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Deref Godot: doc/ part 11
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mcdubhghlas committed Oct 11, 2024
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2 changes: 1 addition & 1 deletion doc/classes/TextEdit.xml
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<description>
A multiline text editor. It also has limited facilities for editing code, such as syntax highlighting support. For more advanced facilities for editing code, see [CodeEdit].
[b]Note:[/b] Most viewport, caret, and edit methods contain a [code]caret_index[/code] argument for [member caret_multiple] support. The argument should be one of the following: [code]-1[/code] for all carets, [code]0[/code] for the main caret, or greater than [code]0[/code] for secondary carets in the order they were created.
[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will scroll 5 times as fast as it would normally do. This also works in the Godot script editor.
[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will scroll 5 times as fast as it would normally do. This also works in the Redot script editor.
</description>
<tutorials>
</tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/Texture2DArray.xml
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<description>
A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions.
A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.
To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
To create such a texture file yourself, reimport your image files using the Redot Editor import presets.
</description>
<tutorials>
</tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/Texture3D.xml
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<description>
Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. [Texture3D] is the base class for all 3-dimensional texture types. See also [TextureLayered].
All images need to have the same width, height and number of mipmap levels.
To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
To create such a texture file yourself, reimport your image files using the Redot Editor import presets.
</description>
<tutorials>
</tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/TextureButton.xml
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Texture-based button. Supports Pressed, Hover, Disabled and Focused states.
</brief_description>
<description>
[TextureButton] has the same functionality as [Button], except it uses sprites instead of Godot's [Theme] resource. It is faster to create, but it doesn't support localization like more complex [Control]s.
[TextureButton] has the same functionality as [Button], except it uses sprites instead of Redot's [Theme] resource. It is faster to create, but it doesn't support localization like more complex [Control]s.
The "normal" state must contain a texture ([member texture_normal]); other textures are optional.
See also [BaseButton] which contains common properties and methods associated with this node.
</description>
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2 changes: 1 addition & 1 deletion doc/classes/TextureLayered.xml
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Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
All images need to have the same width, height and number of mipmap levels.
A [TextureLayered] can be loaded with [method ResourceLoader.load].
Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3).
Internally, Redot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3).
</description>
<tutorials>
</tutorials>
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4 changes: 2 additions & 2 deletions doc/classes/TextureProgressBar.xml
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Texture-based progress bar. Useful for loading screens and life or stamina bars.
</brief_description>
<description>
TextureProgressBar works like [ProgressBar], but uses up to 3 textures instead of Godot's [Theme] resource. It can be used to create horizontal, vertical and radial progress bars.
TextureProgressBar works like [ProgressBar], but uses up to 3 textures instead of Redot's [Theme] resource. It can be used to create horizontal, vertical and radial progress bars.
</description>
<tutorials>
</tutorials>
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</member>
<member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" overrides="Control" enum="Control.MouseFilter" default="1" />
<member name="nine_patch_stretch" type="bool" setter="set_nine_patch_stretch" getter="get_nine_patch_stretch" default="false">
If [code]true[/code], Godot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching.
If [code]true[/code], Redot treats the bar's textures like in [NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like [member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When using a radial [member fill_mode], this setting will enable stretching.
</member>
<member name="radial_center_offset" type="Vector2" setter="set_radial_center_offset" getter="get_radial_center_offset" default="Vector2(0, 0)">
Offsets [member texture_progress] if [member fill_mode] is [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or [constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE].
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2 changes: 1 addition & 1 deletion doc/classes/Transform3D.xml
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<description>
The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a transformation in 3D space. It contains a [Basis], which on its own can represent rotation, scale, and shear. Additionally, combined with its own [member origin], the transform can also represent a translation.
For a general introduction, see the [url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]Matrices and transforms[/url] tutorial.
[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial.
[b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-hand_rule]right-handed coordinate system[/url], which is a common standard. For directions, the convention for built-in types like [Camera3D] is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions]3D asset direction conventions[/url] tutorial.
</description>
<tutorials>
<link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link>
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12 changes: 6 additions & 6 deletions doc/classes/Variant.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Variant" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
The most important data type in Godot.
The most important data type in Redot.
</brief_description>
<description>
In computer programming, a Variant class is a class that is designed to store a variety of other types. Dynamic programming languages like PHP, Lua, JavaScript and GDScript like to use them to store variables' data on the backend. With these Variants, properties are able to change value types freely.
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var boo = "Boo is a string!";
var ref = new RefCounted(); // var is especially useful when used together with a constructor.

// Godot also provides a Variant type that works like a union of all the Variant-compatible types.
// Redot also provides a Variant type that works like a union of all the Variant-compatible types.
Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` in the Variant type).
fooVar = "Now fooVar is a string!";
fooVar = new RefCounted(); // fooVar is a GodotObject.
[/csharp]
[/codeblocks]
Godot tracks all scripting API variables within Variants. Without even realizing it, you use Variants all the time. When a particular language enforces its own rules for keeping data typed, then that language is applying its own custom logic over the base Variant scripting API.
Redot tracks all scripting API variables within Variants. Without even realizing it, you use Variants all the time. When a particular language enforces its own rules for keeping data typed, then that language is applying its own custom logic over the base Variant scripting API.
- GDScript automatically wrap values in them. It keeps all data in plain Variants by default and then optionally enforces custom static typing rules on variable types.
- C# is statically typed, but uses its own implementation of the Variant type in place of Godot's [Variant] class when it needs to represent a dynamic value. C# Variant can be assigned any compatible type implicitly but converting requires an explicit cast.
- C# is statically typed, but uses its own implementation of the Variant type in place of Redot's [Variant] class when it needs to represent a dynamic value. C# Variant can be assigned any compatible type implicitly but converting requires an explicit cast.
The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
[codeblocks]
[gdscript]
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[/csharp]
[/codeblocks]
A Variant takes up only 20 bytes and can store almost any engine datatype inside of it. Variants are rarely used to hold information for long periods of time. Instead, they are used mainly for communication, editing, serialization and moving data around.
Godot has specifically invested in making its Variant class as flexible as possible; so much so that it is used for a multitude of operations to facilitate communication between all of Godot's systems.
Redot has specifically invested in making its Variant class as flexible as possible; so much so that it is used for a multitude of operations to facilitate communication between all of Redot's systems.
A Variant:
- Can store almost any datatype.
- Can perform operations between many variants. GDScript uses Variant as its atomic/native datatype.
- Can be hashed, so it can be compared quickly to other variants.
- Can be used to convert safely between datatypes.
- Can be used to abstract calling methods and their arguments. Godot exports all its functions through variants.
- Can be used to abstract calling methods and their arguments. Redot exports all its functions through variants.
- Can be used to defer calls or move data between threads.
- Can be serialized as binary and stored to disk, or transferred via network.
- Can be serialized to text and use it for printing values and editable settings.
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10 changes: 5 additions & 5 deletions doc/classes/Vector2.xml
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<link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link>
<link title="3Blue1Brown Essence of Linear Algebra">https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab</link>
<link title="Matrix Transform Demo">https://godotengine.org/asset-library/asset/2787</link>
<link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link>
<link title="All 2D Demos">https://github.com/redot-engine/redot-demo-projects/tree/master/2d</link>
</tutorials>
<constructors>
<constructor name="Vector2">
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<description>
Returns this vector's angle with respect to the positive X axis, or [code](1, 0)[/code] vector, in radians.
For example, [code]Vector2.RIGHT.angle()[/code] will return zero, [code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return [code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle.png]Illustration of the returned angle.[/url]
[url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/vector2_angle.png]Illustration of the returned angle.[/url]
Equivalent to the result of [method @GlobalScope.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code].
</description>
</method>
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<param index="0" name="to" type="Vector2" />
<description>
Returns the angle to the given vector, in radians.
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle_to.png]Illustration of the returned angle.[/url]
[url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/vector2_angle_to.png]Illustration of the returned angle.[/url]
</description>
</method>
<method name="angle_to_point" qualifiers="const">
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<description>
Returns the angle between the line connecting the two points and the X axis, in radians.
[code]a.angle_to_point(b)[/code] is equivalent of doing [code](b - a).angle()[/code].
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle_to_point.png]Illustration of the returned angle.[/url]
[url=https://raw.githubusercontent.com/redot-engine/redot-docs/master/img/vector2_angle_to_point.png]Illustration of the returned angle.[/url]
</description>
</method>
<method name="aspect" qualifiers="const">
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<param index="0" name="line" type="Vector2" />
<description>
Returns the result of reflecting the vector from a line defined by the given direction vector [param line].
[b]Note:[/b] [method reflect] differs from what other engines and frameworks call [code skip-lint]reflect()[/code]. In other engines, [code skip-lint]reflect()[/code] takes a normal direction which is a direction perpendicular to the line. In Godot, you specify the direction of the line directly. See also [method bounce] which does what most engines call [code skip-lint]reflect()[/code].
[b]Note:[/b] [method reflect] differs from what other engines and frameworks call [code skip-lint]reflect()[/code]. In other engines, [code skip-lint]reflect()[/code] takes a normal direction which is a direction perpendicular to the line. In Redot, you specify the direction of the line directly. See also [method bounce] which does what most engines call [code skip-lint]reflect()[/code].
</description>
</method>
<method name="rotated" qualifiers="const">
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