this Area2D (is it undetectable at the moment?). Defaults to [code]true[/code].
</member>
<member name="monitoring" type="bool" setter="set_monitoring" getter="is_monitoring" brief="">
If [code]true[/code], this detects bodies/areas entering/exiting it (can it detect others at the moment?). Defaults to [code]true[/code].
</member>
<member name="priority" type="float" setter="set_priority" getter="get_priority" brief="">
The processing order for this priority. Ranges from 0 to 128. Defaults to 0. Higher priorities are processed first.
</member>
<member name="space_override" type="int" setter="set_space_override_mode" getter="get_space_override_mode" brief="" enum="Area2D.SpaceOverride">
How to override gravity and damping calculations within this Area2D, if at all. Consult the SPACE_OVERRIDE_* constants for available options.
</member>
</members>
<signals>
<signal name="area_entered">
<argument index="0" name="area" type="Object">
</argument>
<description>
This signal is triggered only once when an area enters this area. The only parameter passed is the area that entered this area.
</description>
</signal>
<signal name="area_exited">
<argument index="0" name="area" type="Object">
</argument>
<description>
This signal is triggered only once when an area exits this area. The only parameter passed is the area that exited this area.
</description>
</signal>
<signal name="area_shape_entered">
<argument index="0" name="area_id" type="int">
</argument>
<argument index="1" name="area" type="Object">
</argument>
<argument index="2" name="area_shape" type="int">
</argument>
<argument index="3" name="self_shape" type="int">
</argument>
<description>
This signal triggers only once when an area enters this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering.
</description>
</signal>
<signal name="area_shape_exited">
<argument index="0" name="area_id" type="int">
</argument>
<argument index="1" name="area" type="Object">
</argument>
<argument index="2" name="area_shape" type="int">
</argument>
<argument index="3" name="self_shape" type="int">
</argument>
<description>
This signal triggers only once when an area exits this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering.
</description>
</signal>
<signal name="body_entered">
<argument index="0" name="body" type="Object">
</argument>
<description>
This signal is triggered only once when a body enters this area. The only parameter passed is the body that entered this area.
</description>
</signal>
<signal name="body_exited">
<argument index="0" name="body" type="Object">
</argument>
<description>
This signal is triggered only once when a body exits this area. The only parameter passed is the body that exited this area.
</description>
</signal>
<signal name="body_shape_entered">
<argument index="0" name="body_id" type="int">
</argument>
<argument index="1" name="body" type="Object">
</argument>
<argument index="2" name="body_shape" type="int">
</argument>
<argument index="3" name="area_shape" type="int">
</argument>
<description>
This signal triggers only once when a body enters this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape of the body that entered this area, and the fourth one is the index of the shape in this area that reported the entering.
</description>
</signal>
<signal name="body_shape_exited">
<argument index="0" name="body_id" type="int">
</argument>
<argument index="1" name="body" type="Object">
</argument>
<argument index="2" name="body_shape" type="int">
</argument>
<argument index="3" name="area_shape" type="int">
</argument>
<description>
This signal triggers only once when a body exits this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape exiting this area, and the fourth one is the index of the shape in this area that reported the exit.
</description>
</signal>
</signals>
<constants>
<constant name="SPACE_OVERRIDE_DISABLED" value="0">
This area does not affect gravity/damp. These are areas that exist only to detect collisions and objects entering or exiting them.
</constant>
<constant name="SPACE_OVERRIDE_COMBINE" value="1">
This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
</constant>
<constant name="SPACE_OVERRIDE_COMBINE_REPLACE" value="2">
This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
</constant>
<constant name="SPACE_OVERRIDE_REPLACE" value="3">
This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
</constant>
<constant name="SPACE_OVERRIDE_REPLACE_COMBINE" value="4">
This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Array" category="Built-In Types" version="3.0.alpha.custom_build">
<brief_description>
Generic array datatype.
</brief_description>
<description>
Generic array, contains several elements of any type, accessible by numerical index starting at 0. Negative indices can be used to count from the right, like in Python. Arrays are always passed by reference.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="Array">
<return type="Array">
</return>
<argument index="0" name="from" type="PoolColorArray">
</argument>
<description>
Construct an array from a [PoolColorArray].
</description>
</method>
<method name="Array">
<return type="Array">
</return>
<argument index="0" name="from" type="PoolVector3Array">
</argument>
<description>
Construct an array from a [PoolVector3Array].
</description>
</method>
<method name="Array">
<return type="Array">
</return>
<argument index="0" name="from" type="PoolVector2Array">
</argument>
<description>
Construct an array from a [PoolVector2Array].
</description>
</method>
<method name="Array">
<return type="Array">
</return>
<argument index="0" name="from" type="PoolStringArray">
</argument>
<description>
Construct an array from a [PoolStringArray].
</description>
</method>
<method name="Array">
<return type="Array">
</return>
<argument index="0" name="from" type="PoolRealArray">
</argument>
<description>
Construct an array from a [PoolRealArray].
</description>
</method>
<method name="Array">
<return type="Array">
</return>
<argument index="0" name="from" type="PoolIntArray">
</argument>
<description>
Construct an array from a [PoolIntArray].
</description>
</method>
<method name="Array">
<return type="Array">
</return>
<argument index="0" name="from" type="PoolByteArray">
</argument>
<description>
Construct an array from a [PoolByteArray].
</description>
</method>
<method name="append">
<argument index="0" name="value" type="var">
</argument>
<description>
Append an element at the end of the array (alias of [method push_back]).
</description>
</method>
<method name="back">
<description>
Returns the last element of the array if the array is not empty (size&gt;0).
</description>
</method>
<method name="clear">
<description>
Clear the array (resize to 0).
</description>
</method>
<method name="count">
<return type="int">
</return>
<argument index="0" name="value" type="var">
</argument>
<description>
Return the amount of times an element is in the array.
</description>
</method>
<method name="duplicate">
<return type="Array">
</return>
<description>
</description>
</method>
<method name="empty">
<return type="bool">
</return>
<description>
Return true if the array is empty (size==0).
</description>
</method>
<method name="erase">
<argument index="0" name="value" type="var">
</argument>
<description>
Remove the first occurrence of a value from the array.
</description>
</method>
<method name="find">
<return type="int">
</return>
<argument index="0" name="what" type="var">
</argument>
<argument index="1" name="from" type="int" default="0">
</argument>
<description>
Searches the array for a value and returns its index or -1 if not found. Optionally, the initial search index can be passed.
</description>
</method>
<method name="find_last">
<return type="int">
</return>
<argument index="0" name="value" type="var">
</argument>
<description>
Searches the array in reverse order for a value and returns its index or -1 if not found.
</description>
</method>
<method name="front">
<description>
Returns the first element of the array if the array is not empty (size&gt;0).
</description>
</method>
<method name="has">
<return type="bool">
</return>
<argument index="0" name="value" type="var">
</argument>
<description>
Return true if the array contains given value.
[codeblock]
[ "inside", 7 ].has("inside") == true
[ "inside", 7 ].has("outside") == false
[ "inside", 7 ].has(7) == true
[ "inside", 7 ].has("7") == false
[/codeblock]
</description>
</method>
<method name="hash">
<return type="int">
</return>
<description>
Return a hashed integer value representing the array contents.
</description>
</method>
<method name="insert">
<argument index="0" name="pos" type="int">
</argument>
<argument index="1" name="value" type="var">
</argument>
<description>
Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()).
</description>
</method>
<method name="invert">
<description>
Reverse the order of the elements in the array (so first element will now be the last).
</description>
</method>
<method name="pop_back">
<description>
Remove the last element of the array.
</description>
</method>
<method name="pop_front">
<description>
Remove the first element of the array.
</description>
</method>
<method name="push_back">
<argument index="0" name="value" type="var">
</argument>
<description>
Append an element at the end of the array.
</description>
</method>
<method name="push_front">
<argument index="0" name="value" type="var">
</argument>
<description>
Add an element at the beginning of the array.
</description>
</method>
<method name="remove">
<argument index="0" name="pos" type="int">
</argument>
<description>
Remove an element from the array by index.
</description>
</method>
<method name="resize">
<argument index="0" name="pos" type="int">
</argument>
<description>
Resize the array to contain a different number of elements. If the array size is smaller, elements are cleared, if bigger, new elements are Null.
</description>
</method>
<method name="rfind">
<return type="int">
</return>
<argument index="0" name="what" type="var">
</argument>
<argument index="1" name="from" type="int" default="-1">
</argument>
<description>
Searches the array in reverse order. Optionally, a start search index can be passed. If negative, the start index is considered relative to the end of the array.
</description>
</method>
<method name="size">
<return type="int">
</return>
<description>
Return the amount of elements in the array.
</description>
</method>
<method name="sort">
<description>
Sort the array using natural order.
</description>
</method>
<method name="sort_custom">
<argument index="0" name="obj" type="Object">
</argument>
<argument index="1" name="func" type="String">
</argument>
<description>
Sort the array using a custom method. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return true if the first argument is less than the second, and return false otherwise. Note: you cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior.
</description>
</method>
</methods>
<constants>
</constants>
</class>

267
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ArrayMesh" inherits="Mesh" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_blend_shape">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
</description>
</method>
<method name="add_surface_from_arrays">
<return type="void">
</return>
<argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType">
</argument>
<argument index="1" name="arrays" type="Array">
</argument>
<argument index="2" name="blend_shapes" type="Array" default="[ ]">
</argument>
<argument index="3" name="compress_flags" type="int" default="97792">
</argument>
<description>
Create a new surface ([method get_surface_count] that will become surf_idx for this.
Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. (As a note, when using indices, it is recommended to only use just points, lines or triangles).
</description>
</method>
<method name="center_geometry">
<return type="void">
</return>
<description>
</description>
</method>
<method name="clear_blend_shapes">
<return type="void">
</return>
<description>
</description>
</method>
<method name="get_blend_shape_count" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="get_blend_shape_mode" qualifiers="const">
<return type="int" enum="Mesh.BlendShapeMode">
</return>
<description>
</description>
</method>
<method name="get_blend_shape_name" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="index" type="int">
</argument>
<description>
</description>
</method>
<method name="get_custom_aabb" qualifiers="const">
<return type="Rect3">
</return>
<description>
</description>
</method>
<method name="get_surface_count" qualifiers="const">
<return type="int">
</return>
<description>
Return the amount of surfaces that the [ArrayMesh] holds.
</description>
</method>
<method name="regen_normalmaps">
<return type="void">
</return>
<description>
</description>
</method>
<method name="set_blend_shape_mode">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="Mesh.BlendShapeMode">
</argument>
<description>
</description>
</method>
<method name="set_custom_aabb">
<return type="void">
</return>
<argument index="0" name="aabb" type="Rect3">
</argument>
<description>
</description>
</method>
<method name="surface_get_array_index_len" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
Return the length in indices of the index array in the requested surface (see [method add_surface]).
</description>
</method>
<method name="surface_get_array_len" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
Return the length in vertices of the vertex array in the requested surface (see [method add_surface]).
</description>
</method>
<method name="surface_get_arrays" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="surface_get_blend_shape_arrays" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="surface_get_format" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
Return the format mask of the requested surface (see [method add_surface]).
</description>
</method>
<method name="surface_get_material" qualifiers="const">
<return type="Material">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
Return a [Material] in a given surface. Surface is rendered using this material.
</description>
</method>
<method name="surface_get_name" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="surface_get_primitive_type" qualifiers="const">
<return type="int" enum="Mesh.PrimitiveType">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
Return the primitive type of the requested surface (see [method add_surface]).
</description>
</method>
<method name="surface_remove">
<return type="void">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<description>
Remove a surface at position surf_idx, shifting greater surfaces one surf_idx slot down.
</description>
</method>
<method name="surface_set_material">
<return type="void">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<argument index="1" name="material" type="Material">
</argument>
<description>
</description>
</method>
<method name="surface_set_name">
<return type="void">
</return>
<argument index="0" name="surf_idx" type="int">
</argument>
<argument index="1" name="name" type="String">
</argument>
<description>
Set a [Material] for a given surface. Surface will be rendered using this material.
</description>
</method>
</methods>
<constants>
<constant name="NO_INDEX_ARRAY" value="-1" enum="">
Default value used for index_array_len when no indices are present.
</constant>
<constant name="ARRAY_WEIGHTS_SIZE" value="4" enum="">
Amount of weights/bone indices per vertex (always 4).
</constant>
<constant name="ARRAY_VERTEX" value="0">
Vertex array (array of [Vector3] vertices).
</constant>
<constant name="ARRAY_NORMAL" value="1">
Normal array (array of [Vector3] normals).
</constant>
<constant name="ARRAY_TANGENT" value="2">
Tangent array, array of groups of 4 floats. first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.
</constant>
<constant name="ARRAY_COLOR" value="3">
Vertex array (array of [Color] colors).
</constant>
<constant name="ARRAY_TEX_UV" value="4">
UV array (array of [Vector3] UVs or float array of groups of 2 floats (u,v)).
</constant>
<constant name="ARRAY_TEX_UV2" value="5">
Second UV array (array of [Vector3] UVs or float array of groups of 2 floats (u,v)).
</constant>
<constant name="ARRAY_BONES" value="6">
Array of bone indices, as a float array. Each element in groups of 4 floats.
</constant>
<constant name="ARRAY_WEIGHTS" value="7">
Array of bone weights, as a float array. Each element in groups of 4 floats.
</constant>
<constant name="ARRAY_INDEX" value="8">
Array of integers, used as indices referencing vertices. No index can be beyond the vertex array size.
</constant>
<constant name="ARRAY_MAX" value="9">
</constant>
<constant name="ARRAY_FORMAT_VERTEX" value="1">
Array format will include vertices (mandatory).
</constant>
<constant name="ARRAY_FORMAT_NORMAL" value="2">
Array format will include normals
</constant>
<constant name="ARRAY_FORMAT_TANGENT" value="4">
Array format will include tangents
</constant>
<constant name="ARRAY_FORMAT_COLOR" value="8">
Array format will include a color array.
</constant>
<constant name="ARRAY_FORMAT_TEX_UV" value="16">
Array format will include UVs.
</constant>
<constant name="ARRAY_FORMAT_TEX_UV2" value="32">
Array format will include another set of UVs.
</constant>
<constant name="ARRAY_FORMAT_BONES" value="64">
Array format will include bone indices.
</constant>
<constant name="ARRAY_FORMAT_WEIGHTS" value="128">
Array format will include bone weights.
</constant>
<constant name="ARRAY_FORMAT_INDEX" value="256">
Index array will be used.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AtlasTexture" inherits="Texture" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_atlas" qualifiers="const">
<return type="Texture">
</return>
<description>
</description>
</method>
<method name="get_margin" qualifiers="const">
<return type="Rect2">
</return>
<description>
</description>
</method>
<method name="get_region" qualifiers="const">
<return type="Rect2">
</return>
<description>
</description>
</method>
<method name="set_atlas">
<return type="void">
</return>
<argument index="0" name="atlas" type="Texture">
</argument>
<description>
</description>
</method>
<method name="set_margin">
<return type="void">
</return>
<argument index="0" name="margin" type="Rect2">
</argument>
<description>
</description>
</method>
<method name="set_region">
<return type="void">
</return>
<argument index="0" name="region" type="Rect2">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="atlas" type="Texture" setter="set_atlas" getter="get_atlas" brief="">
</member>
<member name="margin" type="Rect2" setter="set_margin" getter="get_margin" brief="">
</member>
<member name="region" type="Rect2" setter="set_region" getter="get_region" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioBusLayout" inherits="Resource" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffect" inherits="Resource" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Audio Effect For Audio.
</brief_description>
<description>
Base resource for audio bus. Applies an audio effect on the bus that the resource is applied on.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectAmplify" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Amplifies the volume of an audio source.
</brief_description>
<description>
Amplifies the volume of an audio source. Increase gain of the audio being routed through the bus.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_volume_db" qualifiers="const">
<return type="float">
</return>
<description>
Returns the set maximum volume.
</description>
</method>
<method name="set_volume_db">
<return type="void">
</return>
<argument index="0" name="volume" type="float">
</argument>
<description>
Sets the maximum volume.
</description>
</method>
</methods>
<members>
<member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" brief="">
The effect's volume limit.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectBandLimitFilter" inherits="AudioEffectFilter" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectBandPassFilter" inherits="AudioEffectFilter" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectChorus" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Adds a chorus audio effect.
</brief_description>
<description>
Adds a chorus audio effect. The effect applies a filter with voices to duplicate the audio source and manipulate it through the filter.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_dry" qualifiers="const">
<return type="float">
</return>
<description>
Returns the set dry ratio.
</description>
</method>
<method name="get_voice_count" qualifiers="const">
<return type="int">
</return>
<description>
Returns the set voice count.
</description>
</method>
<method name="get_voice_cutoff_hz" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="voice_idx" type="int">
</argument>
<description>
Returns the voice's set cutoff frequency.
</description>
</method>
<method name="get_voice_delay_ms" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="voice_idx" type="int">
</argument>
<description>
Returns the voice's set delay.
</description>
</method>
<method name="get_voice_depth_ms" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="voice_idx" type="int">
</argument>
<description>
Returns the voice's set filter depth.
</description>
</method>
<method name="get_voice_level_db" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="voice_idx" type="int">
</argument>
<description>
Returns the voice's set maximum volume.
</description>
</method>
<method name="get_voice_pan" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="voice_idx" type="int">
</argument>
<description>
Returns the voice's set pan.
</description>
</method>
<method name="get_voice_rate_hz" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="voice_idx" type="int">
</argument>
<description>
Returns the voice filter's set rate in cycles.
</description>
</method>
<method name="get_wet" qualifiers="const">
<return type="float">
</return>
<description>
Returns the set applied wetness of the effect.
</description>
</method>
<method name="set_dry">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
Returns the set applied dryness of the effect.
</description>
</method>
<method name="set_voice_count">
<return type="void">
</return>
<argument index="0" name="voices" type="int">
</argument>
<description>
Set the number of voices in the effect's filter.
</description>
</method>
<method name="set_voice_cutoff_hz">
<return type="void">
</return>
<argument index="0" name="voice_idx" type="int">
</argument>
<argument index="1" name="cutoff_hz" type="float">
</argument>
<description>
Set the cutoff frequency of the voice. The maximum frequency the voice may affect.
</description>
</method>
<method name="set_voice_delay_ms">
<return type="void">
</return>
<argument index="0" name="voice_idx" type="int">
</argument>
<argument index="1" name="delay_ms" type="float">
</argument>
<description>
Set the delay of the voice's signal.
</description>
</method>
<method name="set_voice_depth_ms">
<return type="void">
</return>
<argument index="0" name="voice_idx" type="int">
</argument>
<argument index="1" name="depth_ms" type="float">
</argument>
<description>
Set the filter depth of the voice's signal.
</description>
</method>
<method name="set_voice_level_db">
<return type="void">
</return>
<argument index="0" name="voice_idx" type="int">
</argument>
<argument index="1" name="level_db" type="float">
</argument>
<description>
Set the volume level of the voice.
</description>
</method>
<method name="set_voice_pan">
<return type="void">
</return>
<argument index="0" name="voice_idx" type="int">
</argument>
<argument index="1" name="pan" type="float">
</argument>
<description>
Set the pan level of the voice.
</description>
</method>
<method name="set_voice_rate_hz">
<return type="void">
</return>
<argument index="0" name="voice_idx" type="int">
</argument>
<argument index="1" name="rate_hz" type="float">
</argument>
<description>
Set the voice filter's rate.
</description>
</method>
<method name="set_wet">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
Set the amount of effect.
</description>
</method>
</methods>
<members>
<member name="dry" type="float" setter="set_dry" getter="get_dry" brief="">
The effect's raw signal.
</member>
<member name="voice/1/cutoff_hz" type="float" setter="set_voice_cutoff_hz" getter="get_voice_cutoff_hz" brief="">
The voice's cutoff frequency.
</member>
<member name="voice/1/delay_ms" type="float" setter="set_voice_delay_ms" getter="get_voice_delay_ms" brief="">
The voice's signal delay.
</member>
<member name="voice/1/depth_ms" type="float" setter="set_voice_depth_ms" getter="get_voice_depth_ms" brief="">
The voice filter's depth.
</member>
<member name="voice/1/level_db" type="float" setter="set_voice_level_db" getter="get_voice_level_db" brief="">
The voice's volume.
</member>
<member name="voice/1/pan" type="float" setter="set_voice_pan" getter="get_voice_pan" brief="">
The voice's pan level.
</member>
<member name="voice/1/rate_hz" type="float" setter="set_voice_rate_hz" getter="get_voice_rate_hz" brief="">
The voice's filter rate.
</member>
<member name="voice/2/cutoff_hz" type="float" setter="set_voice_cutoff_hz" getter="get_voice_cutoff_hz" brief="">
The voice's cutoff frequency.
</member>
<member name="voice/2/delay_ms" type="float" setter="set_voice_delay_ms" getter="get_voice_delay_ms" brief="">
The voice's signal delay.
</member>
<member name="voice/2/depth_ms" type="float" setter="set_voice_depth_ms" getter="get_voice_depth_ms" brief="">
The voice filter's depth.
</member>
<member name="voice/2/level_db" type="float" setter="set_voice_level_db" getter="get_voice_level_db" brief="">
The voice's volume.
</member>
<member name="voice/2/pan" type="float" setter="set_voice_pan" getter="get_voice_pan" brief="">
The voice's pan level.
</member>
<member name="voice/2/rate_hz" type="float" setter="set_voice_rate_hz" getter="get_voice_rate_hz" brief="">
The voice's filter rate.
</member>
<member name="voice/3/cutoff_hz" type="float" setter="set_voice_cutoff_hz" getter="get_voice_cutoff_hz" brief="">
The voice's cutoff frequency.
</member>
<member name="voice/3/delay_ms" type="float" setter="set_voice_delay_ms" getter="get_voice_delay_ms" brief="">
The voice's signal delay.
</member>
<member name="voice/3/depth_ms" type="float" setter="set_voice_depth_ms" getter="get_voice_depth_ms" brief="">
The voice filter's depth.
</member>
<member name="voice/3/level_db" type="float" setter="set_voice_level_db" getter="get_voice_level_db" brief="">
The voice's volume.
</member>
<member name="voice/3/pan" type="float" setter="set_voice_pan" getter="get_voice_pan" brief="">
The voice's pan level.
</member>
<member name="voice/3/rate_hz" type="float" setter="set_voice_rate_hz" getter="get_voice_rate_hz" brief="">
The voice's filter rate.
</member>
<member name="voice/4/cutoff_hz" type="float" setter="set_voice_cutoff_hz" getter="get_voice_cutoff_hz" brief="">
The voice's cutoff frequency.
</member>
<member name="voice/4/delay_ms" type="float" setter="set_voice_delay_ms" getter="get_voice_delay_ms" brief="">
The voice's signal delay.
</member>
<member name="voice/4/depth_ms" type="float" setter="set_voice_depth_ms" getter="get_voice_depth_ms" brief="">
The voice filter's depth.
</member>
<member name="voice/4/level_db" type="float" setter="set_voice_level_db" getter="get_voice_level_db" brief="">
The voice's volume.
</member>
<member name="voice/4/pan" type="float" setter="set_voice_pan" getter="get_voice_pan" brief="">
The voice's pan level.
</member>
<member name="voice/4/rate_hz" type="float" setter="set_voice_rate_hz" getter="get_voice_rate_hz" brief="">
The voice's filter rate.
</member>
<member name="voice_count" type="int" setter="set_voice_count" getter="get_voice_count" brief="">
The amount of voices in the effect.
</member>
<member name="wet" type="float" setter="set_wet" getter="get_wet" brief="">
The effect's processed signal.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectCompressor" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_attack_us" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_gain" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_mix" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_ratio" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_release_ms" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_sidechain" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_threshold" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="set_attack_us">
<return type="void">
</return>
<argument index="0" name="attack_us" type="float">
</argument>
<description>
</description>
</method>
<method name="set_gain">
<return type="void">
</return>
<argument index="0" name="gain" type="float">
</argument>
<description>
</description>
</method>
<method name="set_mix">
<return type="void">
</return>
<argument index="0" name="mix" type="float">
</argument>
<description>
</description>
</method>
<method name="set_ratio">
<return type="void">
</return>
<argument index="0" name="ratio" type="float">
</argument>
<description>
</description>
</method>
<method name="set_release_ms">
<return type="void">
</return>
<argument index="0" name="release_ms" type="float">
</argument>
<description>
</description>
</method>
<method name="set_sidechain">
<return type="void">
</return>
<argument index="0" name="sidechain" type="String">
</argument>
<description>
</description>
</method>
<method name="set_threshold">
<return type="void">
</return>
<argument index="0" name="threshold" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="attack_us" type="float" setter="set_attack_us" getter="get_attack_us" brief="">
</member>
<member name="gain" type="float" setter="set_gain" getter="get_gain" brief="">
</member>
<member name="mix" type="float" setter="set_mix" getter="get_mix" brief="">
</member>
<member name="ratio" type="float" setter="set_ratio" getter="get_ratio" brief="">
</member>
<member name="release_ms" type="float" setter="set_release_ms" getter="get_release_ms" brief="">
</member>
<member name="sidechain" type="String" setter="set_sidechain" getter="get_sidechain" brief="">
</member>
<member name="threshold" type="float" setter="set_threshold" getter="get_threshold" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectDelay" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_dry">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_feedback_delay_ms" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_feedback_level_db" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_feedback_lowpass" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_tap1_delay_ms" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_tap1_level_db" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_tap1_pan" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_tap2_delay_ms" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_tap2_level_db" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_tap2_pan" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="is_feedback_active" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_tap1_active" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_tap2_active" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="set_dry">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_feedback_active">
<return type="void">
</return>
<argument index="0" name="amount" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_feedback_delay_ms">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_feedback_level_db">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_feedback_lowpass">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_tap1_active">
<return type="void">
</return>
<argument index="0" name="amount" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_tap1_delay_ms">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_tap1_level_db">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_tap1_pan">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_tap2_active">
<return type="void">
</return>
<argument index="0" name="amount" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_tap2_delay_ms">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_tap2_level_db">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_tap2_pan">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="dry" type="float" setter="set_dry" getter="get_dry" brief="">
</member>
<member name="feedback/active" type="bool" setter="set_feedback_active" getter="is_feedback_active" brief="">
</member>
<member name="feedback/delay_ms" type="float" setter="set_feedback_delay_ms" getter="get_feedback_delay_ms" brief="">
</member>
<member name="feedback/level_db" type="float" setter="set_feedback_level_db" getter="get_feedback_level_db" brief="">
</member>
<member name="feedback/lowpass" type="float" setter="set_feedback_lowpass" getter="get_feedback_lowpass" brief="">
</member>
<member name="tap1/active" type="bool" setter="set_tap1_active" getter="is_tap1_active" brief="">
</member>
<member name="tap1/delay_ms" type="float" setter="set_tap1_delay_ms" getter="get_tap1_delay_ms" brief="">
</member>
<member name="tap1/level_db" type="float" setter="set_tap1_level_db" getter="get_tap1_level_db" brief="">
</member>
<member name="tap1/pan" type="float" setter="set_tap1_pan" getter="get_tap1_pan" brief="">
</member>
<member name="tap2/active" type="bool" setter="set_tap2_active" getter="is_tap2_active" brief="">
</member>
<member name="tap2/delay_ms" type="float" setter="set_tap2_delay_ms" getter="get_tap2_delay_ms" brief="">
</member>
<member name="tap2/level_db" type="float" setter="set_tap2_level_db" getter="get_tap2_level_db" brief="">
</member>
<member name="tap2/pan" type="float" setter="set_tap2_pan" getter="get_tap2_pan" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectDistortion" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_drive" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_keep_hf_hz" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_mode" qualifiers="const">
<return type="int" enum="AudioEffectDistortion.Mode">
</return>
<description>
</description>
</method>
<method name="get_post_gain" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_pre_gain" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="set_drive">
<return type="void">
</return>
<argument index="0" name="drive" type="float">
</argument>
<description>
</description>
</method>
<method name="set_keep_hf_hz">
<return type="void">
</return>
<argument index="0" name="keep_hf_hz" type="float">
</argument>
<description>
</description>
</method>
<method name="set_mode">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="AudioEffectDistortion.Mode">
</argument>
<description>
</description>
</method>
<method name="set_post_gain">
<return type="void">
</return>
<argument index="0" name="post_gain" type="float">
</argument>
<description>
</description>
</method>
<method name="set_pre_gain">
<return type="void">
</return>
<argument index="0" name="pre_gain" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="drive" type="float" setter="set_drive" getter="get_drive" brief="">
</member>
<member name="keep_hf_hz" type="float" setter="set_keep_hf_hz" getter="get_keep_hf_hz" brief="">
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" brief="" enum="AudioEffectDistortion.Mode">
</member>
<member name="post_gain" type="float" setter="set_post_gain" getter="get_post_gain" brief="">
</member>
<member name="pre_gain" type="float" setter="set_pre_gain" getter="get_pre_gain" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectEQ" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_band_count" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="get_band_gain_db" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="band_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="set_band_gain_db">
<return type="void">
</return>
<argument index="0" name="band_idx" type="int">
</argument>
<argument index="1" name="volume_db" type="float">
</argument>
<description>
</description>
</method>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectEQ10" inherits="AudioEffectEQ" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectEQ21" inherits="AudioEffectEQ" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectEQ6" inherits="AudioEffectEQ" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectFilter" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_cutoff" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_db" qualifiers="const">
<return type="int" enum="AudioEffectFilter.FilterDB">
</return>
<description>
</description>
</method>
<method name="get_gain" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_resonance" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="set_cutoff">
<return type="void">
</return>
<argument index="0" name="freq" type="float">
</argument>
<description>
</description>
</method>
<method name="set_db">
<return type="void">
</return>
<argument index="0" name="amount" type="int" enum="AudioEffectFilter.FilterDB">
</argument>
<description>
</description>
</method>
<method name="set_gain">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_resonance">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="cutoff_hz" type="float" setter="set_cutoff" getter="get_cutoff" brief="">
</member>
<member name="dB" type="int" setter="set_db" getter="get_db" brief="" enum="AudioEffectFilter.FilterDB">
</member>
<member name="gain" type="float" setter="set_gain" getter="get_gain" brief="">
</member>
<member name="resonance" type="float" setter="set_resonance" getter="get_resonance" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectHighPassFilter" inherits="AudioEffectFilter" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectHighShelfFilter" inherits="AudioEffectFilter" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectLimiter" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_ceiling_db" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_soft_clip_db" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_soft_clip_ratio" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_threshold_db" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="set_ceiling_db">
<return type="void">
</return>
<argument index="0" name="ceiling" type="float">
</argument>
<description>
</description>
</method>
<method name="set_soft_clip_db">
<return type="void">
</return>
<argument index="0" name="soft_clip" type="float">
</argument>
<description>
</description>
</method>
<method name="set_soft_clip_ratio">
<return type="void">
</return>
<argument index="0" name="soft_clip" type="float">
</argument>
<description>
</description>
</method>
<method name="set_threshold_db">
<return type="void">
</return>
<argument index="0" name="threshold" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="ceiling_db" type="float" setter="set_ceiling_db" getter="get_ceiling_db" brief="">
</member>
<member name="soft_clip_db" type="float" setter="set_soft_clip_db" getter="get_soft_clip_db" brief="">
</member>
<member name="soft_clip_ratio" type="float" setter="set_soft_clip_ratio" getter="get_soft_clip_ratio" brief="">
</member>
<member name="threshold_db" type="float" setter="set_threshold_db" getter="get_threshold_db" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectLowPassFilter" inherits="AudioEffectFilter" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectLowShelfFilter" inherits="AudioEffectFilter" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectNotchFilter" inherits="AudioEffectFilter" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectPanner" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_pan" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="set_pan">
<return type="void">
</return>
<argument index="0" name="cpanume" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="pan" type="float" setter="set_pan" getter="get_pan" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectPhaser" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_depth" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_feedback" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_range_max_hz" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_range_min_hz" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_rate_hz" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="set_depth">
<return type="void">
</return>
<argument index="0" name="depth" type="float">
</argument>
<description>
</description>
</method>
<method name="set_feedback">
<return type="void">
</return>
<argument index="0" name="fbk" type="float">
</argument>
<description>
</description>
</method>
<method name="set_range_max_hz">
<return type="void">
</return>
<argument index="0" name="hz" type="float">
</argument>
<description>
</description>
</method>
<method name="set_range_min_hz">
<return type="void">
</return>
<argument index="0" name="hz" type="float">
</argument>
<description>
</description>
</method>
<method name="set_rate_hz">
<return type="void">
</return>
<argument index="0" name="hz" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="depth" type="float" setter="set_depth" getter="get_depth" brief="">
</member>
<member name="feedback" type="float" setter="set_feedback" getter="get_feedback" brief="">
</member>
<member name="range_max_hz" type="float" setter="set_range_max_hz" getter="get_range_max_hz" brief="">
</member>
<member name="range_min_hz" type="float" setter="set_range_min_hz" getter="get_range_min_hz" brief="">
</member>
<member name="rate_hz" type="float" setter="set_rate_hz" getter="get_rate_hz" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectPitchShift" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_pitch_scale" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="set_pitch_scale">
<return type="void">
</return>
<argument index="0" name="rate" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectReverb" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_damping" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_dry" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_hpf" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_predelay_feedback" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_predelay_msec" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_room_size" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_spread" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_wet" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="set_damping">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_dry">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_hpf">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_predelay_feedback">
<return type="void">
</return>
<argument index="0" name="feedback" type="float">
</argument>
<description>
</description>
</method>
<method name="set_predelay_msec">
<return type="void">
</return>
<argument index="0" name="msec" type="float">
</argument>
<description>
</description>
</method>
<method name="set_room_size">
<return type="void">
</return>
<argument index="0" name="size" type="float">
</argument>
<description>
</description>
</method>
<method name="set_spread">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_wet">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="damping" type="float" setter="set_damping" getter="get_damping" brief="">
</member>
<member name="dry" type="float" setter="set_dry" getter="get_dry" brief="">
</member>
<member name="hipass" type="float" setter="set_hpf" getter="get_hpf" brief="">
</member>
<member name="predelay_feedback" type="float" setter="set_predelay_msec" getter="get_predelay_msec" brief="">
</member>
<member name="predelay_msec" type="float" setter="set_predelay_msec" getter="get_predelay_msec" brief="">
</member>
<member name="room_size" type="float" setter="set_room_size" getter="get_room_size" brief="">
</member>
<member name="spread" type="float" setter="set_spread" getter="get_spread" brief="">
</member>
<member name="wet" type="float" setter="set_wet" getter="get_wet" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioEffectStereoEnhance" inherits="AudioEffect" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_pan_pullout" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_surround" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_time_pullout" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="set_pan_pullout">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_surround">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
<method name="set_time_pullout">
<return type="void">
</return>
<argument index="0" name="amount" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="pan_pullout" type="float" setter="set_pan_pullout" getter="get_pan_pullout" brief="">
</member>
<member name="surround" type="float" setter="set_surround" getter="get_surround" brief="">
</member>
<member name="time_pullout_ms" type="float" setter="set_time_pullout" getter="get_time_pullout" brief="">
</member>
</members>
<constants>
</constants>
</class>

311
doc/classes/AudioServer.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioServer" inherits="Object" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Server interface for low level audio access.
</brief_description>
<description>
AudioServer is a low level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_bus">
<return type="void">
</return>
<argument index="0" name="at_pos" type="int" default="-1">
</argument>
<description>
</description>
</method>
<method name="add_bus_effect">
<return type="void">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="effect" type="AudioEffect">
</argument>
<argument index="2" name="at_pos" type="int" default="-1">
</argument>
<description>
</description>
</method>
<method name="generate_bus_layout" qualifiers="const">
<return type="AudioBusLayout">
</return>
<description>
</description>
</method>
<method name="get_bus_count" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="get_bus_effect">
<return type="AudioEffect">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="effect_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="get_bus_effect_count">
<return type="int">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="get_bus_index" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="bus_name" type="String">
</argument>
<description>
</description>
</method>
<method name="get_bus_name" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="get_bus_peak_volume_left_db" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="channel" type="int">
</argument>
<description>
</description>
</method>
<method name="get_bus_peak_volume_right_db" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="channel" type="int">
</argument>
<description>
</description>
</method>
<method name="get_bus_send" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="get_bus_volume_db" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="get_mix_rate" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_speaker_mode" qualifiers="const">
<return type="int" enum="AudioServer.SpeakerMode">
</return>
<description>
</description>
</method>
<method name="is_bus_bypassing_effects" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="is_bus_effect_enabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="effect_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="is_bus_mute" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="is_bus_solo" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="lock">
<return type="void">
</return>
<description>
</description>
</method>
<method name="move_bus">
<return type="void">
</return>
<argument index="0" name="index" type="int">
</argument>
<argument index="1" name="to_index" type="int">
</argument>
<description>
</description>
</method>
<method name="remove_bus">
<return type="void">
</return>
<argument index="0" name="index" type="int">
</argument>
<description>
</description>
</method>
<method name="remove_bus_effect">
<return type="void">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="effect_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="set_bus_bypass_effects">
<return type="void">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_bus_count">
<return type="void">
</return>
<argument index="0" name="amount" type="int">
</argument>
<description>
</description>
</method>
<method name="set_bus_effect_enabled">
<return type="void">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="effect_idx" type="int">
</argument>
<argument index="2" name="enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_bus_layout">
<return type="void">
</return>
<argument index="0" name="bus_layout" type="AudioBusLayout">
</argument>
<description>
</description>
</method>
<method name="set_bus_mute">
<return type="void">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_bus_name">
<return type="void">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="name" type="String">
</argument>
<description>
</description>
</method>
<method name="set_bus_send">
<return type="void">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="send" type="String">
</argument>
<description>
</description>
</method>
<method name="set_bus_solo">
<return type="void">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_bus_volume_db">
<return type="void">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="volume_db" type="float">
</argument>
<description>
</description>
</method>
<method name="swap_bus_effects">
<return type="void">
</return>
<argument index="0" name="bus_idx" type="int">
</argument>
<argument index="1" name="effect_idx" type="int">
</argument>
<argument index="2" name="by_effect_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="unlock">
<return type="void">
</return>
<description>
</description>
</method>
</methods>
<signals>
<signal name="bus_layout_changed">
<description>
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStream" inherits="Resource" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Base class for audio streams.
</brief_description>
<description>
Base class for audio streams. Audio streams are used for music playback, or other types of streamed sounds that don't fit or require more flexibility than a [Sample].
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamOGGVorbis" inherits="AudioStream" category="Core" version="3.0.alpha.custom_build">
<brief_description>
OGG Vorbis audio stream driver.
</brief_description>
<description>
OGG Vorbis audio stream driver.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_data" qualifiers="const">
<return type="PoolByteArray">
</return>
<description>
</description>
</method>
<method name="get_loop_offset" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="has_loop" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="set_data">
<return type="void">
</return>
<argument index="0" name="data" type="PoolByteArray">
</argument>
<description>
</description>
</method>
<method name="set_loop">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_loop_offset">
<return type="void">
</return>
<argument index="0" name="seconds" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="data" type="PoolByteArray" setter="set_data" getter="get_data" brief="">
</member>
<member name="loop" type="bool" setter="set_loop" getter="has_loop" brief="">
</member>
<member name="loop_offset" type="float" setter="set_loop_offset" getter="get_loop_offset" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamPlayback" inherits="Reference" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamPlayer" inherits="Node" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_bus" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_mix_target" qualifiers="const">
<return type="int" enum="AudioStreamPlayer.MixTarget">
</return>
<description>
</description>
</method>
<method name="get_pos">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_stream" qualifiers="const">
<return type="AudioStream">
</return>
<description>
</description>
</method>
<method name="get_volume_db" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="is_autoplay_enabled">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_playing" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="play">
<return type="void">
</return>
<argument index="0" name="from_pos" type="float" default="0.0">
</argument>
<description>
</description>
</method>
<method name="seek">
<return type="void">
</return>
<argument index="0" name="to_pos" type="float">
</argument>
<description>
</description>
</method>
<method name="set_autoplay">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_bus">
<return type="void">
</return>
<argument index="0" name="bus" type="String">
</argument>
<description>
</description>
</method>
<method name="set_mix_target">
<return type="void">
</return>
<argument index="0" name="mix_target" type="int" enum="AudioStreamPlayer.MixTarget">
</argument>
<description>
</description>
</method>
<method name="set_stream">
<return type="void">
</return>
<argument index="0" name="stream" type="AudioStream">
</argument>
<description>
</description>
</method>
<method name="set_volume_db">
<return type="void">
</return>
<argument index="0" name="volume_db" type="float">
</argument>
<description>
</description>
</method>
<method name="stop">
<return type="void">
</return>
<description>
</description>
</method>
</methods>
<members>
<member name="autoplay" type="bool" setter="set_autoplay" getter="is_autoplay_enabled" brief="">
</member>
<member name="bus" type="String" setter="set_bus" getter="get_bus" brief="">
</member>
<member name="mix_target" type="int" setter="set_mix_target" getter="get_mix_target" brief="" enum="AudioStreamPlayer.MixTarget">
</member>
<member name="play" type="bool" setter="_set_playing" getter="_is_active" brief="">
</member>
<member name="stream" type="AudioStream" setter="set_stream" getter="get_stream" brief="">
</member>
<member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" brief="">
</member>
</members>
<signals>
<signal name="finished">
<description>
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamPlayer2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_area_mask" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="get_attenuation" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_bus" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_max_distance" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_pos">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_stream" qualifiers="const">
<return type="AudioStream">
</return>
<description>
</description>
</method>
<method name="get_volume_db" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="is_autoplay_enabled">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_playing" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="play">
<return type="void">
</return>
<argument index="0" name="from_pos" type="float" default="0.0">
</argument>
<description>
</description>
</method>
<method name="seek">
<return type="void">
</return>
<argument index="0" name="to_pos" type="float">
</argument>
<description>
</description>
</method>
<method name="set_area_mask">
<return type="void">
</return>
<argument index="0" name="mask" type="int">
</argument>
<description>
</description>
</method>
<method name="set_attenuation">
<return type="void">
</return>
<argument index="0" name="curve" type="float">
</argument>
<description>
</description>
</method>
<method name="set_autoplay">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_bus">
<return type="void">
</return>
<argument index="0" name="bus" type="String">
</argument>
<description>
</description>
</method>
<method name="set_max_distance">
<return type="void">
</return>
<argument index="0" name="pixels" type="float">
</argument>
<description>
</description>
</method>
<method name="set_stream">
<return type="void">
</return>
<argument index="0" name="stream" type="AudioStream">
</argument>
<description>
</description>
</method>
<method name="set_volume_db">
<return type="void">
</return>
<argument index="0" name="volume_db" type="float">
</argument>
<description>
</description>
</method>
<method name="stop">
<return type="void">
</return>
<description>
</description>
</method>
</methods>
<members>
<member name="area_mask" type="int" setter="set_area_mask" getter="get_area_mask" brief="">
</member>
<member name="attenuation" type="float" setter="set_attenuation" getter="get_attenuation" brief="">
</member>
<member name="autoplay" type="bool" setter="set_autoplay" getter="is_autoplay_enabled" brief="">
</member>
<member name="bus" type="String" setter="set_bus" getter="get_bus" brief="">
</member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" brief="">
</member>
<member name="play" type="bool" setter="_set_playing" getter="_is_active" brief="">
</member>
<member name="stream" type="AudioStream" setter="set_stream" getter="get_stream" brief="">
</member>
<member name="volume_db" type="float" setter="set_volume_db" getter="get_volume_db" brief="">
</member>
</members>
<signals>
<signal name="finished">
<description>
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamPlayer3D" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_area_mask" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="get_attenuation_filter_cutoff_hz" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_attenuation_filter_db" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_attenuation_model" qualifiers="const">
<return type="int" enum="AudioStreamPlayer3D.AttenuationModel">
</return>
<description>
</description>
</method>
<method name="get_bus" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_doppler_tracking" qualifiers="const">
<return type="int" enum="AudioStreamPlayer3D.DopplerTracking">
</return>
<description>
</description>
</method>
<method name="get_emission_angle" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_emission_angle_filter_attenuation_db" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_max_db" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_max_distance" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_out_of_range_mode" qualifiers="const">
<return type="int" enum="AudioStreamPlayer3D.OutOfRangeMode">
</return>
<description>
</description>
</method>
<method name="get_pos">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_stream" qualifiers="const">
<return type="AudioStream">
</return>
<description>
</description>
</method>
<method name="get_unit_db" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_unit_size" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="is_autoplay_enabled">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_emission_angle_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_playing" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="play">
<return type="void">
</return>
<argument index="0" name="from_pos" type="float" default="0.0">
</argument>
<description>
</description>
</method>
<method name="seek">
<return type="void">
</return>
<argument index="0" name="to_pos" type="float">
</argument>
<description>
</description>
</method>
<method name="set_area_mask">
<return type="void">
</return>
<argument index="0" name="mask" type="int">
</argument>
<description>
</description>
</method>
<method name="set_attenuation_filter_cutoff_hz">
<return type="void">
</return>
<argument index="0" name="degrees" type="float">
</argument>
<description>
</description>
</method>
<method name="set_attenuation_filter_db">
<return type="void">
</return>
<argument index="0" name="db" type="float">
</argument>
<description>
</description>
</method>
<method name="set_attenuation_model">
<return type="void">
</return>
<argument index="0" name="model" type="int" enum="AudioStreamPlayer3D.AttenuationModel">
</argument>
<description>
</description>
</method>
<method name="set_autoplay">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_bus">
<return type="void">
</return>
<argument index="0" name="bus" type="String">
</argument>
<description>
</description>
</method>
<method name="set_doppler_tracking">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="AudioStreamPlayer3D.DopplerTracking">
</argument>
<description>
</description>
</method>
<method name="set_emission_angle">
<return type="void">
</return>
<argument index="0" name="degrees" type="float">
</argument>
<description>
</description>
</method>
<method name="set_emission_angle_enabled">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_emission_angle_filter_attenuation_db">
<return type="void">
</return>
<argument index="0" name="db" type="float">
</argument>
<description>
</description>
</method>
<method name="set_max_db">
<return type="void">
</return>
<argument index="0" name="max_db" type="float">
</argument>
<description>
</description>
</method>
<method name="set_max_distance">
<return type="void">
</return>
<argument index="0" name="metres" type="float">
</argument>
<description>
</description>
</method>
<method name="set_out_of_range_mode">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="AudioStreamPlayer3D.OutOfRangeMode">
</argument>
<description>
</description>
</method>
<method name="set_stream">
<return type="void">
</return>
<argument index="0" name="stream" type="AudioStream">
</argument>
<description>
</description>
</method>
<method name="set_unit_db">
<return type="void">
</return>
<argument index="0" name="unit_db" type="float">
</argument>
<description>
</description>
</method>
<method name="set_unit_size">
<return type="void">
</return>
<argument index="0" name="unit_size" type="float">
</argument>
<description>
</description>
</method>
<method name="stop">
<return type="void">
</return>
<description>
</description>
</method>
</methods>
<members>
<member name="area_mask" type="int" setter="set_area_mask" getter="get_area_mask" brief="">
</member>
<member name="attenuation_filter_cutoff_hz" type="float" setter="set_attenuation_filter_cutoff_hz" getter="get_attenuation_filter_cutoff_hz" brief="">
</member>
<member name="attenuation_filter_db" type="float" setter="set_attenuation_filter_db" getter="get_attenuation_filter_db" brief="">
</member>
<member name="attenuation_model" type="int" setter="set_attenuation_model" getter="get_attenuation_model" brief="" enum="AudioStreamPlayer3D.AttenuationModel">
</member>
<member name="autoplay" type="bool" setter="set_autoplay" getter="is_autoplay_enabled" brief="">
</member>
<member name="bus" type="String" setter="set_bus" getter="get_bus" brief="">
</member>
<member name="doppler_tracking" type="int" setter="set_doppler_tracking" getter="get_doppler_tracking" brief="" enum="AudioStreamPlayer3D.DopplerTracking">
</member>
<member name="emission_angle_degrees" type="float" setter="set_emission_angle" getter="get_emission_angle" brief="">
</member>
<member name="emission_angle_enabled" type="bool" setter="set_emission_angle_enabled" getter="is_emission_angle_enabled" brief="">
</member>
<member name="emission_angle_filter_attenuation_db" type="float" setter="set_emission_angle_filter_attenuation_db" getter="get_emission_angle_filter_attenuation_db" brief="">
</member>
<member name="max_db" type="float" setter="set_max_db" getter="get_max_db" brief="">
</member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" brief="">
</member>
<member name="out_of_range_mode" type="int" setter="set_out_of_range_mode" getter="get_out_of_range_mode" brief="" enum="AudioStreamPlayer3D.OutOfRangeMode">
</member>
<member name="play" type="bool" setter="_set_playing" getter="_is_active" brief="">
</member>
<member name="stream" type="AudioStream" setter="set_stream" getter="get_stream" brief="">
</member>
<member name="unit_db" type="float" setter="set_unit_db" getter="get_unit_db" brief="">
</member>
<member name="unit_size" type="float" setter="set_unit_size" getter="get_unit_size" brief="">
</member>
</members>
<signals>
<signal name="finished">
<description>
</description>
</signal>
</signals>
<constants>
<constant name="ATTENUATION_INVERSE_DISTANCE" value="0">
</constant>
<constant name="ATTENUATION_INVERSE_SQUARE_DISTANCE" value="1">
</constant>
<constant name="ATTENUATION_LOGARITHMIC" value="2">
</constant>
<constant name="OUT_OF_RANGE_MIX" value="0">
</constant>
<constant name="OUT_OF_RANGE_PAUSE" value="1">
</constant>
<constant name="DOPPLER_TRACKING_DISABLED" value="0">
</constant>
<constant name="DOPPLER_TRACKING_IDLE_STEP" value="1">
</constant>
<constant name="DOPPLER_TRACKING_FIXED_STEP" value="2">
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamRandomPitch" inherits="AudioStream" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_audio_stream" qualifiers="const">
<return type="AudioStream">
</return>
<description>
</description>
</method>
<method name="get_random_pitch" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="set_audio_stream">
<return type="void">
</return>
<argument index="0" name="stream" type="AudioStream">
</argument>
<description>
</description>
</method>
<method name="set_random_pitch">
<return type="void">
</return>
<argument index="0" name="scale" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="audio_stream" type="AudioStream" setter="set_audio_stream" getter="get_audio_stream" brief="">
</member>
<member name="random_pitch" type="float" setter="set_random_pitch" getter="get_random_pitch" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AudioStreamSample" inherits="AudioStream" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_data" qualifiers="const">
<return type="PoolByteArray">
</return>
<description>
</description>
</method>
<method name="get_format" qualifiers="const">
<return type="int" enum="AudioStreamSample.Format">
</return>
<description>
</description>
</method>
<method name="get_loop_begin" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="get_loop_end" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="get_loop_mode" qualifiers="const">
<return type="int" enum="AudioStreamSample.LoopMode">
</return>
<description>
</description>
</method>
<method name="get_mix_rate" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="is_stereo" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="set_data">
<return type="void">
</return>
<argument index="0" name="data" type="PoolByteArray">
</argument>
<description>
</description>
</method>
<method name="set_format">
<return type="void">
</return>
<argument index="0" name="format" type="int" enum="AudioStreamSample.Format">
</argument>
<description>
</description>
</method>
<method name="set_loop_begin">
<return type="void">
</return>
<argument index="0" name="loop_begin" type="int">
</argument>
<description>
</description>
</method>
<method name="set_loop_end">
<return type="void">
</return>
<argument index="0" name="loop_end" type="int">
</argument>
<description>
</description>
</method>
<method name="set_loop_mode">
<return type="void">
</return>
<argument index="0" name="loop_mode" type="int" enum="AudioStreamSample.LoopMode">
</argument>
<description>
</description>
</method>
<method name="set_mix_rate">
<return type="void">
</return>
<argument index="0" name="mix_rate" type="int">
</argument>
<description>
</description>
</method>
<method name="set_stereo">
<return type="void">
</return>
<argument index="0" name="stereo" type="bool">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="data" type="PoolByteArray" setter="set_data" getter="get_data" brief="">
</member>
<member name="format" type="int" setter="set_format" getter="get_format" brief="" enum="AudioStreamSample.Format">
</member>
<member name="loop_begin" type="int" setter="set_loop_begin" getter="get_loop_begin" brief="">
</member>
<member name="loop_end" type="int" setter="set_loop_end" getter="get_loop_end" brief="">
</member>
<member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" brief="" enum="AudioStreamSample.LoopMode">
</member>
<member name="mix_rate" type="int" setter="set_mix_rate" getter="get_mix_rate" brief="">
</member>
<member name="stereo" type="bool" setter="set_stereo" getter="is_stereo" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="BackBufferCopy" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Copies a region of the screen (or the whole screen) to a buffer so it can be accessed with the texscreen() shader instruction.
</brief_description>
<description>
Node for back-buffering the currently displayed screen. The region defined in the BackBufferCopy node is bufferized with the content of the screen it covers, or the entire screen according to the copy mode set. Accessing this buffer is done with the texscreen() shader instruction.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_copy_mode" qualifiers="const">
<return type="int" enum="BackBufferCopy.CopyMode">
</return>
<description>
Return the copy mode currently applied to the BackBufferCopy (refer to constants section).
</description>
</method>
<method name="get_rect" qualifiers="const">
<return type="Rect2">
</return>
<description>
Return the area covered by the BackBufferCopy.
</description>
</method>
<method name="set_copy_mode">
<return type="void">
</return>
<argument index="0" name="copy_mode" type="int" enum="BackBufferCopy.CopyMode">
</argument>
<description>
Set the copy mode of the BackBufferCopy (refer to constants section).
</description>
</method>
<method name="set_rect">
<return type="void">
</return>
<argument index="0" name="rect" type="Rect2">
</argument>
<description>
Defines the area covered by the BackBufferCopy.
</description>
</method>
</methods>
<members>
<member name="copy_mode" type="int" setter="set_copy_mode" getter="get_copy_mode" brief="" enum="BackBufferCopy.CopyMode">
</member>
<member name="rect" type="Rect2" setter="set_rect" getter="get_rect" brief="">
</member>
</members>
<constants>
<constant name="COPY_MODE_DISABLED" value="0">
Disables the buffering mode. This means the BackBufferCopy node will directly use the portion of screen it covers.
</constant>
<constant name="COPY_MODE_RECT" value="1">
Sets the copy mode to a region.
</constant>
<constant name="COPY_MODE_VIEWPORT" value="2">
Sets the copy mode to the entire screen.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="BaseButton" inherits="Control" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Provides a base class for different kinds of buttons.
</brief_description>
<description>
BaseButton is the abstract base class for buttons, so it shouldn't be used directly (It doesn't display anything). Other types of buttons inherit from it.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="_pressed" qualifiers="virtual">
<return type="void">
</return>
<description>
Called when button is pressed.
</description>
</method>
<method name="_toggled" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="pressed" type="bool">
</argument>
<description>
Called when button is toggled (only if toggle_mode is active).
</description>
</method>
<method name="get_action_mode" qualifiers="const">
<return type="int" enum="BaseButton.ActionMode">
</return>
<description>
Return the current mode of action (see [method set_action_mode]) (one of the ACTION_MODE_* constants).
</description>
</method>
<method name="get_button_group" qualifiers="const">
<return type="ButtonGroup">
</return>
<description>
</description>
</method>
<method name="get_draw_mode" qualifiers="const">
<return type="int" enum="BaseButton.DrawMode">
</return>
<description>
Return the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to "draw" signal. The visual state of the button is defined by the DRAW_* enum.
</description>
</method>
<method name="get_enabled_focus_mode" qualifiers="const">
<return type="int" enum="Control.FocusMode">
</return>
<description>
Returns focus access mode used when switching between enabled/disabled (see [method Control.set_focus_mode] and [method set_disabled]).
</description>
</method>
<method name="get_shortcut" qualifiers="const">
<return type="ShortCut">
</return>
<description>
</description>
</method>
<method name="is_disabled" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether the button is in disabled state (see [method set_disabled]).
</description>
</method>
<method name="is_hovered" qualifiers="const">
<return type="bool">
</return>
<description>
Return true if mouse entered the button before it exit.
</description>
</method>
<method name="is_pressed" qualifiers="const">
<return type="bool">
</return>
<description>
If toggle_mode is active, return whether the button is toggled. If toggle_mode is not active, return whether the button is pressed down.
</description>
</method>
<method name="is_toggle_mode" qualifiers="const">
<return type="bool">
</return>
<description>
Return the toggle_mode property (see [method set_toggle_mode]).
</description>
</method>
<method name="set_action_mode">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="BaseButton.ActionMode">
</argument>
<description>
Set the current mode of action, determining when the button is considered clicked (see the ACTION_MODE_* constants).
</description>
</method>
<method name="set_button_group">
<return type="void">
</return>
<argument index="0" name="button_group" type="ButtonGroup">
</argument>
<description>
</description>
</method>
<method name="set_disabled">
<return type="void">
</return>
<argument index="0" name="disabled" type="bool">
</argument>
<description>
Set the button into disabled state. When a button is disabled, it can't be clicked or toggled.
</description>
</method>
<method name="set_enabled_focus_mode">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="Control.FocusMode">
</argument>
<description>
Sets the focus access mode to use when switching between enabled/disabled (see [method Control.set_focus_mode] and [method set_disabled]).
</description>
</method>
<method name="set_pressed">
<return type="void">
</return>
<argument index="0" name="pressed" type="bool">
</argument>
<description>
Set the button to pressed state (only if toggle_mode is active).
</description>
</method>
<method name="set_shortcut">
<return type="void">
</return>
<argument index="0" name="shortcut" type="ShortCut">
</argument>
<description>
</description>
</method>
<method name="set_toggle_mode">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
Set the button toggle_mode property. Toggle mode makes the button flip state between pressed and unpressed each time its area is clicked.
</description>
</method>
</methods>
<members>
<member name="action_mode" type="int" setter="set_action_mode" getter="get_action_mode" brief="" enum="BaseButton.ActionMode">
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" brief="">
</member>
<member name="enabled_focus_mode" type="int" setter="set_enabled_focus_mode" getter="get_enabled_focus_mode" brief="" enum="Control.FocusMode">
</member>
<member name="group" type="ButtonGroup" setter="set_button_group" getter="get_button_group" brief="">
</member>
<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" brief="">
</member>
<member name="shortcut" type="ShortCut" setter="set_shortcut" getter="get_shortcut" brief="">
</member>
<member name="toggle_mode" type="bool" setter="set_toggle_mode" getter="is_toggle_mode" brief="">
</member>
</members>
<signals>
<signal name="button_down">
<description>
Emitted when the button starts being held down.
</description>
</signal>
<signal name="button_up">
<description>
Emitted when the button stops being held down.
</description>
</signal>
<signal name="pressed">
<description>
This signal is emitted every time the button is toggled or pressed (i.e. activated, so on [code]button_down[/code] if "Click on press" is active and on [code]button_up[/code] otherwise).
</description>
</signal>
<signal name="toggled">
<argument index="0" name="pressed" type="bool">
</argument>
<description>
This signal is emitted when the button was just toggled between pressed and normal states (only if toggle_mode is active). The new state is contained in the [i]pressed[/i] argument.
</description>
</signal>
</signals>
<constants>
<constant name="DRAW_NORMAL" value="0">
The normal state (i.e. not pressed, not hovered, not toggled and enabled) of buttons.
</constant>
<constant name="DRAW_PRESSED" value="1">
The state of buttons are pressed.
</constant>
<constant name="DRAW_HOVER" value="2">
The state of buttons are hovered.
</constant>
<constant name="DRAW_DISABLED" value="3">
The state of buttons are disabled.
</constant>
<constant name="ACTION_MODE_BUTTON_PRESS" value="0">
Require just a press to consider the button clicked.
</constant>
<constant name="ACTION_MODE_BUTTON_RELEASE" value="1">
Require a press and a subsequent release before considering the button clicked.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Basis" category="Built-In Types" version="3.0.alpha.custom_build">
<brief_description>
3x3 matrix datatype.
</brief_description>
<description>
3x3 matrix used for 3D rotation and scale. Contains 3 vector fields x,y and z as its columns, which can be interpreted as the local basis vectors of a transformation. Can also be accessed as array of 3D vectors. These vectors are orthogonal to each other, but are not necessarily normalized. Almost always used as orthogonal basis for a [Transform].
For such use, it is composed of a scaling and a rotation matrix, in that order (M = R.S).
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="Basis">
<return type="Basis">
</return>
<argument index="0" name="from" type="Quat">
</argument>
<description>
Create a rotation matrix from the given quaternion.
</description>
</method>
<method name="Basis">
<return type="Basis">
</return>
<argument index="0" name="euler" type="Vector3">
</argument>
<description>
Create a rotation matrix (in the YXZ convention: first Z, then X, and Y last) from the specified Euler angles, given in the vector format as (X-angle, Y-angle, Z-angle).
</description>
</method>
<method name="Basis">
<return type="Basis">
</return>
<argument index="0" name="axis" type="Vector3">
</argument>
<argument index="1" name="phi" type="float">
</argument>
<description>
Create a rotation matrix which rotates around the given axis by the specified angle. The axis must be a normalized vector.
</description>
</method>
<method name="Basis">
<return type="Basis">
</return>
<argument index="0" name="x_axis" type="Vector3">
</argument>
<argument index="1" name="y_axis" type="Vector3">
</argument>
<argument index="2" name="z_axis" type="Vector3">
</argument>
<description>
Create a matrix from 3 axis vectors.
</description>
</method>
<method name="determinant">
<return type="float">
</return>
<description>
Return the determinant of the matrix.
</description>
</method>
<method name="get_euler">
<return type="Vector3">
</return>
<description>
Assuming that the matrix is a proper rotation matrix (orthonormal matrix with determinant +1), return Euler angles (in the YXZ convention: first Z, then X, and Y last). Returned vector contains the rotation angles in the format (X-angle, Y-angle, Z-angle).
</description>
</method>
<method name="get_orthogonal_index">
<return type="int">
</return>
<description>
This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1,0 or 1, and returns the index of the point best representing the orientation of the object. It is mainly used by the grid map editor. For further details, refer to Godot source code.
</description>
</method>
<method name="get_scale">
<return type="Vector3">
</return>
<description>
Assuming that the matrix is the combination of a rotation and scaling, return the absolute value of scaling factors along each axis.
</description>
</method>
<method name="inverse">
<return type="Basis">
</return>
<description>
Return the inverse of the matrix.
</description>
</method>
<method name="orthonormalized">
<return type="Basis">
</return>
<description>
Return the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error for orthogonal matrices). This performs a Gram-Schmidt orthonormalization on the basis of the matrix.
</description>
</method>
<method name="rotated">
<return type="Basis">
</return>
<argument index="0" name="axis" type="Vector3">
</argument>
<argument index="1" name="phi" type="float">
</argument>
<description>
Introduce an additional rotation around the given axis by phi (radians). Only relevant when the matrix is being used as a part of [Transform]. The axis must be a normalized vector.
</description>
</method>
<method name="scaled">
<return type="Basis">
</return>
<argument index="0" name="scale" type="Vector3">
</argument>
<description>
Introduce an additional scaling specified by the given 3D scaling factor. Only relevant when the matrix is being used as a part of [Transform].
</description>
</method>
<method name="tdotx">
<return type="float">
</return>
<argument index="0" name="with" type="Vector3">
</argument>
<description>
Transposed dot product with the x axis of the matrix.
</description>
</method>
<method name="tdoty">
<return type="float">
</return>
<argument index="0" name="with" type="Vector3">
</argument>
<description>
Transposed dot product with the y axis of the matrix.
</description>
</method>
<method name="tdotz">
<return type="float">
</return>
<argument index="0" name="with" type="Vector3">
</argument>
<description>
Transposed dot product with the z axis of the matrix.
</description>
</method>
<method name="transposed">
<return type="Basis">
</return>
<description>
Return the transposed version of the matrix.
</description>
</method>
<method name="xform">
<return type="Vector3">
</return>
<argument index="0" name="v" type="Vector3">
</argument>
<description>
Return a vector transformed (multiplied) by the matrix.
</description>
</method>
<method name="xform_inv">
<return type="Vector3">
</return>
<argument index="0" name="v" type="Vector3">
</argument>
<description>
Return a vector transformed (multiplied) by the transposed matrix. Note that this results in a multiplication by the inverse of the matrix only if it represents a rotation-reflection.
</description>
</method>
</methods>
<members>
<member name="x" type="Vector3" setter="" getter="" brief="">
</member>
<member name="y" type="Vector3" setter="" getter="" brief="">
</member>
<member name="z" type="Vector3" setter="" getter="" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="BitMap" inherits="Resource" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Boolean matrix.
</brief_description>
<description>
A two-dimensional array of boolean values, can be used to efficiently store a binary matrix (every matrix element takes only one bit) and query the values using natural cartesian coordinates.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="create">
<return type="void">
</return>
<argument index="0" name="size" type="Vector2">
</argument>
<description>
Creates a bitmap with the specified size, filled with false.
</description>
</method>
<method name="create_from_image_alpha">
<return type="void">
</return>
<argument index="0" name="image" type="Image">
</argument>
<description>
Creates a bitmap that matches the given image dimensions, every element of the bitmap is set to false if the alpha value of the image at that position is 0, and true in other case.
</description>
</method>
<method name="get_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="pos" type="Vector2">
</argument>
<description>
Returns bitmap's value at the specified position.
</description>
</method>
<method name="get_size" qualifiers="const">
<return type="Vector2">
</return>
<description>
Returns bitmap's dimensions.
</description>
</method>
<method name="get_true_bit_count" qualifiers="const">
<return type="int">
</return>
<description>
Returns the amount of bitmap elements that are set to true.
</description>
</method>
<method name="set_bit">
<return type="void">
</return>
<argument index="0" name="pos" type="Vector2">
</argument>
<argument index="1" name="bit" type="bool">
</argument>
<description>
Sets the bitmap's element at the specified position, to the specified value.
</description>
</method>
<method name="set_bit_rect">
<return type="void">
</return>
<argument index="0" name="p_rect" type="Rect2">
</argument>
<argument index="1" name="bit" type="bool">
</argument>
<description>
Sets a rectangular portion of the bitmap to the specified value.
</description>
</method>
</methods>
<members>
<member name="data" type="Dictionary" setter="_set_data" getter="_get_data" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="BitmapFont" inherits="Font" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_char">
<return type="void">
</return>
<argument index="0" name="character" type="int">
</argument>
<argument index="1" name="texture" type="int">
</argument>
<argument index="2" name="rect" type="Rect2">
</argument>
<argument index="3" name="align" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<argument index="4" name="advance" type="float" default="-1">
</argument>
<description>
Add a character to the font, where [i]character[/i] is the unicode value, [i]texture[/i] is the texture index, [i]rect[/i] is the region in the texture (in pixels!), [i]align[/i] is the (optional) alignment for the character and [i]advance[/i] is the (optional) advance.
</description>
</method>
<method name="add_kerning_pair">
<return type="void">
</return>
<argument index="0" name="char_a" type="int">
</argument>
<argument index="1" name="char_b" type="int">
</argument>
<argument index="2" name="kerning" type="int">
</argument>
<description>
Add a kerning pair to the [BitmapFont] as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character.
</description>
</method>
<method name="add_texture">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
</argument>
<description>
Add a texture to the [BitmapFont].
</description>
</method>
<method name="clear">
<return type="void">
</return>
<description>
Clear all the font data.
</description>
</method>
<method name="create_from_fnt">
<return type="int" enum="Error">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
</description>
</method>
<method name="get_char_size" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="char" type="int">
</argument>
<argument index="1" name="next" type="int" default="0">
</argument>
<description>
Return the size of a character, optionally taking kerning into account if the next character is provided.
</description>
</method>
<method name="get_fallback" qualifiers="const">
<return type="BitmapFont">
</return>
<description>
</description>
</method>
<method name="get_kerning_pair" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="char_a" type="int">
</argument>
<argument index="1" name="char_b" type="int">
</argument>
<description>
Return a kerning pair as a difference.
</description>
</method>
<method name="get_texture" qualifiers="const">
<return type="Texture">
</return>
<argument index="0" name="idx" type="int">
</argument>
<description>
</description>
</method>
<method name="get_texture_count" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="set_ascent">
<return type="void">
</return>
<argument index="0" name="px" type="float">
</argument>
<description>
Set the font ascent (number of pixels above the baseline).
</description>
</method>
<method name="set_distance_field_hint">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_fallback">
<return type="void">
</return>
<argument index="0" name="fallback" type="BitmapFont">
</argument>
<description>
</description>
</method>
<method name="set_height">
<return type="void">
</return>
<argument index="0" name="px" type="float">
</argument>
<description>
Set the total font height (ascent plus descent) in pixels.
</description>
</method>
</methods>
<members>
<member name="ascent" type="float" setter="set_ascent" getter="get_ascent" brief="">
</member>
<member name="chars" type="PoolIntArray" setter="_set_chars" getter="_get_chars" brief="">
</member>
<member name="distance_field" type="bool" setter="set_distance_field_hint" getter="is_distance_field_hint" brief="">
</member>
<member name="fallback" type="BitmapFont" setter="set_fallback" getter="get_fallback" brief="">
</member>
<member name="height" type="float" setter="set_height" getter="get_height" brief="">
</member>
<member name="kernings" type="PoolIntArray" setter="_set_kernings" getter="_get_kernings" brief="">
</member>
<member name="textures" type="Array" setter="_set_textures" getter="_get_textures" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="BoneAttachment" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
<brief_description>
A node that will attach to a bone.
</brief_description>
<description>
This node must be the child of a [Skeleton] node. You can then select a bone for this node to attach to. The BoneAttachment node will copy the transform of the selected bone.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_bone_name" qualifiers="const">
<return type="String">
</return>
<description>
Returns the name of the bone node attached to.
</description>
</method>
<method name="set_bone_name">
<return type="void">
</return>
<argument index="0" name="bone_name" type="String">
</argument>
<description>
Changes the name of the bone node
</description>
</method>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="BoxContainer" inherits="Container" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Base class for Box containers.
</brief_description>
<description>
Base class for Box containers. It arranges children controls vertically or horizontally, and rearranges them automatically when their minimum size changes.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_spacer">
<return type="void">
</return>
<argument index="0" name="begin" type="bool">
</argument>
<description>
Add a control to the box as a spacer.
If [i]begin[/i] is true the spacer control will be inserted in front of other children.
</description>
</method>
<method name="get_alignment" qualifiers="const">
<return type="int" enum="BoxContainer.AlignMode">
</return>
<description>
Return the alignment of children in the container.
</description>
</method>
<method name="set_alignment">
<return type="void">
</return>
<argument index="0" name="alignment" type="int" enum="BoxContainer.AlignMode">
</argument>
<description>
Set the alignment of children in the container(Must be one of ALIGN_BEGIN, ALIGN_CENTER or ALIGN_END).
</description>
</method>
</methods>
<members>
<member name="alignment" type="int" setter="set_alignment" getter="get_alignment" brief="" enum="BoxContainer.AlignMode">
</member>
</members>
<constants>
<constant name="ALIGN_BEGIN" value="0">
Align children with beginning of the container.
</constant>
<constant name="ALIGN_CENTER" value="1">
Align children with center of the container.
</constant>
<constant name="ALIGN_END" value="2">
Align children with end of the container.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="BoxShape" inherits="Shape" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Box shape resource.
</brief_description>
<description>
Box shape resource, which can be set into a [PhysicsBody] or area.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_extents" qualifiers="const">
<return type="Vector3">
</return>
<description>
Return the half extents of the shape.
</description>
</method>
<method name="set_extents">
<return type="void">
</return>
<argument index="0" name="extents" type="Vector3">
</argument>
<description>
Set the half extents for the shape.
</description>
</method>
</methods>
<members>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Button" inherits="BaseButton" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Standard themed Button.
</brief_description>
<description>
Button is the standard themed button. It can contain text and an icon, and will display them according to the current [Theme].
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_button_icon" qualifiers="const">
<return type="Texture">
</return>
<description>
</description>
</method>
<method name="get_clip_text" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="get_text" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_text_align" qualifiers="const">
<return type="int" enum="Button.TextAlign">
</return>
<description>
</description>
</method>
<method name="is_flat" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="set_button_icon">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
</argument>
<description>
</description>
</method>
<method name="set_clip_text">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_flat">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_text">
<return type="void">
</return>
<argument index="0" name="text" type="String">
</argument>
<description>
</description>
</method>
<method name="set_text_align">
<return type="void">
</return>
<argument index="0" name="align" type="int" enum="Button.TextAlign">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="align" type="int" setter="set_text_align" getter="get_text_align" brief="" enum="Button.TextAlign">
Text alignment policy for the button's text, use one of the ALIGN_* constants.
</member>
<member name="clip_text" type="bool" setter="set_clip_text" getter="get_clip_text" brief="">
When this property is enabled, text that is too large to fit the button is clipped, when disabled the Button will always be wide enough to hold the text. This property is disabled by default.
</member>
<member name="flat" type="bool" setter="set_flat" getter="is_flat" brief="">
Flat buttons don't display decoration.
</member>
<member name="icon" type="Texture" setter="set_button_icon" getter="get_button_icon" brief="">
Button's icon, if text is present the icon will be placed before the text.
</member>
<member name="text" type="String" setter="set_text" getter="get_text" brief="">
The button's text that will be displayed inside the button's area.
</member>
</members>
<constants>
<constant name="ALIGN_LEFT" value="0">
Align the text to the left.
</constant>
<constant name="ALIGN_CENTER" value="1">
Align the text to the center.
</constant>
<constant name="ALIGN_RIGHT" value="2">
Align the text to the right.
</constant>
</constants>
<theme_items>
<theme_item name="disabled" type="StyleBox">
</theme_item>
<theme_item name="focus" type="StyleBox">
</theme_item>
<theme_item name="font" type="Font">
</theme_item>
<theme_item name="font_color" type="Color">
</theme_item>
<theme_item name="font_color_disabled" type="Color">
</theme_item>
<theme_item name="font_color_hover" type="Color">
</theme_item>
<theme_item name="font_color_pressed" type="Color">
</theme_item>
<theme_item name="hover" type="StyleBox">
</theme_item>
<theme_item name="hseparation" type="int">
</theme_item>
<theme_item name="normal" type="StyleBox">
</theme_item>
<theme_item name="pressed" type="StyleBox">
</theme_item>
</theme_items>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ButtonGroup" inherits="Resource" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Group of Buttons.
</brief_description>
<description>
Group of [Button]. All direct and indirect children buttons become radios. Only one allows being pressed.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_pressed_button">
<return type="BaseButton">
</return>
<description>
Return the pressed button.
</description>
</method>
</methods>
<constants>
</constants>
<theme_items>
<theme_item name="panel" type="StyleBox">
</theme_item>
</theme_items>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Camera" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Camera node, displays from a point of view.
</brief_description>
<description>
Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest [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 [i]3D[/i] display capabilities to a [Viewport], and, without one, a scene registered in that [Viewport] (or higher viewports) can't be displayed.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="clear_current">
<return type="void">
</return>
<description>
</description>
</method>
<method name="get_camera_transform" qualifiers="const">
<return type="Transform">
</return>
<description>
Get the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the [Node] transform.
</description>
</method>
<method name="get_cull_mask" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="get_doppler_tracking" qualifiers="const">
<return type="int" enum="Camera.DopplerTracking">
</return>
<description>
</description>
</method>
<method name="get_environment" qualifiers="const">
<return type="Environment">
</return>
<description>
</description>
</method>
<method name="get_fov" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_h_offset" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_keep_aspect_mode" qualifiers="const">
<return type="int" enum="Camera.KeepAspect">
</return>
<description>
</description>
</method>
<method name="get_projection" qualifiers="const">
<return type="int" enum="Camera.Projection">
</return>
<description>
</description>
</method>
<method name="get_size" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_v_offset" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_zfar" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_znear" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="is_current" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether the Camera is the current one in the [Viewport], or plans to become current (if outside the scene tree).
</description>
</method>
<method name="is_position_behind" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="world_point" type="Vector3">
</argument>
<description>
</description>
</method>
<method name="make_current">
<return type="void">
</return>
<description>
Make this camera the current Camera for the [Viewport] (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it's added.
</description>
</method>
<method name="project_local_ray_normal" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="screen_point" type="Vector2">
</argument>
<description>
</description>
</method>
<method name="project_position" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="screen_point" type="Vector2">
</argument>
<description>
</description>
</method>
<method name="project_ray_normal" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="screen_point" type="Vector2">
</argument>
<description>
Return a normal vector in worldspace, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking.
</description>
</method>
<method name="project_ray_origin" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="screen_point" type="Vector2">
</argument>
<description>
Return a 3D position in worldspace, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking.
</description>
</method>
<method name="set_cull_mask">
<return type="void">
</return>
<argument index="0" name="mask" type="int">
</argument>
<description>
</description>
</method>
<method name="set_doppler_tracking">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="Camera.DopplerTracking">
</argument>
<description>
</description>
</method>
<method name="set_environment">
<return type="void">
</return>
<argument index="0" name="env" type="Environment">
</argument>
<description>
</description>
</method>
<method name="set_h_offset">
<return type="void">
</return>
<argument index="0" name="ofs" type="float">
</argument>
<description>
</description>
</method>
<method name="set_keep_aspect_mode">
<return type="void">
</return>
<argument index="0" name="mode" type="int" enum="Camera.KeepAspect">
</argument>
<description>
</description>
</method>
<method name="set_orthogonal">
<return type="void">
</return>
<argument index="0" name="size" type="float">
</argument>
<argument index="1" name="z_near" type="float">
</argument>
<argument index="2" name="z_far" type="float">
</argument>
<description>
Set the camera projection to orthogonal mode, by specifying a width and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels)
</description>
</method>
<method name="set_perspective">
<return type="void">
</return>
<argument index="0" name="fov" type="float">
</argument>
<argument index="1" name="z_near" type="float">
</argument>
<argument index="2" name="z_far" type="float">
</argument>
<description>
Set the camera projection to perspective mode, by specifying a [i]FOV[/i] Y angle in degrees (FOV means Field of View), and the [i]near[/i] and [i]far[/i] clip planes in worldspace units.
</description>
</method>
<method name="set_v_offset">
<return type="void">
</return>
<argument index="0" name="ofs" type="float">
</argument>
<description>
</description>
</method>
<method name="unproject_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="world_point" type="Vector3">
</argument>
<description>
Return how a 3D point in worldspace maps to a 2D coordinate in the [Viewport] rectangle.
</description>
</method>
</methods>
<constants>
<constant name="PROJECTION_PERSPECTIVE" value="0">
Perspective Projection (object's size on the screen becomes smaller when far away).
</constant>
<constant name="PROJECTION_ORTHOGONAL" value="1">
Orthogonal Projection (objects remain the same size on the screen no matter how far away they are).
</constant>
<constant name="KEEP_WIDTH" value="0">
</constant>
<constant name="KEEP_HEIGHT" value="1">
</constant>
<constant name="DOPPLER_TRACKING_DISABLED" value="0">
</constant>
<constant name="DOPPLER_TRACKING_IDLE_STEP" value="1">
</constant>
<constant name="DOPPLER_TRACKING_FIXED_STEP" value="2">
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Camera2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Camera node for 2D scenes.
</brief_description>
<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] 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] and change the transform of the canvas by calling get_viewport().set_canvas_transform(m) in [Viewport].
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="align">
<return type="void">
</return>
<description>
Align the camera to the tracked node
</description>
</method>
<method name="clear_current">
<return type="void">
</return>
<description>
</description>
</method>
<method name="force_update_scroll">
<return type="void">
</return>
<description>
Force the camera to update scroll immediately.
</description>
</method>
<method name="get_anchor_mode" qualifiers="const">
<return type="int" enum="Camera2D.AnchorMode">
</return>
<description>
</description>
</method>
<method name="get_camera_pos" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the camera position.
</description>
</method>
<method name="get_camera_screen_center" qualifiers="const">
<return type="Vector2">
</return>
<description>
</description>
</method>
<method name="get_custom_viewport" qualifiers="const">
<return type="Node">
</return>
<description>
</description>
</method>
<method name="get_drag_margin" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="margin" type="int" enum="Margin">
</argument>
<description>
Return the margins needed to drag the camera (see [method set_drag_margin]).
</description>
</method>
<method name="get_follow_smoothing" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_h_offset" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_limit" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="margin" type="int" enum="Margin">
</argument>
<description>
Return the scrolling limit in pixels.
</description>
</method>
<method name="get_offset" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the scroll offset.
</description>
</method>
<method name="get_v_offset" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_zoom" qualifiers="const">
<return type="Vector2">
</return>
<description>
</description>
</method>
<method name="is_current" qualifiers="const">
<return type="bool">
</return>
<description>
Return true of this is the current camera (see [method make_current]).
</description>
</method>
<method name="is_follow_smoothing_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_h_drag_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_limit_drawing_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_limit_smoothing_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_margin_drawing_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_rotating" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_screen_drawing_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_v_drag_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="make_current">
<return type="void">
</return>
<description>
Make this the current 2D camera for the scene (viewport and layer), in case there's many cameras in the scene.
</description>
</method>
<method name="reset_smoothing">
<return type="void">
</return>
<description>
Set the camera's position immediately to its current smoothing destination.
This has no effect if smoothing is disabled.
</description>
</method>
<method name="set_anchor_mode">
<return type="void">
</return>
<argument index="0" name="anchor_mode" type="int" enum="Camera2D.AnchorMode">
</argument>
<description>
</description>
</method>
<method name="set_custom_viewport">
<return type="void">
</return>
<argument index="0" name="viewport" type="Node">
</argument>
<description>
</description>
</method>
<method name="set_drag_margin">
<return type="void">
</return>
<argument index="0" name="margin" type="int" enum="Margin">
</argument>
<argument index="1" name="drag_margin" type="float">
</argument>
<description>
Set the margins needed to drag the camera (relative to the screen size). Margin uses the MARGIN_* enum. Drag margins of 0,0,0,0 will keep the camera at the center of the screen, while drag margins of 1,1,1,1 will only move when the camera is at the edges.
</description>
</method>
<method name="set_enable_follow_smoothing">
<return type="void">
</return>
<argument index="0" name="follow_smoothing" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_follow_smoothing">
<return type="void">
</return>
<argument index="0" name="follow_smoothing" type="float">
</argument>
<description>
</description>
</method>
<method name="set_h_drag_enabled">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_h_offset">
<return type="void">
</return>
<argument index="0" name="ofs" type="float">
</argument>
<description>
</description>
</method>
<method name="set_limit">
<return type="void">
</return>
<argument index="0" name="margin" type="int" enum="Margin">
</argument>
<argument index="1" name="limit" type="int">
</argument>
<description>
Set the scrolling limit in pixels.
</description>
</method>
<method name="set_limit_drawing_enabled">
<return type="void">
</return>
<argument index="0" name="limit_drawing_enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_limit_smoothing_enabled">
<return type="void">
</return>
<argument index="0" name="limit_smoothing_enabled" type="bool">
</argument>
<description>
Smooth camera when reaching camera limits.
This requires camera smoothing being enabled to have a noticeable effect.
</description>
</method>
<method name="set_margin_drawing_enabled">
<return type="void">
</return>
<argument index="0" name="margin_drawing_enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_offset">
<return type="void">
</return>
<argument index="0" name="offset" type="Vector2">
</argument>
<description>
Set the scroll offset. Useful for looking around or camera shake animations.
</description>
</method>
<method name="set_rotating">
<return type="void">
</return>
<argument index="0" name="rotating" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_screen_drawing_enabled">
<return type="void">
</return>
<argument index="0" name="screen_drawing_enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_v_drag_enabled">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_v_offset">
<return type="void">
</return>
<argument index="0" name="ofs" type="float">
</argument>
<description>
</description>
</method>
<method name="set_zoom">
<return type="void">
</return>
<argument index="0" name="zoom" type="Vector2">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="anchor_mode" type="int" setter="set_anchor_mode" getter="get_anchor_mode" brief="" enum="Camera2D.AnchorMode">
</member>
<member name="current" type="bool" setter="_set_current" getter="is_current" brief="">
</member>
<member name="drag_margin_bottom" type="float" setter="set_drag_margin" getter="get_drag_margin" brief="">
</member>
<member name="drag_margin_h_enabled" type="bool" setter="set_h_drag_enabled" getter="is_h_drag_enabled" brief="">
</member>
<member name="drag_margin_left" type="float" setter="set_drag_margin" getter="get_drag_margin" brief="">
</member>
<member name="drag_margin_right" type="float" setter="set_drag_margin" getter="get_drag_margin" brief="">
</member>
<member name="drag_margin_top" type="float" setter="set_drag_margin" getter="get_drag_margin" brief="">
</member>
<member name="drag_margin_v_enabled" type="bool" setter="set_v_drag_enabled" getter="is_v_drag_enabled" brief="">
</member>
<member name="editor_draw_drag_margin" type="bool" setter="set_margin_drawing_enabled" getter="is_margin_drawing_enabled" brief="">
</member>
<member name="editor_draw_limits" type="bool" setter="set_limit_drawing_enabled" getter="is_limit_drawing_enabled" brief="">
</member>
<member name="editor_draw_screen" type="bool" setter="set_screen_drawing_enabled" getter="is_screen_drawing_enabled" brief="">
</member>
<member name="limit_bottom" type="int" setter="set_limit" getter="get_limit" brief="">
</member>
<member name="limit_left" type="int" setter="set_limit" getter="get_limit" brief="">
</member>
<member name="limit_right" type="int" setter="set_limit" getter="get_limit" brief="">
</member>
<member name="limit_smoothed" type="bool" setter="set_limit_smoothing_enabled" getter="is_limit_smoothing_enabled" brief="">
</member>
<member name="limit_top" type="int" setter="set_limit" getter="get_limit" brief="">
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" brief="">
</member>
<member name="rotating" type="bool" setter="set_rotating" getter="is_rotating" brief="">
</member>
<member name="smoothing_enabled" type="bool" setter="set_enable_follow_smoothing" getter="is_follow_smoothing_enabled" brief="">
</member>
<member name="smoothing_speed" type="float" setter="set_follow_smoothing" getter="get_follow_smoothing" brief="">
</member>
<member name="zoom" type="Vector2" setter="set_zoom" getter="get_zoom" brief="">
</member>
</members>
<constants>
<constant name="ANCHOR_MODE_DRAG_CENTER" value="1">
</constant>
<constant name="ANCHOR_MODE_FIXED_TOP_LEFT" value="0">
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CanvasItem" inherits="Node" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Base class of anything 2D.
</brief_description>
<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], for anything GUI related, and by [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() overrides 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.
Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="_draw" qualifiers="virtual">
<return type="void">
</return>
<description>
Called (if exists) to draw the canvas item.
</description>
</method>
<method name="draw_char">
<return type="float">
</return>
<argument index="0" name="font" type="Font">
</argument>
<argument index="1" name="pos" type="Vector2">
</argument>
<argument index="2" name="char" type="String">
</argument>
<argument index="3" name="next" type="String">
</argument>
<argument index="4" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<description>
Draw a string character using a custom font. Returns the advance, depending on the char width and kerning with an optional next char.
</description>
</method>
<method name="draw_circle">
<return type="void">
</return>
<argument index="0" name="pos" type="Vector2">
</argument>
<argument index="1" name="radius" type="float">
</argument>
<argument index="2" name="color" type="Color">
</argument>
<description>
Draw a colored circle.
</description>
</method>
<method name="draw_colored_polygon">
<return type="void">
</return>
<argument index="0" name="points" type="PoolVector2Array">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<argument index="2" name="uvs" type="PoolVector2Array" default="PoolVector2Array( )">
</argument>
<argument index="3" name="texture" type="Texture" default="null">
</argument>
<argument index="4" name="normal_map" type="Texture" default="null">
</argument>
<argument index="5" name="antialiased" type="bool" default="false">
</argument>
<description>
Draw a colored polygon of any amount of points, convex or concave.
</description>
</method>
<method name="draw_line">
<return type="void">
</return>
<argument index="0" name="from" type="Vector2">
</argument>
<argument index="1" name="to" type="Vector2">
</argument>
<argument index="2" name="color" type="Color">
</argument>
<argument index="3" name="width" type="float" default="1.0">
</argument>
<argument index="4" name="antialiased" type="bool" default="false">
</argument>
<description>
Draw a line from a 2D point to another, with a given color and width. It can be optionally antialiased.
</description>
</method>
<method name="draw_polygon">
<return type="void">
</return>
<argument index="0" name="points" type="PoolVector2Array">
</argument>
<argument index="1" name="colors" type="PoolColorArray">
</argument>
<argument index="2" name="uvs" type="PoolVector2Array" default="PoolVector2Array( )">
</argument>
<argument index="3" name="texture" type="Texture" default="null">
</argument>
<argument index="4" name="normal_map" type="Texture" default="null">
</argument>
<argument index="5" name="antialiased" type="bool" default="false">
</argument>
<description>
Draw a polygon of any amount of points, convex or concave.
</description>
</method>
<method name="draw_polyline">
<return type="void">
</return>
<argument index="0" name="points" type="PoolVector2Array">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<argument index="2" name="width" type="float" default="1.0">
</argument>
<argument index="3" name="antialiased" type="bool" default="false">
</argument>
<description>
</description>
</method>
<method name="draw_polyline_colors">
<return type="void">
</return>
<argument index="0" name="points" type="PoolVector2Array">
</argument>
<argument index="1" name="colors" type="PoolColorArray">
</argument>
<argument index="2" name="width" type="float" default="1.0">
</argument>
<argument index="3" name="antialiased" type="bool" default="false">
</argument>
<description>
</description>
</method>
<method name="draw_primitive">
<return type="void">
</return>
<argument index="0" name="points" type="PoolVector2Array">
</argument>
<argument index="1" name="colors" type="PoolColorArray">
</argument>
<argument index="2" name="uvs" type="PoolVector2Array">
</argument>
<argument index="3" name="texture" type="Texture" default="null">
</argument>
<argument index="4" name="width" type="float" default="1.0">
</argument>
<argument index="5" name="normal_map" type="Texture" default="null">
</argument>
<description>
Draw a custom primitive, 1 point for a point, 2 points for a line, 3 points for a triangle and 4 points for a quad.
</description>
</method>
<method name="draw_rect">
<return type="void">
</return>
<argument index="0" name="rect" type="Rect2">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<argument index="2" name="filled" type="bool" default="true">
</argument>
<description>
Draw a colored rectangle.
</description>
</method>
<method name="draw_set_transform">
<return type="void">
</return>
<argument index="0" name="pos" type="Vector2">
</argument>
<argument index="1" name="rot" type="float">
</argument>
<argument index="2" name="scale" type="Vector2">
</argument>
<description>
Set a custom transform for drawing. Anything drawn afterwards will be transformed by this.
</description>
</method>
<method name="draw_set_transform_matrix">
<return type="void">
</return>
<argument index="0" name="xform" type="Transform2D">
</argument>
<description>
</description>
</method>
<method name="draw_string">
<return type="void">
</return>
<argument index="0" name="font" type="Font">
</argument>
<argument index="1" name="pos" type="Vector2">
</argument>
<argument index="2" name="text" type="String">
</argument>
<argument index="3" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="4" name="clip_w" type="int" default="-1">
</argument>
<description>
Draw a string using a custom font.
</description>
</method>
<method name="draw_style_box">
<return type="void">
</return>
<argument index="0" name="style_box" type="StyleBox">
</argument>
<argument index="1" name="rect" type="Rect2">
</argument>
<description>
Draw a styled rectangle.
</description>
</method>
<method name="draw_texture">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
</argument>
<argument index="1" name="pos" type="Vector2">
</argument>
<argument index="2" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="3" name="normal_map" type="Texture" default="null">
</argument>
<description>
Draw a texture at a given position.
</description>
</method>
<method name="draw_texture_rect">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
</argument>
<argument index="1" name="rect" type="Rect2">
</argument>
<argument index="2" name="tile" type="bool">
</argument>
<argument index="3" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="4" name="transpose" type="bool" default="false">
</argument>
<argument index="5" name="normal_map" type="Texture" default="null">
</argument>
<description>
Draw a textured rectangle at a given position, optionally modulated by a color. Transpose swaps the x and y coordinates when reading the texture.
</description>
</method>
<method name="draw_texture_rect_region">
<return type="void">
</return>
<argument index="0" name="texture" type="Texture">
</argument>
<argument index="1" name="rect" type="Rect2">
</argument>
<argument index="2" name="src_rect" type="Rect2">
</argument>
<argument index="3" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="4" name="transpose" type="bool" default="false">
</argument>
<argument index="5" name="normal_map" type="Texture" default="null">
</argument>
<argument index="6" name="clip_uv" type="bool" default="true">
</argument>
<description>
Draw a textured rectangle region at a given position, optionally modulated by a color. Transpose swaps the x and y coordinates when reading the texture.
</description>
</method>
<method name="edit_get_state" qualifiers="const">
<return type="Variant">
</return>
<description>
Used for editing, returns an opaque value representing the transform state.
</description>
</method>
<method name="edit_rotate">
<return type="void">
</return>
<argument index="0" name="degrees" type="float">
</argument>
<description>
Used for editing, handle rotation.
</description>
</method>
<method name="edit_set_rect">
<return type="void">
</return>
<argument index="0" name="rect" type="Rect2">
</argument>
<description>
</description>
</method>
<method name="edit_set_state">
<return type="void">
</return>
<argument index="0" name="state" type="Variant">
</argument>
<description>
Set the transform state of this CanvasItem. For [Node2D], this is an [Array] with (in order) a [Vector2] for position, a float for rotation (radians) and another [Vector2] for scale. For [Control] this is a [Rect2] with the position and size.
</description>
</method>
<method name="get_canvas" qualifiers="const">
<return type="RID">
</return>
<description>
Return the [RID] of the [World2D] canvas where this item is in.
</description>
</method>
<method name="get_canvas_item" qualifiers="const">
<return type="RID">
</return>
<description>
Return the canvas item RID used by [VisualServer] for this item.
</description>
</method>
<method name="get_canvas_transform" qualifiers="const">
<return type="Transform2D">
</return>
<description>
Get the transform matrix of this item's canvas.
</description>
</method>
<method name="get_global_mouse_position" qualifiers="const">
<return type="Vector2">
</return>
<description>
Get the global position of the mouse.
</description>
</method>
<method name="get_global_transform" qualifiers="const">
<return type="Transform2D">
</return>
<description>
Get the global transform matrix of this item.
</description>
</method>
<method name="get_global_transform_with_canvas" qualifiers="const">
<return type="Transform2D">
</return>
<description>
Get the global transform matrix of this item in relation to the canvas.
</description>
</method>
<method name="get_item_and_children_rect" qualifiers="const">
<return type="Rect2">
</return>
<description>
Get a [Rect2] with the boundaries of this item and its children.
</description>
</method>
<method name="get_item_rect" qualifiers="const">
<return type="Rect2">
</return>
<description>
Return a rect containing the editable boundaries of the item.
</description>
</method>
<method name="get_light_mask" qualifiers="const">
<return type="int">
</return>
<description>
Get this item's light mask number.
</description>
</method>
<method name="get_local_mouse_pos" qualifiers="const">
<return type="Vector2">
</return>
<description>
Get the mouse position relative to this item's position.
</description>
</method>
<method name="get_material" qualifiers="const">
<return type="Material">
</return>
<description>
Get the material of this item.
</description>
</method>
<method name="get_modulate" qualifiers="const">
<return type="Color">
</return>
<description>
Get the modulate of the CanvasItem, which affects children items too.
</description>
</method>
<method name="get_self_modulate" qualifiers="const">
<return type="Color">
</return>
<description>
Get the self-modulate of the CanvasItem.
</description>
</method>
<method name="get_transform" qualifiers="const">
<return type="Transform2D">
</return>
<description>
Get the transform matrix of this item.
</description>
</method>
<method name="get_use_parent_material" qualifiers="const">
<return type="bool">
</return>
<description>
Get whether this item uses its parent's material.
</description>
</method>
<method name="get_viewport_rect" qualifiers="const">
<return type="Rect2">
</return>
<description>
Get the viewport's boundaries as a [Rect2].
</description>
</method>
<method name="get_viewport_transform" qualifiers="const">
<return type="Transform2D">
</return>
<description>
Get this item's transform in relation to the viewport.
</description>
</method>
<method name="get_world_2d" qualifiers="const">
<return type="World2D">
</return>
<description>
Get the [World2D] where this item is in.
</description>
</method>
<method name="hide">
<return type="void">
</return>
<description>
Hide the CanvasItem currently visible.
</description>
</method>
<method name="is_draw_behind_parent_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether the item is drawn behind its parent.
</description>
</method>
<method name="is_local_transform_notification_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_set_as_toplevel" qualifiers="const">
<return type="bool">
</return>
<description>
Return if set as toplevel. See [method set_as_toplevel].
</description>
</method>
<method name="is_transform_notification_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_visible" qualifiers="const">
<return type="bool">
</return>
<description>
Return true if this CanvasItem is visible. It may be invisible because itself or a parent canvas item is hidden.
</description>
</method>
<method name="is_visible_in_tree" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="make_canvas_pos_local" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="screen_point" type="Vector2">
</argument>
<description>
</description>
</method>
<method name="make_input_local" qualifiers="const">
<return type="InputEvent">
</return>
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
</description>
</method>
<method name="set_as_toplevel">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Set as top level. This means that it will not inherit transform from parent canvas items.
</description>
</method>
<method name="set_draw_behind_parent">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Set whether the canvas item is drawn behind its parent.
</description>
</method>
<method name="set_light_mask">
<return type="void">
</return>
<argument index="0" name="light_mask" type="int">
</argument>
<description>
Set the ligtht mask number of this item.
</description>
</method>
<method name="set_material">
<return type="void">
</return>
<argument index="0" name="material" type="Material">
</argument>
<description>
Set the material of this item.
</description>
</method>
<method name="set_modulate">
<return type="void">
</return>
<argument index="0" name="modulate" type="Color">
</argument>
<description>
Set the modulate of the CanvasItem. This [i]affects[/i] the modulation of children items.
</description>
</method>
<method name="set_notify_local_transform">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_notify_transform">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_self_modulate">
<return type="void">
</return>
<argument index="0" name="self_modulate" type="Color">
</argument>
<description>
Set the self-modulate of the CanvasItem. This does not affect the modulation of children items.
</description>
</method>
<method name="set_use_parent_material">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
Set whether or not this item should use its parent's material.
</description>
</method>
<method name="set_visible">
<return type="void">
</return>
<argument index="0" name="visible" type="bool">
</argument>
<description>
Set whether this item should be visible or not.
Note that a hidden CanvasItem will make all children hidden too, so no matter what is set here this item won't be shown if its parent or grandparents nodes are hidden.
</description>
</method>
<method name="show">
<return type="void">
</return>
<description>
Show the CanvasItem currently hidden.
</description>
</method>
<method name="update">
<return type="void">
</return>
<description>
Queue the CanvasItem for update. [code]NOTIFICATION_DRAW[/code] will be called on idle time to request redraw.
</description>
</method>
</methods>
<members>
<member name="light_mask" type="int" setter="set_light_mask" getter="get_light_mask" brief="">
</member>
<member name="material" type="Material" setter="set_material" getter="get_material" brief="">
</member>
<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" brief="">
</member>
<member name="self_modulate" type="Color" setter="set_self_modulate" getter="get_self_modulate" brief="">
</member>
<member name="show_behind_parent" type="bool" setter="set_draw_behind_parent" getter="is_draw_behind_parent_enabled" brief="">
</member>
<member name="show_on_top" type="bool" setter="_set_on_top" getter="_is_on_top" brief="">
</member>
<member name="use_parent_material" type="bool" setter="set_use_parent_material" getter="get_use_parent_material" brief="">
</member>
<member name="visible" type="bool" setter="set_visible" getter="is_visible" brief="">
</member>
</members>
<signals>
<signal name="draw">
<description>
Emitted when the CanvasItem must redraw. This can only be connected realtime, as deferred will not allow drawing.
</description>
</signal>
<signal name="hide">
<description>
Emitted when becoming hidden.
</description>
</signal>
<signal name="item_rect_changed">
<description>
Emitted when the item rect has changed.
</description>
</signal>
<signal name="visibility_changed">
<description>
Emitted when the visibility (hidden/visible) changes.
</description>
</signal>
</signals>
<constants>
<constant name="BLEND_MODE_MIX" value="0">
Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.
</constant>
<constant name="BLEND_MODE_ADD" value="1">
Additive blending mode.
</constant>
<constant name="BLEND_MODE_SUB" value="2">
Subtractive blending mode.
</constant>
<constant name="BLEND_MODE_MUL" value="3">
Multiplicative blending mode.
</constant>
<constant name="BLEND_MODE_PREMULT_ALPHA" value="4">
Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
</constant>
<constant name="NOTIFICATION_DRAW" value="30" enum="">
CanvasItem is requested to draw.
</constant>
<constant name="NOTIFICATION_VISIBILITY_CHANGED" value="31" enum="">
Canvas item visibility has changed.
</constant>
<constant name="NOTIFICATION_ENTER_CANVAS" value="32" enum="">
Canvas item has entered the canvas.
</constant>
<constant name="NOTIFICATION_EXIT_CANVAS" value="33" enum="">
Canvas item has exited the canvas.
</constant>
<constant name="NOTIFICATION_TRANSFORM_CHANGED" value="29" enum="">
Canvas item transform has changed. Only received if requested.
</constant>
</constants>
</class>

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@ -0,0 +1,65 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="CanvasItemMaterial" inherits="Material" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_blend_mode" qualifiers="const">
<return type="int" enum="CanvasItemMaterial.BlendMode">
</return>
<description>
</description>
</method>
<method name="get_light_mode" qualifiers="const">
<return type="int" enum="CanvasItemMaterial.LightMode">
</return>
<description>
</description>
</method>
<method name="set_blend_mode">
<return type="void">
</return>
<argument index="0" name="blend_mode" type="int" enum="CanvasItemMaterial.BlendMode">
</argument>
<description>
</description>
</method>
<method name="set_light_mode">
<return type="void">
</return>
<argument index="0" name="light_mode" type="int" enum="CanvasItemMaterial.LightMode">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" brief="" enum="CanvasItemMaterial.BlendMode">
</member>
<member name="light_mode" type="int" setter="set_light_mode" getter="get_light_mode" brief="" enum="CanvasItemMaterial.LightMode">
</member>
</members>
<constants>
<constant name="BLEND_MODE_MIX" value="0">
</constant>
<constant name="BLEND_MODE_ADD" value="1">
</constant>
<constant name="BLEND_MODE_SUB" value="2">
</constant>
<constant name="BLEND_MODE_MUL" value="3">
</constant>
<constant name="BLEND_MODE_PREMULT_ALPHA" value="4">
</constant>
<constant name="LIGHT_MODE_NORMAL" value="0">
</constant>
<constant name="LIGHT_MODE_UNSHADED" value="1">
</constant>
<constant name="LIGHT_MODE_LIGHT_ONLY" value="2">
</constant>
</constants>
</class>

144
doc/classes/CanvasLayer.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CanvasLayer" inherits="Node" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Canvas Item layer.
</brief_description>
<description>
Canvas Item layer. [CanvasItem] nodes that are direct or indirect children of a [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] 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).
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_custom_viewport" qualifiers="const">
<return type="Node">
</return>
<description>
</description>
</method>
<method name="get_layer" qualifiers="const">
<return type="int">
</return>
<description>
Return the layer index, determines the draw order, a lower value will be below a higher one.
</description>
</method>
<method name="get_offset" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the base offset for this layer (helper).
</description>
</method>
<method name="get_rotation" qualifiers="const">
<return type="float">
</return>
<description>
Return the base rotation for this layer in radians (helper).
</description>
</method>
<method name="get_rotationd" qualifiers="const">
<return type="float">
</return>
<description>
Return the base rotation for this layer in degrees.
</description>
</method>
<method name="get_scale" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the base scale for this layer (helper).
</description>
</method>
<method name="get_transform" qualifiers="const">
<return type="Transform2D">
</return>
<description>
Return the base transform for this layer.
</description>
</method>
<method name="get_world_2d" qualifiers="const">
<return type="World2D">
</return>
<description>
Return the [World2D] used by this layer.
</description>
</method>
<method name="set_custom_viewport">
<return type="void">
</return>
<argument index="0" name="viewport" type="Node">
</argument>
<description>
</description>
</method>
<method name="set_layer">
<return type="void">
</return>
<argument index="0" name="layer" type="int">
</argument>
<description>
Set the layer index, determines the draw order, a lower value will be below a higher one.
</description>
</method>
<method name="set_offset">
<return type="void">
</return>
<argument index="0" name="offset" type="Vector2">
</argument>
<description>
Set the base offset for this layer (helper).
</description>
</method>
<method name="set_rotation">
<return type="void">
</return>
<argument index="0" name="radians" type="float">
</argument>
<description>
Set the base rotation for this layer in radians (helper).
</description>
</method>
<method name="set_rotationd">
<return type="void">
</return>
<argument index="0" name="degrees" type="float">
</argument>
<description>
Set the base rotation for this layer in degrees (helper).
</description>
</method>
<method name="set_scale">
<return type="void">
</return>
<argument index="0" name="scale" type="Vector2">
</argument>
<description>
Set the base scale for this layer (helper).
</description>
</method>
<method name="set_transform">
<return type="void">
</return>
<argument index="0" name="transform" type="Transform2D">
</argument>
<description>
Set the base transform for this layer.
</description>
</method>
</methods>
<members>
<member name="layer" type="int" setter="set_layer" getter="get_layer" brief="">
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" brief="">
</member>
<member name="rotation" type="float" setter="set_rotationd" getter="get_rotationd" brief="">
</member>
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CanvasModulate" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Tint the entire canvas
</brief_description>
<description>
CanvasModulate tints the canvas elements using its assigned color
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_color" qualifiers="const">
<return type="Color">
</return>
<description>
Gets the canvas tint color
</description>
</method>
<method name="set_color">
<return type="void">
</return>
<argument index="0" name="color" type="Color">
</argument>
<description>
Sets the canvas tint color
</description>
</method>
</methods>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CapsuleMesh" inherits="PrimitiveMesh" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Class representing a capsule-shaped [PrimitiveMesh].
</brief_description>
<description>
Class representing a capsule-shaped [PrimitiveMesh].
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_mid_height" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_radial_segments" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="get_radius" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_rings" qualifiers="const">
<return type="int">
</return>
<description>
</description>
</method>
<method name="set_mid_height">
<return type="void">
</return>
<argument index="0" name="mid_height" type="float">
</argument>
<description>
</description>
</method>
<method name="set_radial_segments">
<return type="void">
</return>
<argument index="0" name="segments" type="int">
</argument>
<description>
</description>
</method>
<method name="set_radius">
<return type="void">
</return>
<argument index="0" name="radius" type="float">
</argument>
<description>
</description>
</method>
<method name="set_rings">
<return type="void">
</return>
<argument index="0" name="rings" type="int">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="mid_height" type="float" setter="set_mid_height" getter="get_mid_height" brief="">
Height of the capsule mesh from the center point. Defaults to 1.0.
</member>
<member name="radial_segments" type="int" setter="set_radial_segments" getter="get_radial_segments" brief="">
Number of radial segments on the capsule mesh. Defaults to 64.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" brief="">
Radius of the capsule mesh. Defaults to 1.0.
</member>
<member name="rings" type="int" setter="set_rings" getter="get_rings" brief="">
Number of rings along the height of the capsule. Defaults to 8.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CapsuleShape" inherits="Shape" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Capsule shape resource.
</brief_description>
<description>
Capsule shape resource, which can be set into a [PhysicsBody] or area.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_height" qualifiers="const">
<return type="float">
</return>
<description>
Return the capsule height.
</description>
</method>
<method name="get_radius" qualifiers="const">
<return type="float">
</return>
<description>
Return the capsule radius.
</description>
</method>
<method name="set_height">
<return type="void">
</return>
<argument index="0" name="height" type="float">
</argument>
<description>
Set the capsule height.
</description>
</method>
<method name="set_radius">
<return type="void">
</return>
<argument index="0" name="radius" type="float">
</argument>
<description>
Set the capsule radius.
</description>
</method>
</methods>
<members>
<member name="height" type="float" setter="set_height" getter="get_height" brief="">
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CapsuleShape2D" inherits="Shape2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Capsule 2D shape resource for physics.
</brief_description>
<description>
Capsule 2D shape resource for physics. A capsule (or sometimes called "pill") is like a line grown in all directions. It has a radius and a height, and is often useful for modeling biped characters.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_height" qualifiers="const">
<return type="float">
</return>
<description>
Return the height of the [CapsuleShape2D].
</description>
</method>
<method name="get_radius" qualifiers="const">
<return type="float">
</return>
<description>
Return the radius of the [CapsuleShape2D].
</description>
</method>
<method name="set_height">
<return type="void">
</return>
<argument index="0" name="height" type="float">
</argument>
<description>
Set the height of the [CapsuleShape2D].
</description>
</method>
<method name="set_radius">
<return type="void">
</return>
<argument index="0" name="radius" type="float">
</argument>
<description>
Set the radius of the [CapsuleShape2D].
</description>
</method>
</methods>
<members>
<member name="height" type="float" setter="set_height" getter="get_height" brief="">
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CenterContainer" inherits="Container" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Keeps children controls centered.
</brief_description>
<description>
CenterContainer Keeps children controls centered. This container keeps all children to their minimum size, in the center.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="is_using_top_left" qualifiers="const">
<return type="bool">
</return>
<description>
Should put children to the top left corner instead of center of the container.
</description>
</method>
<method name="set_use_top_left">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
This function will anchor the container children to the top left corner of the the container boundaries, moving all its children to that position, (the children new center will be the top left corner of the container).
</description>
</method>
</methods>
<members>
<member name="use_top_left" type="bool" setter="set_use_top_left" getter="is_using_top_left" brief="">
</member>
</members>
<constants>
</constants>
</class>

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doc/classes/CheckBox.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CheckBox" inherits="Button" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Binary choice user interface widget
</brief_description>
<description>
A checkbox allows the user to make a binary choice (choosing only one of two posible options), for example Answer 'yes' or 'no'.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
<theme_items>
<theme_item name="check_vadjust" type="int">
</theme_item>
<theme_item name="checked" type="Texture">
</theme_item>
<theme_item name="disabled" type="StyleBox">
</theme_item>
<theme_item name="focus" type="StyleBox">
</theme_item>
<theme_item name="font" type="Font">
</theme_item>
<theme_item name="font_color" type="Color">
</theme_item>
<theme_item name="font_color_disabled" type="Color">
</theme_item>
<theme_item name="font_color_hover" type="Color">
</theme_item>
<theme_item name="font_color_pressed" type="Color">
</theme_item>
<theme_item name="hover" type="StyleBox">
</theme_item>
<theme_item name="hseparation" type="int">
</theme_item>
<theme_item name="normal" type="StyleBox">
</theme_item>
<theme_item name="pressed" type="StyleBox">
</theme_item>
<theme_item name="radio_checked" type="Texture">
</theme_item>
<theme_item name="radio_unchecked" type="Texture">
</theme_item>
<theme_item name="unchecked" type="Texture">
</theme_item>
</theme_items>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CheckButton" inherits="Button" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Checkable button.
</brief_description>
<description>
CheckButton is a toggle button displayed as a check field.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
</methods>
<constants>
</constants>
<theme_items>
<theme_item name="check_vadjust" type="int">
</theme_item>
<theme_item name="disabled" type="StyleBox">
</theme_item>
<theme_item name="focus" type="StyleBox">
</theme_item>
<theme_item name="font" type="Font">
</theme_item>
<theme_item name="font_color" type="Color">
</theme_item>
<theme_item name="font_color_disabled" type="Color">
</theme_item>
<theme_item name="font_color_hover" type="Color">
</theme_item>
<theme_item name="font_color_pressed" type="Color">
</theme_item>
<theme_item name="hover" type="StyleBox">
</theme_item>
<theme_item name="hseparation" type="int">
</theme_item>
<theme_item name="normal" type="StyleBox">
</theme_item>
<theme_item name="off" type="Texture">
</theme_item>
<theme_item name="on" type="Texture">
</theme_item>
<theme_item name="pressed" type="StyleBox">
</theme_item>
</theme_items>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CircleShape2D" inherits="Shape2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Circular Shape for 2D Physics.
</brief_description>
<description>
Circular Shape for 2D Physics. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_radius" qualifiers="const">
<return type="float">
</return>
<description>
Return the radius of the circle shape.
</description>
</method>
<method name="set_radius">
<return type="void">
</return>
<argument index="0" name="radius" type="float">
</argument>
<description>
Set the radius of the circle shape.
</description>
</method>
</methods>
<members>
<member name="radius" type="float" setter="set_radius" getter="get_radius" brief="">
</member>
</members>
<constants>
</constants>
</class>

201
doc/classes/ClassDB.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ClassDB" inherits="Object" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="can_instance" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="class" type="String">
</argument>
<description>
</description>
</method>
<method name="class_exists" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="class" type="String">
</argument>
<description>
</description>
</method>
<method name="class_get_category" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="class" type="String">
</argument>
<description>
</description>
</method>
<method name="class_get_integer_constant" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="class" type="String">
</argument>
<argument index="1" name="name" type="String">
</argument>
<description>
</description>
</method>
<method name="class_get_integer_constant_list" qualifiers="const">
<return type="PoolStringArray">
</return>
<argument index="0" name="class" type="String">
</argument>
<argument index="1" name="no_inheritance" type="bool" default="false">
</argument>
<description>
</description>
</method>
<method name="class_get_method_list" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="class" type="String">
</argument>
<argument index="1" name="no_inheritance" type="bool" default="false">
</argument>
<description>
</description>
</method>
<method name="class_get_property" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="object" type="Object">
</argument>
<argument index="1" name="property" type="String">
</argument>
<description>
</description>
</method>
<method name="class_get_property_list" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="class" type="String">
</argument>
<argument index="1" name="no_inheritance" type="bool" default="false">
</argument>
<description>
</description>
</method>
<method name="class_get_signal" qualifiers="const">
<return type="Dictionary">
</return>
<argument index="0" name="class" type="String">
</argument>
<argument index="1" name="signal" type="String">
</argument>
<description>
</description>
</method>
<method name="class_get_signal_list" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="class" type="String">
</argument>
<argument index="1" name="no_inheritance" type="bool" default="false">
</argument>
<description>
</description>
</method>
<method name="class_has_integer_constant" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="class" type="String">
</argument>
<argument index="1" name="name" type="String">
</argument>
<description>
</description>
</method>
<method name="class_has_method" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="class" type="String">
</argument>
<argument index="1" name="method" type="String">
</argument>
<argument index="2" name="no_inheritance" type="bool" default="false">
</argument>
<description>
</description>
</method>
<method name="class_has_signal" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="class" type="String">
</argument>
<argument index="1" name="signal" type="String">
</argument>
<description>
</description>
</method>
<method name="class_set_property" qualifiers="const">
<return type="int" enum="Error">
</return>
<argument index="0" name="object" type="Object">
</argument>
<argument index="1" name="property" type="String">
</argument>
<argument index="2" name="value" type="Variant">
</argument>
<description>
</description>
</method>
<method name="get_class_list" qualifiers="const">
<return type="PoolStringArray">
</return>
<description>
</description>
</method>
<method name="get_inheriters_from_class" qualifiers="const">
<return type="PoolStringArray">
</return>
<argument index="0" name="class" type="String">
</argument>
<description>
</description>
</method>
<method name="get_parent_class" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="class" type="String">
</argument>
<description>
</description>
</method>
<method name="instance" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="class" type="String">
</argument>
<description>
</description>
</method>
<method name="is_class_enabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="class" type="String">
</argument>
<description>
</description>
</method>
<method name="is_parent_class" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="class" type="String">
</argument>
<argument index="1" name="inherits" type="String">
</argument>
<description>
</description>
</method>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionObject" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="_input_event" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="camera" type="Object">
</argument>
<argument index="1" name="event" type="InputEvent">
</argument>
<argument index="2" name="click_pos" type="Vector3">
</argument>
<argument index="3" name="click_normal" type="Vector3">
</argument>
<argument index="4" name="shape_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="create_shape_owner">
<return type="int">
</return>
<argument index="0" name="owner" type="Object">
</argument>
<description>
Creates new holder for the shapes. Argument is a [CollisionShape] node. It will return owner_id which usually you will want to save for later use.
</description>
</method>
<method name="get_capture_input_on_drag" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="get_rid" qualifiers="const">
<return type="RID">
</return>
<description>
</description>
</method>
<method name="get_shape_owners">
<return type="Array">
</return>
<description>
Shape owner is a node which is holding concrete shape resources. This method will return an array which is holding an integer numbers that are representing unique ID of each owner. You can use those ids when you are using others shape_owner methods.
</description>
</method>
<method name="is_ray_pickable" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_shape_owner_disabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
</description>
</method>
<method name="remove_shape_owner">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
</description>
</method>
<method name="set_capture_input_on_drag">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_ray_pickable">
<return type="void">
</return>
<argument index="0" name="ray_pickable" type="bool">
</argument>
<description>
</description>
</method>
<method name="shape_find_owner" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="shape_index" type="int">
</argument>
<description>
</description>
</method>
<method name="shape_owner_add_shape">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape" type="Shape">
</argument>
<description>
</description>
</method>
<method name="shape_owner_clear_shapes">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
Will remove all the shapes associated with given owner.
</description>
</method>
<method name="shape_owner_get_owner" qualifiers="const">
<return type="Object">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
</description>
</method>
<method name="shape_owner_get_shape" qualifiers="const">
<return type="Shape">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape_id" type="int">
</argument>
<description>
Will return a [Shape]. First argument owner_id is an integer that can be obtained from [method get_shape_owners]. Shape_id is a position of the shape inside owner; it's a value in range from 0 to [method shape_owner_get_shape_count].
</description>
</method>
<method name="shape_owner_get_shape_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
Returns number of shapes to which given owner is associated to.
</description>
</method>
<method name="shape_owner_get_shape_index" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape_id" type="int">
</argument>
<description>
</description>
</method>
<method name="shape_owner_get_transform" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
Will return [Transform] of an owner node.
</description>
</method>
<method name="shape_owner_remove_shape">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape_id" type="int">
</argument>
<description>
Removes related shape from the owner.
</description>
</method>
<method name="shape_owner_set_disabled">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="disabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="shape_owner_set_transform">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="transform" type="Transform">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="input_capture_on_drag" type="bool" setter="set_capture_input_on_drag" getter="get_capture_input_on_drag" brief="">
</member>
<member name="input_ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" brief="">
</member>
</members>
<signals>
<signal name="input_event">
<argument index="0" name="camera" type="Object">
</argument>
<argument index="1" name="event" type="Object">
</argument>
<argument index="2" name="click_pos" type="Vector3">
</argument>
<argument index="3" name="click_normal" type="Vector3">
</argument>
<argument index="4" name="shape_idx" type="int">
</argument>
<description>
</description>
</signal>
<signal name="mouse_entered">
<description>
</description>
</signal>
<signal name="mouse_exited">
<description>
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionObject2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Base node for 2D collisionables.
</brief_description>
<description>
CollisionObject2D is the base class for 2D physics collisionables. They can hold any number of 2D collision shapes. Usually, they are edited by placing [CollisionShape2D] and/or [CollisionPolygon2D] nodes as children. Such nodes are for reference and not present outside the editor, so code should use the regular shape API.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="_input_event" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="viewport" type="Object">
</argument>
<argument index="1" name="event" type="InputEvent">
</argument>
<argument index="2" name="shape_idx" type="int">
</argument>
<description>
</description>
</method>
<method name="create_shape_owner">
<return type="int">
</return>
<argument index="0" name="owner" type="Object">
</argument>
<description>
Creates new holder for the shapes. Argument is a [CollisionShape2D] node. It will return owner_id which usually you will want to save for later use.
</description>
</method>
<method name="get_rid" qualifiers="const">
<return type="RID">
</return>
<description>
Return the RID of this object.
</description>
</method>
<method name="get_shape_owners">
<return type="Array">
</return>
<description>
Shape owner is a node which is holding concrete shape resources. This method will return an array which is holding an integer numbers that are representing unique ID of each owner. You can use those ids when you are using others shape_owner methods.
</description>
</method>
<method name="is_pickable" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether this object is pickable.
</description>
</method>
<method name="is_shape_owner_disabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
</description>
</method>
<method name="is_shape_owner_one_way_collision_enabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
</description>
</method>
<method name="remove_shape_owner">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
</description>
</method>
<method name="set_pickable">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
Set whether this object is pickable. A pickable object can detect the mouse pointer enter/leave it and, if the mouse is inside it, report input events.
</description>
</method>
<method name="shape_find_owner" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="shape_index" type="int">
</argument>
<description>
</description>
</method>
<method name="shape_owner_add_shape">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape" type="Shape2D">
</argument>
<description>
</description>
</method>
<method name="shape_owner_clear_shapes">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
Will remove all the shapes associated with given owner.
</description>
</method>
<method name="shape_owner_get_owner" qualifiers="const">
<return type="Object">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
</description>
</method>
<method name="shape_owner_get_shape" qualifiers="const">
<return type="Shape2D">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape_id" type="int">
</argument>
<description>
Will return a [Shape2D]. First argument owner_id is an integer that can be obtained from [method get_shape_owners]. Shape_id is a position of the shape inside owner; it's a value in range from 0 to [method shape_owner_get_shape_count].
</description>
</method>
<method name="shape_owner_get_shape_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
Returns number of shapes to which given owner is associated to.
</description>
</method>
<method name="shape_owner_get_shape_index" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape_id" type="int">
</argument>
<description>
</description>
</method>
<method name="shape_owner_get_transform" qualifiers="const">
<return type="Transform2D">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
Will return [Transform2D] of an owner node.
</description>
</method>
<method name="shape_owner_remove_shape">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape_id" type="int">
</argument>
<description>
Removes related shape from the owner.
</description>
</method>
<method name="shape_owner_set_disabled">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="disabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="shape_owner_set_one_way_collision">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="shape_owner_set_transform">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="transform" type="Transform2D">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" brief="">
</member>
</members>
<signals>
<signal name="input_event">
<argument index="0" name="viewport" type="Object">
</argument>
<argument index="1" name="event" type="Object">
</argument>
<argument index="2" name="shape_idx" type="int">
</argument>
<description>
</description>
</signal>
<signal name="mouse_entered">
<description>
This event fires only once when the mouse pointer enters any shape of this object.
</description>
</signal>
<signal name="mouse_exited">
<description>
This event fires only once when the mouse pointer exits all shapes of this object.
</description>
</signal>
</signals>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionPolygon" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_depth" qualifiers="const">
<return type="float">
</return>
<description>
</description>
</method>
<method name="get_polygon" qualifiers="const">
<return type="PoolVector2Array">
</return>
<description>
</description>
</method>
<method name="is_disabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="set_depth">
<return type="void">
</return>
<argument index="0" name="depth" type="float">
</argument>
<description>
</description>
</method>
<method name="set_disabled">
<return type="void">
</return>
<argument index="0" name="disabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_polygon">
<return type="void">
</return>
<argument index="0" name="polygon" type="PoolVector2Array">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="depth" type="float" setter="set_depth" getter="get_depth" brief="">
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" brief="">
</member>
<member name="polygon" type="PoolVector2Array" setter="set_polygon" getter="get_polygon" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionPolygon2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Editor-only class for easy editing of collision polygons.
</brief_description>
<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]. This is not accessible from regular code. This class is for editing custom shape polygons.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_build_mode" qualifiers="const">
<return type="int" enum="CollisionPolygon2D.BuildMode">
</return>
<description>
Return whether the polygon is a [ConvexPolygonShape2D] ([code]build_mode==0[/code]), or a [ConcavePolygonShape2D] ([code]build_mode==1[/code]).
</description>
</method>
<method name="get_polygon" qualifiers="const">
<return type="PoolVector2Array">
</return>
<description>
Return the list of points that define the polygon.
</description>
</method>
<method name="is_disabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_one_way_collision_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="set_build_mode">
<return type="void">
</return>
<argument index="0" name="build_mode" type="int" enum="CollisionPolygon2D.BuildMode">
</argument>
<description>
Set whether the polygon is to be a [ConvexPolygonShape2D] ([code]build_mode==0[/code]), or a [ConcavePolygonShape2D] ([code]build_mode==1[/code]).
</description>
</method>
<method name="set_disabled">
<return type="void">
</return>
<argument index="0" name="disabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_one_way_collision">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_polygon">
<return type="void">
</return>
<argument index="0" name="polygon" type="PoolVector2Array">
</argument>
<description>
Set the array of points forming the polygon.
When editing the point list via the editor, depending on [method get_build_mode], it has to be a list of points (for [code]build_mode==0[/code]), or a list of lines (for [code]build_mode==1[/code]). In the second case, the even elements of the array define the start point of the line, and the odd elements the end point.
</description>
</method>
</methods>
<members>
<member name="build_mode" type="int" setter="set_build_mode" getter="get_build_mode" brief="" enum="CollisionPolygon2D.BuildMode">
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" brief="">
</member>
<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled" brief="">
</member>
<member name="polygon" type="PoolVector2Array" setter="set_polygon" getter="get_polygon" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionShape" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Node that represents collision shape data in 3D space.
</brief_description>
<description>
Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area] to give it a detection shape, or add it to a [PhysicsBody] to give create solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_shape" qualifiers="const">
<return type="Shape">
</return>
<description>
</description>
</method>
<method name="is_disabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="make_convex_from_brothers">
<return type="void">
</return>
<description>
Sets the collision shape's shape to the addition of all its convexed [MeshInstance] siblings geometry.
</description>
</method>
<method name="resource_changed">
<return type="void">
</return>
<argument index="0" name="resource" type="Resource">
</argument>
<description>
If this method exists within a script it will be called whenever the shape resource has been modified.
</description>
</method>
<method name="set_disabled">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_shape">
<return type="void">
</return>
<argument index="0" name="shape" type="Shape">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" brief="">
A disabled collision shape has no effect in the world.
</member>
<member name="shape" type="Shape" setter="set_shape" getter="get_shape" brief="">
The actual shape owned by this collision shape.
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionShape2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Node that represents collision shape data in 2D space.
</brief_description>
<description>
Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to give create solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method get_shape] to get the actual shape.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_shape" qualifiers="const">
<return type="Shape2D">
</return>
<description>
</description>
</method>
<method name="is_disabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="is_one_way_collision_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
</description>
</method>
<method name="set_disabled">
<return type="void">
</return>
<argument index="0" name="disabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_one_way_collision">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_shape">
<return type="void">
</return>
<argument index="0" name="shape" type="Shape2D">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" brief="">
A disabled collision shape has no effect in the world.
</member>
<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled" brief="">
Sets whether this collision shape should only detect collision on one side (top or bottom).
</member>
<member name="shape" type="Shape2D" setter="set_shape" getter="get_shape" brief="">
The actual shape owned by this collision shape.
</member>
</members>
<constants>
</constants>
</class>

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doc/classes/Color.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Color" category="Built-In Types" version="3.0.alpha.custom_build">
<brief_description>
Color in RGBA format with some support for ARGB format.
</brief_description>
<description>
A color is represented as red, green and blue (r,g,b) components. Additionally, "a" represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some methods (such as set_modulate(color)) may accept values &gt; 1.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="Color">
<return type="Color">
</return>
<argument index="0" name="r" type="float">
</argument>
<argument index="1" name="g" type="float">
</argument>
<argument index="2" name="b" type="float">
</argument>
<argument index="3" name="a" type="float">
</argument>
<description>
Constructs a color from an RGBA profile using values between 0 and 1 (float).
[codeblock]
var c = Color(0.2, 1.0, .7, .8) # a color of an RGBA(51, 255, 178, 204)
[/codeblock]
</description>
</method>
<method name="Color">
<return type="Color">
</return>
<argument index="0" name="r" type="float">
</argument>
<argument index="1" name="g" type="float">
</argument>
<argument index="2" name="b" type="float">
</argument>
<description>
Constructs a color from an RGB profile using values between 0 and 1 (float). Alpha will always be 1.
[codeblock]
var c = Color(0.2, 1.0, .7) # a color of an RGBA(51, 255, 178, 255)
[/codeblock]
</description>
</method>
<method name="Color">
<return type="Color">
</return>
<argument index="0" name="from" type="int">
</argument>
<description>
Constructs a color from a 32-bit integer (each byte represents a component of the RGBA profile).
[codeblock]
var c = Color(274) # a color of an RGBA(0, 0, 1, 18)
[/codeblock]
</description>
</method>
<method name="Color">
<return type="Color">
</return>
<argument index="0" name="from" type="String">
</argument>
<description>
Constructs a color from an HTML hexadecimal color string in ARGB or RGB format.
The following string formats are supported:
[code]"#ff00ff00"[/code] - ARGB format with '#'
[code]"ff00ff00"[/code] - ARGB format
[code]"#ff00ff"[/code] - RGB format with '#'
[code]"ff00ff"[/code] - RGB format
[codeblock]
# The following code creates the same color of an RGBA(178, 217, 10, 255)
var c1 = Color("#ffb2d90a") # ARGB format with '#'
var c2 = Color("ffb2d90a") # ARGB format
var c3 = Color("#b2d90a") # RGB format with '#'
var c4 = Color("b2d90a") # RGB format
[/codeblock]
</description>
</method>
<method name="blend">
<return type="Color">
</return>
<argument index="0" name="over" type="Color">
</argument>
<description>
Returns a new color resulting from blending this color over another color. If the color is opaque, the result would also be opaque. The other color could then take a range of values with different alpha values.
[codeblock]
var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%
var fg = Color(1.0, 0.0, 0.0, .5) # Red with alpha of 50%
var blendedColor = bg.blend(fg) # Brown with alpha of 75%
[/codeblock]
</description>
</method>
<method name="contrasted">
<return type="Color">
</return>
<description>
Returns the most contrasting color.
[codeblock]
var c = Color(.3, .4, .9)
var contrastedColor = c.contrasted() # a color of an RGBA(204, 229, 102, 255)
[/codeblock]
</description>
</method>
<method name="gray">
<return type="float">
</return>
<description>
Returns the color's grayscale.
The gray is calculated by (r + g + b) / 3.
[codeblock]
var c = Color(0.2, 0.45, 0.82)
var gray = c.gray() # a value of 0.466667
[/codeblock]
</description>
</method>
<method name="inverted">
<return type="Color">
</return>
<description>
Returns the inverted color (1-r, 1-g, 1-b, 1-a).
[codeblock]
var c = Color(.3, .4, .9)
var invertedColor = c.inverted() # a color of an RGBA(178, 153, 26, 255)
[/codeblock]
</description>
</method>
<method name="linear_interpolate">
<return type="Color">
</return>
<argument index="0" name="b" type="Color">
</argument>
<argument index="1" name="t" type="float">
</argument>
<description>
Returns the color of the linear interpolation with another color. The value t is between 0 and 1 (float).
[codeblock]
var c1 = Color(1.0, 0.0, 0.0)
var c2 = Color(0.0, 1.0, 0.0)
var li_c = c1.linear_interpolate(c2, 0.5) # a color of an RGBA(128, 128, 0, 255)
[/codeblock]
</description>
</method>
<method name="to_argb32">
<return type="int">
</return>
<description>
Returns the color's 32-bit integer in ARGB format (each byte represents a component of the ARGB profile). More compatible with DirectX.
[codeblock]
var c = Color(1, .5, .2)
print(str(c.to_32())) # prints 4294934323
[/codeblock]
</description>
</method>
<method name="to_html">
<return type="String">
</return>
<argument index="0" name="with_alpha" type="bool" default="True">
</argument>
<description>
Returns the color's HTML hexadecimal color string in ARGB format (ex: [code]ff34f822[/code]).
Optionally flag 'false' to not include alpha in hexadecimal string.
[codeblock]
var c = Color(1, 1, 1, .5)
var s1 = c.to_html() # Results "7fffffff"
var s2 = c.to_html(false) # Results 'ffffff'
[/codeblock]
</description>
</method>
<method name="to_rgba32">
<return type="int">
</return>
<description>
Returns the color's 32-bit integer in ARGB format (each byte represents a component of the ARGB profile).
[codeblock]
var c = Color(1, .5, .2)
print(str(c.to_32())) # prints 4294934323
[/codeblock]
[i]This is same as [method to_ARGB32] but may be changed later to support RGBA format instead[/i].
</description>
</method>
</methods>
<members>
<member name="a" type="float" setter="" getter="" brief="">
Alpha (0 to 1)
</member>
<member name="a8" type="int" setter="" getter="" brief="">
Alpha (0 to 255)
</member>
<member name="b" type="float" setter="" getter="" brief="">
Blue (0 to 1)
</member>
<member name="b8" type="int" setter="" getter="" brief="">
Blue (0 to 255)
</member>
<member name="g" type="float" setter="" getter="" brief="">
Green (0 to 1)
</member>
<member name="g8" type="int" setter="" getter="" brief="">
Green (0 to 255)
</member>
<member name="h" type="float" setter="" getter="" brief="">
Hue (0 to 1)
</member>
<member name="r" type="float" setter="" getter="" brief="">
Red (0 to 1)
</member>
<member name="r8" type="int" setter="" getter="" brief="">
Red (0 to 255)
</member>
<member name="s" type="float" setter="" getter="" brief="">
Saturation (0 to 1)
</member>
<member name="v" type="float" setter="" getter="" brief="">
Value (0 to 1)
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ColorPicker" inherits="BoxContainer" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Color picker control.
</brief_description>
<description>
This is a simple color picker [Control]. It's useful for selecting a color from an RGB/RGBA colorspace.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_preset">
<return type="void">
</return>
<argument index="0" name="color" type="Color">
</argument>
<description>
Adds the current selected to color to a list of colors (presets), the presets will be displayed in the color picker and the user will be able to select them, notice that the presets list is only for this color picker.
</description>
</method>
<method name="get_pick_color" qualifiers="const">
<return type="Color">
</return>
<description>
Gets the current color.
</description>
</method>
<method name="is_editing_alpha" qualifiers="const">
<return type="bool">
</return>
<description>
Returns whether the color has transparency or not.
</description>
</method>
<method name="is_raw_mode" qualifiers="const">
<return type="bool">
</return>
<description>
Returns whether this color picker is in raw mode or not, raw mode will allow the color R, G, B component values to go beyond 1, you have to consider that the max value for color components is 1, going beyond that value will not have effect in the color, but can be used for special operations that require it (like tinting without darkening or rendering sprites in HDR).
</description>
</method>
<method name="set_edit_alpha">
<return type="void">
</return>
<argument index="0" name="show" type="bool">
</argument>
<description>
Set true if you want the color to have an alpha channel (transparency), or false if you want a solid color.
</description>
</method>
<method name="set_pick_color">
<return type="void">
</return>
<argument index="0" name="color" type="Color">
</argument>
<description>
Select the current color.
</description>
</method>
<method name="set_raw_mode">
<return type="void">
</return>
<argument index="0" name="mode" type="bool">
</argument>
<description>
Set whether this color picker is using raw mode or not, see [method is_raw_mode].
</description>
</method>
</methods>
<signals>
<signal name="color_changed">
<argument index="0" name="color" type="Color">
</argument>
<description>
Emitted when the color is changed.
</description>
</signal>
</signals>
<constants>
</constants>
<theme_items>
<theme_item name="add_preset" type="Texture">
</theme_item>
<theme_item name="color_hue" type="Texture">
</theme_item>
<theme_item name="color_sample" type="Texture">
</theme_item>
<theme_item name="h_width" type="int">
</theme_item>
<theme_item name="label_width" type="int">
</theme_item>
<theme_item name="margin" type="int">
</theme_item>
<theme_item name="screen_picker" type="Texture">
</theme_item>
<theme_item name="sv_height" type="int">
</theme_item>
<theme_item name="sv_width" type="int">
</theme_item>
</theme_items>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ColorPickerButton" inherits="Button" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Button that pops out a [ColorPicker]
</brief_description>
<description>
Encapsulates a [ColorPicker] making it accesible by pressing a button, pressing the button will toggle the [ColorPicker] visibility
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_pick_color" qualifiers="const">
<return type="Color">
</return>
<description>
</description>
</method>
<method name="get_picker">
<return type="ColorPicker">
</return>
<description>
</description>
</method>
<method name="is_editing_alpha" qualifiers="const">
<return type="bool">
</return>
<description>
See [method ColorPicker.is_edit_alpha]
</description>
</method>
<method name="set_edit_alpha">
<return type="void">
</return>
<argument index="0" name="show" type="bool">
</argument>
<description>
See [method ColorPicker.set_edit_alpha]
</description>
</method>
<method name="set_pick_color">
<return type="void">
</return>
<argument index="0" name="color" type="Color">
</argument>
<description>
Set new color to ColorRect.
[codeblock]
var cr = get_node("colorrect_node")
cr.set_frame_color(Color(1, 0, 0, 1)) # Set color rect node to red
[/codeblock]
</description>
</method>
</methods>
<members>
<member name="color" type="Color" setter="set_pick_color" getter="get_pick_color" brief="">
</member>
<member name="edit_alpha" type="bool" setter="set_edit_alpha" getter="is_editing_alpha" brief="">
</member>
</members>
<signals>
<signal name="color_changed">
<argument index="0" name="color" type="Color">
</argument>
<description>
Emitted when the color is changed.
</description>
</signal>
</signals>
<constants>
</constants>
<theme_items>
<theme_item name="disabled" type="StyleBox">
</theme_item>
<theme_item name="focus" type="StyleBox">
</theme_item>
<theme_item name="font" type="Font">
</theme_item>
<theme_item name="font_color" type="Color">
</theme_item>
<theme_item name="font_color_disabled" type="Color">
</theme_item>
<theme_item name="font_color_hover" type="Color">
</theme_item>
<theme_item name="font_color_pressed" type="Color">
</theme_item>
<theme_item name="hover" type="StyleBox">
</theme_item>
<theme_item name="hseparation" type="int">
</theme_item>
<theme_item name="normal" type="StyleBox">
</theme_item>
<theme_item name="pressed" type="StyleBox">
</theme_item>
</theme_items>
</class>

45
doc/classes/ColorRect.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ColorRect" inherits="Control" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Colored rect for canvas.
</brief_description>
<description>
An object that is represented on the canvas as a rect with color. [Color] is used to set or get color info for the rect.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_frame_color" qualifiers="const">
<return type="Color">
</return>
<description>
Return the color in RGBA format.
[codeblock]
var cr = get_node("colorrect_node")
var c = cr.get_frame_color() # Default color is white
[/codeblock]
</description>
</method>
<method name="set_frame_color">
<return type="void">
</return>
<argument index="0" name="color" type="Color">
</argument>
<description>
Set new color to ColorRect.
[codeblock]
var cr = get_node("colorrect_node")
cr.set_frame_color(Color(1, 0, 0, 1)) # Set color rect node to red
[/codeblock]
</description>
</method>
</methods>
<members>
<member name="color" type="Color" setter="set_frame_color" getter="get_frame_color" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConcavePolygonShape" inherits="Shape" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Concave polygon shape.
</brief_description>
<description>
Concave polygon shape resource, which can be set into a [PhysicsBody] or area. This shape is created by feeding a list of triangles.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_faces" qualifiers="const">
<return type="PoolVector3Array">
</return>
<description>
Return the faces (an array of triangles).
</description>
</method>
<method name="set_faces">
<return type="void">
</return>
<argument index="0" name="faces" type="PoolVector3Array">
</argument>
<description>
Set the faces (an array of triangles).
</description>
</method>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConcavePolygonShape2D" inherits="Shape2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Concave polygon 2D shape resource for physics.
</brief_description>
<description>
Concave polygon 2D shape resource for physics. It is made out of segments and is very optimal for complex polygonal concave collisions. It is really not advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_segments" qualifiers="const">
<return type="PoolVector2Array">
</return>
<description>
Return the array of segments.
</description>
</method>
<method name="set_segments">
<return type="void">
</return>
<argument index="0" name="segments" type="PoolVector2Array">
</argument>
<description>
Set the array of segments.
</description>
</method>
</methods>
<members>
<member name="segments" type="PoolVector2Array" setter="set_segments" getter="get_segments" brief="">
</member>
</members>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConeTwistJoint" inherits="Joint" category="Core" version="3.0.alpha.custom_build">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_param" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="param" type="int" enum="ConeTwistJoint.Param">
</argument>
<description>
</description>
</method>
<method name="set_param">
<return type="void">
</return>
<argument index="0" name="param" type="int" enum="ConeTwistJoint.Param">
</argument>
<argument index="1" name="value" type="float">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="bias" type="float" setter="set_param" getter="get_param" brief="">
</member>
<member name="relaxation" type="float" setter="set_param" getter="get_param" brief="">
</member>
<member name="softness" type="float" setter="set_param" getter="get_param" brief="">
</member>
<member name="swing_span" type="float" setter="_set_swing_span" getter="_get_swing_span" brief="">
</member>
<member name="twist_span" type="float" setter="_set_twist_span" getter="_get_twist_span" brief="">
</member>
</members>
<constants>
<constant name="PARAM_SWING_SPAN" value="0">
</constant>
<constant name="PARAM_TWIST_SPAN" value="1">
</constant>
<constant name="PARAM_BIAS" value="2">
</constant>
<constant name="PARAM_SOFTNESS" value="3">
</constant>
<constant name="PARAM_RELAXATION" value="4">
</constant>
<constant name="PARAM_MAX" value="5">
</constant>
</constants>
</class>

119
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConfigFile" inherits="Reference" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Helper class to handle INI-style files.
</brief_description>
<description>
This helper class can be used to store [Variant] values on the filesystem using an INI-style formatting. The stored values as referenced by a section and a key. The stored data can be saved to or parsed from a file, though ConfigFile objects can also be used directly with accessing the filesystem.
The following example shows how to parse a INI-style file from the system, read its contents and store new values in it:
[codeblock]
var config = ConfigFile.new()
var err = config.load("user://settings.cfg")
if err == OK: # if not, something went wrong with the file loading
# Look for the display/width pair, and default to 1024 if missing
var screen_width = get_value("display", "width", 1024)
# Store a variable if and only it hasn't been defined yet
if not config.has_section_key("audio", "mute"):
config.set_value("audio", "mute", false)
# Save the changes by overwriting the previous file
config.save("user://settings.cfg")
[/codeblock]
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="erase_section">
<return type="void">
</return>
<argument index="0" name="section" type="String">
</argument>
<description>
</description>
</method>
<method name="get_section_keys" qualifiers="const">
<return type="PoolStringArray">
</return>
<argument index="0" name="section" type="String">
</argument>
<description>
Return an array of all defined key identifiers in the specified section.
</description>
</method>
<method name="get_sections" qualifiers="const">
<return type="PoolStringArray">
</return>
<description>
Return an array of all defined section identifiers.
</description>
</method>
<method name="get_value" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="section" type="String">
</argument>
<argument index="1" name="key" type="String">
</argument>
<argument index="2" name="default" type="Variant" default="null">
</argument>
<description>
Return the current value for the specified section and key. If the section and/or the key do not exist, the method returns the value of the optional [i]default[/i] argument (and thus [code]NULL[/code] if not specified).
</description>
</method>
<method name="has_section" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="section" type="String">
</argument>
<description>
Check if the specified section exists.
</description>
</method>
<method name="has_section_key" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="section" type="String">
</argument>
<argument index="1" name="key" type="String">
</argument>
<description>
Check if the specified section-key pair exists.
</description>
</method>
<method name="load">
<return type="int" enum="Error">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
Load the config file specified as a parameter. The file's contents are parsed and loaded in the ConfigFile object from which the method was called. The return value is one of the OK, FAILED or ERR_* constants listed in [@Global Scope] (if the load was successful, it returns OK).
</description>
</method>
<method name="save">
<return type="int" enum="Error">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
Save the contents of the ConfigFile object to the file specified as a parameter. The output file uses an INI-style structure.
The return value is one of the OK, FAILED or ERR_* constants listed in [@Global Scope] (if the save was successful, it returns OK).
</description>
</method>
<method name="set_value">
<return type="void">
</return>
<argument index="0" name="section" type="String">
</argument>
<argument index="1" name="key" type="String">
</argument>
<argument index="2" name="value" type="Variant">
</argument>
<description>
Assign a value to the specified key of the the specified section. If the section and/or the key do not exist, they are created. Passing a [code]NULL[/code] value deletes the specified key if it exists (and deletes the section if it ends up empty once the key has been removed).
</description>
</method>
</methods>
<constants>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConfirmationDialog" inherits="AcceptDialog" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Dialog for confirmation of actions.
</brief_description>
<description>
Dialog for confirmation of actions. This dialog inherits from [AcceptDialog], but has by default an OK and Cancel button (in host OS order).
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_cancel">
<return type="Button">
</return>
<description>
Return the cancel button.
</description>
</method>
</methods>
<constants>
</constants>
</class>

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