From 67d3935eb17110d71235f52d1b2040f06c8f2b23 Mon Sep 17 00:00:00 2001
From: Juan Linietsky
Date: Sat, 10 Sep 2016 15:32:17 -0300
Subject: -Added way to generate resource previews from script plugin. -Updated
documentation
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doc/base/classes.xml | 301 ++++++++++++++++++++++++++++++---------------------
1 file changed, 177 insertions(+), 124 deletions(-)
(limited to 'doc/base')
diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index 1ac08c788..842f38dd3 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
@@ -11510,6 +11510,13 @@
Get the name of the editor plugin. For main scren plugins this is what will appear in the selector (which by default is 2D, 3D, Script).
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+ Get tool for generating resource previews.
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Return true if this is a main screen editor plugin (it goes in the main screen selector together with 2D, 3D, Script).
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+ Inspect an object in the inspector.
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+ Helper to generate previews of reources or files.
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+ This object is used to generate previews for resources of files.
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+ Create an own, custom preview generator.
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+ Check if the resource changed, if so it will be invalidated and the corresponding signal emitted.
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+ Queue a resource being edited for preview (using an instance). Once the preview is ready, your receiver.receiver_func will be called either containing the preview texture or an empty texure (if no preview was possible). Callback must have the format: (path,texture,userdata). Userdata can be anything.
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+ Queue a resource file for preview (using a path). Once the preview is ready, your receiver.receiver_func will be called either containing the preview texture or an empty texure (if no preview was possible). Callback must have the format: (path,texture,userdata). Userdata can be anything.
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+ Remove a custom preview generator.
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+ If a preview was invalidated (changed) this signal will emit (using the path of the preview)
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+ Custom generator of previews.
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+ Custom code to generate previews. Please check "file_dialog/thumbnail_size" in EditorSettings to find out the right size to do previews at.
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+ Generate a preview from a given resource. This must be always implemented.
+ Returning an empty texture is an OK way to fail and let another generator take care.
+ Care must be taken because this function is always called from a thread (not the main thread).
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+ Generate a preview directly from a path, implementing this is optional, as default code will load and call generate()
+ Returning an empty texture is an OK way to fail and let another generator take care.
+ Care must be taken because this function is always called from a thread (not the main thread).
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+ Return if your generator supports this resource type.
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Base script for post-processing scenes being imported.
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However, by creating a [FuncRef] using the [method @GDScript.funcref] function, a reference to a function in a given object can be created, passed around and called.
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- Call the referenced function with the given arguments. The argument count must correspond to the required number of arguments in the function. Returns the return value of the function call.
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- Make a HTTP GET request. The url is the complete url including "http://" or "https://" which will be parsed for a host and a port.
- The custom_headers are HTTP request headers which will be used. If User-Agent is not specified a Godot specific will be used.
- The ssl_validate_domain specifies if in case of HTTPS the server certificate should be verified.
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Return tooltip hint for specified item index.
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- Returns whether the tooptip is enabled for specified item index.
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Returns the current vertical scroll bar for the List.
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Returns whether or not the item at the specified index is selectable.
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+ Returns whether the tooptip is enabled for specified item index.
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Replace a node in a scene by a given one. Subscriptions that pass through this node will be lost.
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Add a user signal (can be added anytime). Arguments are optional, but can be added as an array of dictionaries, each containing "name" and "type" (from [@Global Scope] TYPE_*).
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- Call a function in the object, result is returned.
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- Create and store a function in the object. The call will take place on idle time.
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Disconnect a signal from a method.
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- Emit a signal. Arguments are passed in an array.
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Common behavior is to create an action, then add do/undo calls to functions or property changes, then commiting the action.
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- Add a call to a method in a given object with custom
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Add a 'do' reference that will be erased if the 'do' history is lost. This is useful mostly for new nodes created for the 'do' call. Do not use for resources.
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- Add a call to an undo method in a given object with custom arguments. Undo calls are used to revert 'do' calls.
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