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Deref Godot: doc/ part 6
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mcdubhghlas committed Oct 11, 2024
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8 changes: 4 additions & 4 deletions doc/classes/Image.xml
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<param index="0" name="buffer" type="PackedByteArray" />
<description>
Loads an image from the binary contents of a BMP file.
[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.
[b]Note:[/b] Redot's BMP module doesn't support 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.
[b]Note:[/b] This method is only available in engine builds with the BMP module enabled. By default, the BMP module is enabled, but it can be disabled at build-time using the [code]module_bmp_enabled=no[/code] SCons option.
</description>
</method>
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<param index="0" name="buffer" type="PackedByteArray" />
<description>
Loads an image from the binary contents of a [url=https://github.com/KhronosGroup/KTX-Software]KTX[/url] file. Unlike most image formats, KTX can store VRAM-compressed data and embed mipmaps.
[b]Note:[/b] Godot's libktx implementation only supports 2D images. Cubemaps, texture arrays, and de-padding are not supported.
[b]Note:[/b] Redot's libktx implementation only supports 2D images. Cubemaps, texture arrays, and de-padding are not supported.
[b]Note:[/b] This method is only available in engine builds with the KTX module enabled. By default, the KTX module is enabled, but it can be disabled at build-time using the [code]module_ktx_enabled=no[/code] SCons option.
</description>
</method>
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<param index="0" name="path" type="String" />
<param index="1" name="grayscale" type="bool" default="false" />
<description>
Saves the image as an EXR file to [param path]. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR module.
Saves the image as an EXR file to [param path]. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return [constant ERR_UNAVAILABLE] if Redot was compiled without the TinyEXR module.
[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is called from an exported project.
</description>
</method>
<method name="save_exr_to_buffer" qualifiers="const">
<return type="PackedByteArray" />
<param index="0" name="grayscale" type="bool" default="false" />
<description>
Saves the image as an EXR file to a byte array. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return an empty byte array if Godot was compiled without the TinyEXR module.
Saves the image as an EXR file to a byte array. If [param grayscale] is [code]true[/code] and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return an empty byte array if Redot was compiled without the TinyEXR module.
[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means [method save_exr] will return an empty byte array when it is called from an exported project.
</description>
</method>
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6 changes: 3 additions & 3 deletions doc/classes/Input.xml
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<return type="String" />
<param index="0" name="device" type="int" />
<description>
Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns [code]"Default Gamepad"[/code] otherwise. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID.
Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns [code]"Default Gamepad"[/code] otherwise. Redot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID.
</description>
</method>
<method name="get_joy_info" qualifiers="const">
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On Windows the dictionary contains the following fields:
[code]xinput_index[/code]: The index of the controller in the XInput system.
On Linux:
[code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the godot controller database.
[code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the redot controller database.
[code]vendor_id[/code]: The USB vendor ID of the device.
[code]product_id[/code]: The USB product ID of the device.
[code]steam_input_index[/code]: The Steam Input gamepad index, if the device is not a Steam Input device this key won't be present.
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<return type="String" />
<param index="0" name="device" type="int" />
<description>
Returns the name of the joypad at the specified device index, e.g. [code]PS4 Controller[/code]. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names.
Returns the name of the joypad at the specified device index, e.g. [code]PS4 Controller[/code]. Redot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names.
</description>
</method>
<method name="get_joy_vibration_duration">
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4 changes: 2 additions & 2 deletions doc/classes/InputEventMIDI.xml
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<description>
InputEventMIDI stores information about messages from [url=https://en.wikipedia.org/wiki/MIDI]MIDI[/url] (Musical Instrument Digital Interface) devices. These may include musical keyboards, synthesizers, and drum machines.
MIDI messages can be received over a 5-pin MIDI connector or over USB. If your device supports both be sure to check the settings in the device to see which output it is using.
By default, Godot does not detect MIDI devices. You need to call [method OS.open_midi_inputs], first. You can check which devices are detected with [method OS.get_connected_midi_inputs], and close the connection with [method OS.close_midi_inputs].
By default, Redot does not detect MIDI devices. You need to call [method OS.open_midi_inputs], first. You can check which devices are detected with [method OS.get_connected_midi_inputs], and close the connection with [method OS.close_midi_inputs].
[codeblocks]
[gdscript]
func _ready():
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}
[/csharp]
[/codeblocks]
[b]Note:[/b] Godot does not support MIDI output, so there is no way to emit MIDI messages from Godot. Only MIDI input is supported.
[b]Note:[/b] Redot does not support MIDI output, so there is no way to emit MIDI messages from Redot. Only MIDI input is supported.
</description>
<tutorials>
<link title="MIDI Message Status Byte List">https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-status-bytes</link>
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2 changes: 1 addition & 1 deletion doc/classes/InputEventMouseMotion.xml
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<description>
Stores information about a mouse or a pen motion. This includes relative position, absolute position, and velocity. See [method Node._input].
[b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, set [member Input.use_accumulated_input] to [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly.
[b]Note:[/b] This event may be emitted even when the mouse hasn't moved, either by the operating system or by Godot itself. If you really need to know if the mouse has moved (e.g. to suppress displaying a tooltip), you should check that [code]relative.is_zero_approx()[/code] is [code]false[/code].
[b]Note:[/b] This event may be emitted even when the mouse hasn't moved, either by the operating system or by Redot itself. If you really need to know if the mouse has moved (e.g. to suppress displaying a tooltip), you should check that [code]relative.is_zero_approx()[/code] is [code]false[/code].
</description>
<tutorials>
<link title="Using InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
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2 changes: 1 addition & 1 deletion doc/classes/JSON.xml
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<description>
The [JSON] class enables all data types to be converted to and from a JSON string. This is useful for serializing data, e.g. to save to a file or send over the network.
[method stringify] is used to convert any data type into a JSON string.
[method parse] is used to convert any existing JSON data into a [Variant] that can be used within Godot. If successfully parsed, use [member data] to retrieve the [Variant], and use [method @GlobalScope.typeof] to check if the Variant's type is what you expect. JSON Objects are converted into a [Dictionary], but JSON data can be used to store [Array]s, numbers, [String]s and even just a boolean.
[method parse] is used to convert any existing JSON data into a [Variant] that can be used within Redot. If successfully parsed, use [member data] to retrieve the [Variant], and use [method @GlobalScope.typeof] to check if the Variant's type is what you expect. JSON Objects are converted into a [Dictionary], but JSON data can be used to store [Array]s, numbers, [String]s and even just a boolean.
[codeblock]
var data_to_send = ["a", "b", "c"]
var json_string = JSON.stringify(data_to_send)
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4 changes: 2 additions & 2 deletions doc/classes/JavaClassWrapper.xml
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Provides access to the Java Native Interface.
</brief_description>
<description>
The JavaClassWrapper singleton provides a way for the Godot application to send and receive data through the [url=https://developer.android.com/training/articles/perf-jni]Java Native Interface[/url] (JNI).
The JavaClassWrapper singleton provides a way for the Redot application to send and receive data through the [url=https://developer.android.com/training/articles/perf-jni]Java Native Interface[/url] (JNI).
[b]Note:[/b] This singleton is only available in Android builds.
[codeblock]
var LocalDateTime = JavaClassWrapper.wrap("java.time.LocalDateTime")
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<return type="JavaClass" />
<param index="0" name="name" type="String" />
<description>
Wraps a class defined in Java, and returns it as a [JavaClass] [Object] type that Godot can interact with.
Wraps a class defined in Java, and returns it as a [JavaClass] [Object] type that Redot can interact with.
[b]Note:[/b] This method only works on Android. On every other platform, this method does nothing and returns an empty [JavaClass].
</description>
</method>
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2 changes: 1 addition & 1 deletion doc/classes/Light3D.xml
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[b]Note:[/b] Light projector textures are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</member>
<member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0" keywords="pcss">
The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS.
The size of the light in Redot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS.
[b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</member>
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4 changes: 2 additions & 2 deletions doc/classes/LightmapGI.xml
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Lightmap baking failed as the lightmap data resource is embedded in a foreign resource.
</constant>
<constant name="BAKE_ERROR_NO_LIGHTMAPPER" value="3" enum="BakeError">
Lightmap baking failed as there is no lightmapper available in this Godot build.
Lightmap baking failed as there is no lightmapper available in this Redot build.
</constant>
<constant name="BAKE_ERROR_NO_SAVE_PATH" value="4" enum="BakeError">
Lightmap baking failed as the [LightmapGIData] save path isn't configured in the resource.
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Lightmap baking failed as the lightmapper failed to analyze some of the meshes marked as static for baking.
</constant>
<constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="7" enum="BakeError">
Lightmap baking failed as the resulting image couldn't be saved or imported by Godot after it was saved.
Lightmap baking failed as the resulting image couldn't be saved or imported by Redot after it was saved.
</constant>
<constant name="BAKE_ERROR_USER_ABORTED" value="8" enum="BakeError">
The user aborted the lightmap baking operation (typically by clicking the [b]Cancel[/b] button in the progress dialog).
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2 changes: 1 addition & 1 deletion doc/classes/Lightmapper.xml
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</brief_description>
<description>
This class should be extended by custom lightmapper classes. Lightmappers can then be used with [LightmapGI] to provide fast baked global illumination in 3D.
Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses compute shaders, but custom lightmappers can be implemented by C++ modules.
Redot contains a built-in GPU-based lightmapper [LightmapperRD] that uses compute shaders, but custom lightmappers can be implemented by C++ modules.
</description>
<tutorials>
</tutorials>
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