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Rename neighbour in Control to neighbor
This keeps things consistent with the rest of Godot, which uses the American English spelling of Color.
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@ -394,13 +394,13 @@
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Returns [member margin_right] and [member margin_bottom].
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</description>
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</method>
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<method name="get_focus_neighbour" qualifiers="const">
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<method name="get_focus_neighbor" qualifiers="const">
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<return type="NodePath">
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</return>
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<argument index="0" name="margin" type="int" enum="Margin">
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</argument>
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<description>
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Returns the focus neighbour identified by [code]margin[/code] constant from [enum Margin] enum. A getter method for [member focus_neighbour_bottom], [member focus_neighbour_left], [member focus_neighbour_right] and [member focus_neighbour_top].
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Returns the focus neighbor identified by [code]margin[/code] constant from [enum Margin] enum. A getter method for [member focus_neighbor_bottom], [member focus_neighbor_left], [member focus_neighbor_right] and [member focus_neighbor_top].
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</description>
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</method>
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<method name="get_focus_owner" qualifiers="const">
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@ -920,15 +920,15 @@
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Sets [member margin_right] and [member margin_bottom] at the same time.
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</description>
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</method>
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<method name="set_focus_neighbour">
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<method name="set_focus_neighbor">
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<return type="void">
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</return>
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<argument index="0" name="margin" type="int" enum="Margin">
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</argument>
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<argument index="1" name="neighbour" type="NodePath">
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<argument index="1" name="neighbor" type="NodePath">
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</argument>
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<description>
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Sets the anchor identified by [code]margin[/code] constant from [enum Margin] enum to [Control] at [code]neighbor[/code] node path. A setter method for [member focus_neighbour_bottom], [member focus_neighbour_left], [member focus_neighbour_right] and [member focus_neighbour_top].
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Sets the anchor identified by [code]margin[/code] constant from [enum Margin] enum to [Control] at [code]neighbor[/code] node path. A setter method for [member focus_neighbor_bottom], [member focus_neighbor_left], [member focus_neighbor_right] and [member focus_neighbor_top].
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</description>
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</method>
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<method name="set_global_position">
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@ -1028,16 +1028,16 @@
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<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0">
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The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.
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</member>
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<member name="focus_neighbour_bottom" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath("")">
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<member name="focus_neighbor_bottom" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")">
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Tells Godot which node it should give keyboard focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [code]ui_down[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
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</member>
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<member name="focus_neighbour_left" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath("")">
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<member name="focus_neighbor_left" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")">
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Tells Godot which node it should give keyboard focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [code]ui_left[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
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</member>
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<member name="focus_neighbour_right" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath("")">
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<member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")">
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Tells Godot which node it should give keyboard focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [code]ui_right[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
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</member>
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<member name="focus_neighbour_top" type="NodePath" setter="set_focus_neighbour" getter="get_focus_neighbour" default="NodePath("")">
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<member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath("")">
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Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
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</member>
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<member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath("")">
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@ -1132,7 +1132,7 @@
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Tells the parent [Container] nodes how they should resize and place the node on the X axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.
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</member>
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<member name="size_flags_stretch_ratio" type="float" setter="set_stretch_ratio" getter="get_stretch_ratio" default="1.0">
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If the node and at least one of its neighbours uses the [constant SIZE_EXPAND] size flag, the parent [Container] will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.
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If the node and at least one of its neighbors uses the [constant SIZE_EXPAND] size flag, the parent [Container] will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbor a ratio of 1, this node will take two thirds of the available space.
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</member>
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<member name="size_flags_vertical" type="int" setter="set_v_size_flags" getter="get_v_size_flags" default="1">
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Tells the parent [Container] nodes how they should resize and place the node on the Y axis. Use one of the [enum SizeFlags] constants to change the flags. See the constants to learn what each does.
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@ -2206,14 +2206,14 @@ String Control::_get_tooltip() const {
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return data.tooltip;
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}
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void Control::set_focus_neighbour(Margin p_margin, const NodePath &p_neighbour) {
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void Control::set_focus_neighbor(Margin p_margin, const NodePath &p_neighbor) {
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ERR_FAIL_INDEX((int)p_margin, 4);
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data.focus_neighbour[p_margin] = p_neighbour;
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data.focus_neighbor[p_margin] = p_neighbor;
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}
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NodePath Control::get_focus_neighbour(Margin p_margin) const {
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NodePath Control::get_focus_neighbor(Margin p_margin) const {
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ERR_FAIL_INDEX_V((int)p_margin, 4, NodePath());
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return data.focus_neighbour[p_margin];
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return data.focus_neighbor[p_margin];
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}
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void Control::set_focus_next(const NodePath &p_next) {
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@ -2232,17 +2232,17 @@ NodePath Control::get_focus_previous() const {
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return data.focus_prev;
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}
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#define MAX_NEIGHBOUR_SEARCH_COUNT 512
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#define MAX_NEIGHBOR_SEARCH_COUNT 512
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Control *Control::_get_focus_neighbour(Margin p_margin, int p_count) {
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Control *Control::_get_focus_neighbor(Margin p_margin, int p_count) {
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ERR_FAIL_INDEX_V((int)p_margin, 4, nullptr);
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if (p_count >= MAX_NEIGHBOUR_SEARCH_COUNT) {
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if (p_count >= MAX_NEIGHBOR_SEARCH_COUNT) {
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return nullptr;
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}
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if (!data.focus_neighbour[p_margin].is_empty()) {
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if (!data.focus_neighbor[p_margin].is_empty()) {
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Control *c = nullptr;
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Node *n = get_node(data.focus_neighbour[p_margin]);
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Node *n = get_node(data.focus_neighbor[p_margin]);
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if (n) {
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c = Object::cast_to<Control>(n);
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ERR_FAIL_COND_V_MSG(!c, nullptr, "Neighbor focus node is not a control: " + n->get_name() + ".");
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@ -2260,7 +2260,7 @@ Control *Control::_get_focus_neighbour(Margin p_margin, int p_count) {
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return c;
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}
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c = c->_get_focus_neighbour(p_margin, p_count + 1);
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c = c->_get_focus_neighbor(p_margin, p_count + 1);
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return c;
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}
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@ -2310,12 +2310,12 @@ Control *Control::_get_focus_neighbour(Margin p_margin, int p_count) {
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return nullptr;
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}
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_window_find_focus_neighbour(vdir, base, points, maxd, dist, &result);
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_window_find_focus_neighbor(vdir, base, points, maxd, dist, &result);
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return result;
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}
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void Control::_window_find_focus_neighbour(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, float p_min, float &r_closest_dist, Control **r_closest) {
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void Control::_window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, float p_min, float &r_closest_dist, Control **r_closest) {
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if (Object::cast_to<Viewport>(p_at)) {
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return; //bye
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}
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@ -2368,7 +2368,7 @@ void Control::_window_find_focus_neighbour(const Vector2 &p_dir, Node *p_at, con
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if (childc && childc->data.RI) {
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continue; //subwindow, ignore
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}
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_window_find_focus_neighbour(p_dir, p_at->get_child(i), p_points, p_min, r_closest_dist, r_closest);
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_window_find_focus_neighbor(p_dir, p_at->get_child(i), p_points, p_min, r_closest_dist, r_closest);
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}
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}
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@ -2843,8 +2843,8 @@ void Control::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_default_cursor_shape"), &Control::get_default_cursor_shape);
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ClassDB::bind_method(D_METHOD("get_cursor_shape", "position"), &Control::get_cursor_shape, DEFVAL(Point2()));
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ClassDB::bind_method(D_METHOD("set_focus_neighbour", "margin", "neighbour"), &Control::set_focus_neighbour);
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ClassDB::bind_method(D_METHOD("get_focus_neighbour", "margin"), &Control::get_focus_neighbour);
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ClassDB::bind_method(D_METHOD("set_focus_neighbor", "margin", "neighbor"), &Control::set_focus_neighbor);
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ClassDB::bind_method(D_METHOD("get_focus_neighbor", "margin"), &Control::get_focus_neighbor);
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ClassDB::bind_method(D_METHOD("set_focus_next", "next"), &Control::set_focus_next);
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ClassDB::bind_method(D_METHOD("get_focus_next"), &Control::get_focus_next);
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@ -2922,10 +2922,10 @@ void Control::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "hint_tooltip", PROPERTY_HINT_MULTILINE_TEXT), "set_tooltip", "_get_tooltip");
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ADD_GROUP("Focus", "focus_");
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ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_left", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_LEFT);
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ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_top", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_TOP);
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ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_right", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_RIGHT);
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ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbour_bottom", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbour", "get_focus_neighbour", MARGIN_BOTTOM);
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ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbor_left", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbor", "get_focus_neighbor", MARGIN_LEFT);
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ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbor_top", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbor", "get_focus_neighbor", MARGIN_TOP);
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ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbor_right", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbor", "get_focus_neighbor", MARGIN_RIGHT);
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ADD_PROPERTYI(PropertyInfo(Variant::NODE_PATH, "focus_neighbor_bottom", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_neighbor", "get_focus_neighbor", MARGIN_BOTTOM);
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "focus_next", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_next", "get_focus_next");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "focus_previous", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Control"), "set_focus_previous", "get_focus_previous");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "focus_mode", PROPERTY_HINT_ENUM, "None,Click,All"), "set_focus_mode", "get_focus_mode");
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@ -207,7 +207,7 @@ private:
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CanvasItem *parent_canvas_item;
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NodePath focus_neighbour[4];
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NodePath focus_neighbor[4];
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NodePath focus_next;
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NodePath focus_prev;
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@ -223,8 +223,8 @@ private:
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// used internally
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Control *_find_control_at_pos(CanvasItem *p_node, const Point2 &p_pos, const Transform2D &p_xform, Transform2D &r_inv_xform);
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void _window_find_focus_neighbour(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, float p_min, float &r_closest_dist, Control **r_closest);
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Control *_get_focus_neighbour(Margin p_margin, int p_count = 0);
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void _window_find_focus_neighbor(const Vector2 &p_dir, Node *p_at, const Point2 *p_points, float p_min, float &r_closest_dist, Control **r_closest);
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Control *_get_focus_neighbor(Margin p_margin, int p_count = 0);
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void _set_anchor(Margin p_margin, float p_anchor);
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void _set_position(const Point2 &p_point);
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@ -436,8 +436,8 @@ public:
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Control *find_next_valid_focus() const;
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Control *find_prev_valid_focus() const;
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void set_focus_neighbour(Margin p_margin, const NodePath &p_neighbour);
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NodePath get_focus_neighbour(Margin p_margin) const;
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void set_focus_neighbor(Margin p_margin, const NodePath &p_neighbor);
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NodePath get_focus_neighbor(Margin p_margin) const;
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void set_focus_next(const NodePath &p_next);
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NodePath get_focus_next() const;
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@ -2392,19 +2392,19 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
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}
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if (!mods && p_event->is_action_pressed("ui_up") && input->is_action_just_pressed("ui_up")) {
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next = from->_get_focus_neighbour(MARGIN_TOP);
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next = from->_get_focus_neighbor(MARGIN_TOP);
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}
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if (!mods && p_event->is_action_pressed("ui_left") && input->is_action_just_pressed("ui_left")) {
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next = from->_get_focus_neighbour(MARGIN_LEFT);
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next = from->_get_focus_neighbor(MARGIN_LEFT);
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}
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if (!mods && p_event->is_action_pressed("ui_right") && input->is_action_just_pressed("ui_right")) {
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next = from->_get_focus_neighbour(MARGIN_RIGHT);
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next = from->_get_focus_neighbor(MARGIN_RIGHT);
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}
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if (!mods && p_event->is_action_pressed("ui_down") && input->is_action_just_pressed("ui_down")) {
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next = from->_get_focus_neighbour(MARGIN_BOTTOM);
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next = from->_get_focus_neighbor(MARGIN_BOTTOM);
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}
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if (next) {
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