diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index ede4d63cfc87..30438be18b79 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -69,7 +69,7 @@ Returns a [KinematicCollision2D], which contains information about a collision that occurred during the last call to [method move_and_slide]. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_collision_count] - 1). - [b]Example usage:[/b] + [b]Example:[/b] Iterate through the collisions with a [code]for[/code] loop: [codeblocks] [gdscript] for i in get_slide_collision_count(): diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml index 004bbe2286bb..e3c3cae4f82d 100644 --- a/doc/classes/PopupMenu.xml +++ b/doc/classes/PopupMenu.xml @@ -135,8 +135,6 @@ Adds a new multistate item with text [param label]. Contrarily to normal binary items, multistate items can have more than two states, as defined by [param max_states]. The default value is defined by [param default_state]. An [param id] can optionally be provided, as well as an accelerator ([param accel]). If no [param id] is provided, one will be created from the index. If no [param accel] is provided, then the default value of 0 (corresponding to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means it won't have any accelerator). See [method get_item_accelerator] for more info on accelerators. - [b]Note:[/b] Multistate items don't update their state automatically and must be done manually. See [method toggle_item_multistate], [method set_item_multistate] and [method get_item_multistate] for more info on how to control it. - Example usage: [codeblock] func _ready(): add_multistate_item("Item", 3, 0) @@ -152,6 +150,7 @@ print("Third state") ) [/codeblock] + [b]Note:[/b] Multistate items don't update their state automatically and must be done manually. See [method toggle_item_multistate], [method set_item_multistate] and [method get_item_multistate] for more info on how to control it. diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 6505e48fb9a3..533df6070f71 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -124,7 +124,6 @@ Starts an edit for multiple carets. The edit must be ended with [method end_multicaret_edit]. Multicaret edits can be used to edit text at multiple carets and delay merging the carets until the end, so the caret indexes aren't affected immediately. [method begin_multicaret_edit] and [method end_multicaret_edit] can be nested, and the merge will happen at the last [method end_multicaret_edit]. - Example usage: [codeblock] begin_complex_operation() begin_multicaret_edit() diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml index ca155881c8ed..816cc341e037 100644 --- a/doc/classes/Window.xml +++ b/doc/classes/Window.xml @@ -720,8 +720,6 @@ Emitted when files are dragged from the OS file manager and dropped in the game window. The argument is a list of file paths. - Note that this method only works with native windows, i.e. the main window and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is disabled in the main viewport. - Example usage: [codeblock] func _ready(): get_viewport().files_dropped.connect(on_files_dropped) @@ -729,6 +727,7 @@ func on_files_dropped(files): print(files) [/codeblock] + [b]Note:[/b] This signal only works with native windows, i.e. the main window and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is disabled in the main viewport.