doc: Formatting fixes in EditorPlugin docs

This commit is contained in:
Rémi Verschelde 2019-07-22 12:37:33 +02:00
parent 07e289963c
commit 5b20b49bf7

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@ -29,7 +29,7 @@
<argument index="1" name="title" type="String">
</argument>
<description>
Adds a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [code]queue_free()[/code].
Adds a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [method Node.queue_free].
</description>
</method>
<method name="add_control_to_container">
@ -40,9 +40,9 @@
<argument index="1" name="control" type="Control">
</argument>
<description>
Adds a custom control to a container (see [code]CONTAINER_*[/code] enum). There are many locations where custom controls can be added in the editor UI.
Adds a custom control to a container (see [enum CustomControlContainer]). There are many locations where custom controls can be added in the editor UI.
Please remember that you have to manage the visibility of your custom controls yourself (and likely hide it after adding it).
When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_container] and free it with [code]queue_free()[/code].
When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_container] and free it with [method Node.queue_free].
</description>
</method>
<method name="add_control_to_dock">
@ -53,9 +53,9 @@
<argument index="1" name="control" type="Control">
</argument>
<description>
Adds the control to a specific dock slot (see [code]DOCK_*[/code] enum for options).
Adds the control to a specific dock slot (see [enum DockSlot] for options).
If the dock is repositioned and as long as the plugin is active, the editor will save the dock position on further sessions.
When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_docks] and free it with [code]queue_free()[/code].
When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_docks] and free it with [method Node.queue_free].
</description>
</method>
<method name="add_custom_type">
@ -167,7 +167,7 @@
<return type="void">
</return>
<description>
Called by Godot when the user disables the [EditorPlugin] in the Plugin tab of the project settings window
Called by the engine when the user disables the [EditorPlugin] in the Plugin tab of the project settings window.
</description>
</method>
<method name="edit" qualifiers="virtual">
@ -183,7 +183,7 @@
<return type="void">
</return>
<description>
Called by Godot when the user enables the [EditorPlugin] in the Plugin tab of the project settings window
Called by the engine when the user enables the [EditorPlugin] in the Plugin tab of the project settings window.
</description>
</method>
<method name="forward_canvas_draw_over_viewport" qualifiers="virtual">
@ -208,26 +208,21 @@
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes.
E.g.
Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 2D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example:
[codeblock]
# Prevents the InputEvent to reach other Editor classes
func forward_canvas_gui_input(event):
var forward = true
return forward
var forward = true
return forward
[/codeblock]
Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes.
E.g.
Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
[codeblock]
# Consumes InputEventMouseMotion and forwards other InputEvent types
func forawrd_canvas_gui_input(event):
var forward = false
if event is InputEventMouseMotion:
forward = true
return forward
func forward_canvas_gui_input(event):
var forward = false
if event is InputEventMouseMotion:
forward = true
return forward
[/codeblock]
</description>
</method>
@ -239,26 +234,21 @@
<argument index="1" name="event" type="InputEvent">
</argument>
<description>
Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes.
E.g.
Called when there is a root node in the current edited scene, [method handles] is implemented and an [InputEvent] happens in the 3D viewport. Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] consumes the [code]event[/code], otherwise forwards [code]event[/code] to other Editor classes. Example:
[codeblock]
# Prevents the InputEvent to reach other Editor classes
func forward_spatial_gui_input(camera, event):
var forward = true
return forward
var forward = true
return forward
[/codeblock]
Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes.
E.g.
Must [code]return false[/code] in order to forward the [InputEvent] to other Editor classes. Example:
[codeblock]
# Consumes InputEventMouseMotion and forwards other InputEvent types
func forawrd_spatial_gui_input(camera, event):
var forward = false
if event is InputEventMouseMotion:
forward = true
return forward
func forward_spatial_gui_input(camera, event):
var forward = false
if event is InputEventMouseMotion:
forward = true
return forward
[/codeblock]
</description>
</method>
@ -381,7 +371,7 @@
<argument index="0" name="control" type="Control">
</argument>
<description>
Removes the control from the bottom panel. You have to manually [code]queue_free()[/code] the control.
Removes the control from the bottom panel. You have to manually [method Node.queue_free] the control.
</description>
</method>
<method name="remove_control_from_container">
@ -392,7 +382,7 @@
<argument index="1" name="control" type="Control">
</argument>
<description>
Removes the control from the specified container. You have to manually [code]queue_free()[/code] the control.
Removes the control from the specified container. You have to manually [method Node.queue_free] the control.
</description>
</method>
<method name="remove_control_from_docks">
@ -401,7 +391,7 @@
<argument index="0" name="control" type="Control">
</argument>
<description>
Removes the control from the dock. You have to manually [code]queue_free()[/code] the control.
Removes the control from the dock. You have to manually [method Node.queue_free] the control.
</description>
</method>
<method name="remove_custom_type">