godot/doc/classes/BackBufferCopy.xml
2020-01-31 17:15:41 -08:00

33 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="BackBufferCopy" inherits="Node2D" version="4.0">
<brief_description>
Copies a region of the screen (or the whole screen) to a buffer so it can be accessed in your shader scripts through the [code]texture(SCREEN_TEXTURE, ...)[/code] function.
</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. Use the [code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to access the buffer.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="copy_mode" type="int" setter="set_copy_mode" getter="get_copy_mode" enum="BackBufferCopy.CopyMode" default="1">
Buffer mode. See [enum CopyMode] constants.
</member>
<member name="rect" type="Rect2" setter="set_rect" getter="get_rect" default="Rect2( -100, -100, 200, 200 )">
The area covered by the BackBufferCopy. Only used if [member copy_mode] is [constant COPY_MODE_RECT].
</member>
</members>
<constants>
<constant name="COPY_MODE_DISABLED" value="0" enum="CopyMode">
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" enum="CopyMode">
BackBufferCopy buffers a rectangular region.
</constant>
<constant name="COPY_MODE_VIEWPORT" value="2" enum="CopyMode">
BackBufferCopy buffers the entire screen.
</constant>
</constants>
</class>