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classref: Update links to documentation pages after reorganization

Rémi Verschelde 4 ani în urmă
părinte
comite
15f78ae0b9
40 a modificat fișierele cu 69 adăugiri și 48 ștergeri
  1. 1 1
      classes/class_arraymesh.rst
  2. 1 1
      classes/class_basematerial3d.rst
  3. 1 1
      classes/class_charfxtransform.rst
  4. 13 1
      classes/class_container.rst
  5. 1 1
      classes/class_csharpscript.rst
  6. 1 1
      classes/class_dictionary.rst
  7. 1 1
      classes/class_directory.rst
  8. 6 0
      classes/class_displayserver.rst
  9. 1 1
      classes/class_editorscenepostimport.rst
  10. 1 1
      classes/class_file.rst
  11. 2 2
      classes/class_gdnativelibrary.rst
  12. 1 1
      classes/class_gdscript.rst
  13. 1 1
      classes/class_gpuparticles3d.rst
  14. 1 1
      classes/class_image.rst
  15. 1 1
      classes/class_javascript.rst
  16. 2 2
      classes/class_multimesh.rst
  17. 2 2
      classes/class_multimeshinstance3d.rst
  18. 1 1
      classes/class_mutex.rst
  19. 1 1
      classes/class_node.rst
  20. 1 1
      classes/class_object.rst
  21. 1 1
      classes/class_refcounted.rst
  22. 1 1
      classes/class_renderingserver.rst
  23. 2 2
      classes/class_resource.rst
  24. 1 1
      classes/class_richtexteffect.rst
  25. 1 1
      classes/class_richtextlabel.rst
  26. 2 2
      classes/class_scenetree.rst
  27. 1 1
      classes/class_script.rst
  28. 1 1
      classes/class_semaphore.rst
  29. 1 3
      classes/class_shader.rst
  30. 1 1
      classes/class_shadermaterial.rst
  31. 5 0
      classes/class_standardmaterial3d.rst
  32. 1 1
      classes/class_string.rst
  33. 2 2
      classes/class_subviewport.rst
  34. 1 1
      classes/class_theme.rst
  35. 2 2
      classes/class_thread.rst
  36. 2 2
      classes/class_viewport.rst
  37. 1 1
      classes/class_visualscript.rst
  38. 1 1
      classes/class_visualshadernode.rst
  39. 1 1
      classes/class_visualshadernodeinput.rst
  40. 1 1
      classes/class_voxelgi.rst

+ 1 - 1
classes/class_arraymesh.rst

@@ -70,7 +70,7 @@ See also :ref:`ImmediateMesh<class_ImmediateMesh>`, :ref:`MeshDataTool<class_Mes
 Tutorials
 ---------
 
-- :doc:`../tutorials/content/procedural_geometry/arraymesh`
+- :doc:`../tutorials/3d/procedural_geometry/arraymesh`
 
 Properties
 ----------

+ 1 - 1
classes/class_basematerial3d.rst

@@ -23,7 +23,7 @@ This provides a default material with a wide variety of rendering features and p
 Tutorials
 ---------
 
-- :doc:`../tutorials/3d/spatial_material`
+- :doc:`../tutorials/3d/standard_material_3d`
 
 Properties
 ----------

+ 1 - 1
classes/class_charfxtransform.rst

@@ -21,7 +21,7 @@ By setting various properties on this object, you can control how individual cha
 Tutorials
 ---------
 
-- :doc:`../tutorials/gui/bbcode_in_richtextlabel`
+- :doc:`../tutorials/ui/bbcode_in_richtextlabel`
 
 - `RichTextEffect test project (third-party) <https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project>`__
 

+ 13 - 1
classes/class_container.rst

@@ -41,6 +41,14 @@ Methods
 Signals
 -------
 
+.. _class_Container_signal_pre_sort_children:
+
+- **pre_sort_children** **(** **)**
+
+Emitted when children are going to be sorted.
+
+----
+
 .. _class_Container_signal_sort_children:
 
 - **sort_children** **(** **)**
@@ -50,9 +58,13 @@ Emitted when sorting the children is needed.
 Constants
 ---------
 
+.. _class_Container_constant_NOTIFICATION_PRE_SORT_CHILDREN:
+
 .. _class_Container_constant_NOTIFICATION_SORT_CHILDREN:
 
-- **NOTIFICATION_SORT_CHILDREN** = **50** --- Notification for when sorting the children, it must be obeyed immediately.
+- **NOTIFICATION_PRE_SORT_CHILDREN** = **50** --- Notification just before children are going to be sorted, in case there's something to process beforehand.
+
+- **NOTIFICATION_SORT_CHILDREN** = **51** --- Notification for when sorting the children, it must be obeyed immediately.
 
 Method Descriptions
 -------------------

+ 1 - 1
classes/class_csharpscript.rst

@@ -23,7 +23,7 @@ See also :ref:`GodotSharp<class_GodotSharp>`.
 Tutorials
 ---------
 
-- :doc:`../getting_started/scripting/c_sharp/index`
+- :doc:`../tutorials/scripting/c_sharp/index`
 
 Methods
 -------

+ 1 - 1
classes/class_dictionary.rst

@@ -236,7 +236,7 @@ You need to first calculate the dictionary's hash with :ref:`hash<class_Dictiona
 Tutorials
 ---------
 
-- `#dictionary <../getting_started/scripting/gdscript/gdscript_basics.html#dictionary>`_ in :doc:`../getting_started/scripting/gdscript/gdscript_basics`
+- `#dictionary <../tutorials/scripting/gdscript/gdscript_basics.html#dictionary>`_ in :doc:`../tutorials/scripting/gdscript/gdscript_basics`
 
 - `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__
 

+ 1 - 1
classes/class_directory.rst

@@ -76,7 +76,7 @@ Here is an example on how to iterate through the files of a directory:
 Tutorials
 ---------
 
-- :doc:`../getting_started/step_by_step/filesystem`
+- :doc:`../tutorials/scripting/filesystem`
 
 Methods
 -------

+ 6 - 0
classes/class_displayserver.rst

@@ -1142,6 +1142,8 @@ Shows the virtual keyboard if the platform has one.
 
 - :ref:`WindowMode<enum_DisplayServer_WindowMode>` **window_get_mode** **(** :ref:`int<class_int>` window_id=0 **)** |const|
 
+Returns the current window's mode.
+
 ----
 
 .. _class_DisplayServer_method_window_get_position:
@@ -1244,6 +1246,10 @@ Sets the minimum size for the given window to ``min_size`` (in pixels).
 
 - void **window_set_mode** **(** :ref:`WindowMode<enum_DisplayServer_WindowMode>` mode, :ref:`int<class_int>` window_id=0 **)**
 
+Sets window mode for the given window to ``mode``. See :ref:`WindowMode<enum_DisplayServer_WindowMode>` for possible values and how each mode behaves.
+
+**Note:** Setting the window to fullscreen forcibly sets the borderless flag to ``true``, so make sure to set it back to ``false`` when not wanted.
+
 ----
 
 .. _class_DisplayServer_method_window_set_mouse_passthrough:

+ 1 - 1
classes/class_editorscenepostimport.rst

@@ -72,7 +72,7 @@ The :ref:`_post_import<class_EditorScenePostImport_method__post_import>` callbac
 Tutorials
 ---------
 
-- `#custom-script <../getting_started/workflow/assets/importing_scenes.html#custom-script>`_ in :doc:`../getting_started/workflow/assets/importing_scenes`
+- `#custom-script <../tutorials/assets_pipeline/importing_scenes.html#custom-script>`_ in :doc:`../tutorials/assets_pipeline/importing_scenes`
 
 Methods
 -------

+ 1 - 1
classes/class_file.rst

@@ -68,7 +68,7 @@ In the example above, the file will be saved in the user data folder as specifie
 Tutorials
 ---------
 
-- :doc:`../getting_started/step_by_step/filesystem`
+- :doc:`../tutorials/scripting/filesystem`
 
 - `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__
 

+ 2 - 2
classes/class_gdnativelibrary.rst

@@ -21,9 +21,9 @@ A GDNative library can implement :ref:`NativeScript<class_NativeScript>`\ s, glo
 Tutorials
 ---------
 
-- :doc:`../tutorials/plugins/gdnative/gdnative-c-example`
+- :doc:`../tutorials/scripting/gdnative/gdnative_c_example`
 
-- :doc:`../tutorials/plugins/gdnative/gdnative-cpp-example`
+- :doc:`../tutorials/scripting/gdnative/gdnative_cpp_example`
 
 Properties
 ----------

+ 1 - 1
classes/class_gdscript.rst

@@ -23,7 +23,7 @@ A script implemented in the GDScript programming language. The script extends th
 Tutorials
 ---------
 
-- :doc:`../getting_started/scripting/gdscript/index`
+- :doc:`../tutorials/scripting/gdscript/index`
 
 Methods
 -------

+ 1 - 1
classes/class_gpuparticles3d.rst

@@ -23,7 +23,7 @@ Use the ``process_material`` property to add a :ref:`ParticlesMaterial<class_Par
 Tutorials
 ---------
 
-- :doc:`../tutorials/3d/vertex_animation/controlling_thousands_of_fish`
+- :doc:`../tutorials/performance/vertex_animation/controlling_thousands_of_fish`
 
 - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
 

+ 1 - 1
classes/class_image.rst

@@ -25,7 +25,7 @@ An ``Image`` cannot be assigned to a ``texture`` property of an object directly
 Tutorials
 ---------
 
-- :doc:`../getting_started/workflow/assets/importing_images`
+- :doc:`../tutorials/assets_pipeline/importing_images`
 
 Properties
 ----------

+ 1 - 1
classes/class_javascript.rst

@@ -23,7 +23,7 @@ The JavaScript singleton is implemented only in the HTML5 export. It's used to a
 Tutorials
 ---------
 
-- `#calling-javascript-from-script <../getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script>`_ in :doc:`../getting_started/workflow/export/exporting_for_web`
+- `#calling-javascript-from-script <../tutorials/export/exporting_for_web.html#calling-javascript-from-script>`_ in :doc:`../tutorials/export/exporting_for_web`
 
 Methods
 -------

+ 2 - 2
classes/class_multimesh.rst

@@ -27,9 +27,9 @@ Since instances may have any behavior, the AABB used for visibility must be prov
 Tutorials
 ---------
 
-- :doc:`../tutorials/3d/vertex_animation/animating_thousands_of_fish`
+- :doc:`../tutorials/performance/vertex_animation/animating_thousands_of_fish`
 
-- :doc:`../tutorials/optimization/using_multimesh`
+- :doc:`../tutorials/performance/using_multimesh`
 
 Properties
 ----------

+ 2 - 2
classes/class_multimeshinstance3d.rst

@@ -23,11 +23,11 @@ This is useful to optimize the rendering of a high amount of instances of a give
 Tutorials
 ---------
 
-- :doc:`../tutorials/3d/vertex_animation/animating_thousands_of_fish`
+- :doc:`../tutorials/performance/vertex_animation/animating_thousands_of_fish`
 
 - :doc:`../tutorials/3d/using_multi_mesh_instance`
 
-- :doc:`../tutorials/optimization/using_multimesh`
+- :doc:`../tutorials/performance/using_multimesh`
 
 Properties
 ----------

+ 1 - 1
classes/class_mutex.rst

@@ -21,7 +21,7 @@ A synchronization mutex (mutual exclusion). This is used to synchronize multiple
 Tutorials
 ---------
 
-- :doc:`../tutorials/threads/using_multiple_threads`
+- :doc:`../tutorials/performance/using_multiple_threads`
 
 Methods
 -------

+ 1 - 1
classes/class_node.rst

@@ -43,7 +43,7 @@ Finally, when a node is freed with :ref:`Object.free<class_Object_method_free>`
 Tutorials
 ---------
 
-- :doc:`../getting_started/step_by_step/scenes_and_nodes`
+- `Nodes and scenes <https://docs.godotengine.org/en/latest/getting_started/step_by_step/nodes_and_scenes.htmltml>`__
 
 - `All Demos <https://github.com/godotengine/godot-demo-projects/>`__
 

+ 1 - 1
classes/class_object.rst

@@ -56,7 +56,7 @@ Objects also receive notifications. Notifications are a simple way to notify the
 Tutorials
 ---------
 
-- :doc:`../getting_started/workflow/best_practices/node_alternatives`
+- :doc:`../tutorials/best_practices/node_alternatives`
 
 Methods
 -------

+ 1 - 1
classes/class_refcounted.rst

@@ -29,7 +29,7 @@ In the vast majority of use cases, instantiating and using ``RefCounted``-derive
 Tutorials
 ---------
 
-- :doc:`../getting_started/workflow/best_practices/node_alternatives`
+- :doc:`../tutorials/best_practices/node_alternatives`
 
 Methods
 -------

+ 1 - 1
classes/class_renderingserver.rst

@@ -37,7 +37,7 @@ In 2D, all visible objects are some form of canvas item. In order to be visible,
 Tutorials
 ---------
 
-- :doc:`../tutorials/optimization/using_servers`
+- :doc:`../tutorials/performance/using_servers`
 
 Properties
 ----------

+ 2 - 2
classes/class_resource.rst

@@ -25,9 +25,9 @@ Resource is the base class for all Godot-specific resource types, serving primar
 Tutorials
 ---------
 
-- :doc:`../getting_started/step_by_step/resources`
+- :doc:`../tutorials/scripting/resources`
 
-- :doc:`../getting_started/workflow/best_practices/node_alternatives`
+- :doc:`../tutorials/best_practices/node_alternatives`
 
 Properties
 ----------

+ 1 - 1
classes/class_richtexteffect.rst

@@ -40,7 +40,7 @@ A custom effect for use with :ref:`RichTextLabel<class_RichTextLabel>`.
 Tutorials
 ---------
 
-- :doc:`../tutorials/gui/bbcode_in_richtextlabel`
+- :doc:`../tutorials/ui/bbcode_in_richtextlabel`
 
 - `RichTextEffect test project (third-party) <https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project>`__
 

+ 1 - 1
classes/class_richtextlabel.rst

@@ -29,7 +29,7 @@ Rich text can contain custom text, fonts, images and some basic formatting. The
 Tutorials
 ---------
 
-- :doc:`../tutorials/gui/bbcode_in_richtextlabel`
+- :doc:`../tutorials/ui/bbcode_in_richtextlabel`
 
 - `GUI Rich Text/BBcode Demo <https://godotengine.org/asset-library/asset/132>`__
 

+ 2 - 2
classes/class_scenetree.rst

@@ -25,9 +25,9 @@ You can also use the ``SceneTree`` to organize your nodes into groups: every nod
 Tutorials
 ---------
 
-- :doc:`../getting_started/step_by_step/scene_tree`
+- :doc:`../tutorials/scripting/scene_tree`
 
-- :doc:`../tutorials/viewports/multiple_resolutions`
+- :doc:`../tutorials/rendering/multiple_resolutions`
 
 Properties
 ----------

+ 1 - 1
classes/class_script.rst

@@ -25,7 +25,7 @@ The ``new`` method of a script subclass creates a new instance. :ref:`Object.set
 Tutorials
 ---------
 
-- :doc:`../getting_started/step_by_step/scripting`
+- :doc:`../tutorials/scripting/index`
 
 Properties
 ----------

+ 1 - 1
classes/class_semaphore.rst

@@ -21,7 +21,7 @@ A synchronization semaphore which can be used to synchronize multiple :ref:`Thre
 Tutorials
 ---------
 
-- :doc:`../tutorials/threads/using_multiple_threads`
+- :doc:`../tutorials/performance/using_multiple_threads`
 
 Methods
 -------

+ 1 - 3
classes/class_shader.rst

@@ -23,9 +23,7 @@ This class allows you to define a custom shader program that can be used by a :r
 Tutorials
 ---------
 
-- :doc:`../tutorials/shading/index`
-
-- :doc:`../tutorials/shading/your_first_shader/what_are_shaders`
+- :doc:`../tutorials/shaders/index`
 
 Properties
 ----------

+ 1 - 1
classes/class_shadermaterial.rst

@@ -21,7 +21,7 @@ A material that uses a custom :ref:`Shader<class_Shader>` program to render eith
 Tutorials
 ---------
 
-- :doc:`../tutorials/shading/index`
+- :doc:`../tutorials/shaders/index`
 
 Properties
 ----------

+ 5 - 0
classes/class_standardmaterial3d.rst

@@ -13,6 +13,11 @@ StandardMaterial3D
 
 
 
+Tutorials
+---------
+
+- :doc:`../tutorials/3d/standard_material_3d`
+
 .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
 .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
 .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`

+ 1 - 1
classes/class_string.rst

@@ -19,7 +19,7 @@ This is the built-in string class (and the one used by GDScript). It supports Un
 Tutorials
 ---------
 
-- :doc:`../getting_started/scripting/gdscript/gdscript_format_string`
+- :doc:`../tutorials/scripting/gdscript/gdscript_format_string`
 
 Methods
 -------

+ 2 - 2
classes/class_subviewport.rst

@@ -16,9 +16,9 @@ Creates a sub-view into the screen.
 Tutorials
 ---------
 
-- :doc:`../tutorials/2d/2d_transforms`
+- :doc:`../tutorials/rendering/viewports`
 
-- :doc:`../tutorials/viewports/index`
+- :doc:`../tutorials/2d/2d_transforms`
 
 - `GUI in 3D Demo <https://godotengine.org/asset-library/asset/127>`__
 

+ 1 - 1
classes/class_theme.rst

@@ -23,7 +23,7 @@ Theme resources can alternatively be loaded by writing them in a ``.theme`` file
 Tutorials
 ---------
 
-- :doc:`../tutorials/gui/gui_skinning`
+- :doc:`../tutorials/ui/gui_skinning`
 
 Properties
 ----------

+ 2 - 2
classes/class_thread.rst

@@ -23,9 +23,9 @@ A unit of execution in a process. Can run methods on :ref:`Object<class_Object>`
 Tutorials
 ---------
 
-- :doc:`../tutorials/threads/using_multiple_threads`
+- :doc:`../tutorials/performance/using_multiple_threads`
 
-- :doc:`../tutorials/threads/thread_safe_apis`
+- :doc:`../tutorials/performance/thread_safe_apis`
 
 - `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__
 

+ 2 - 2
classes/class_viewport.rst

@@ -33,9 +33,9 @@ Finally, viewports can also behave as render targets, in which case they will no
 Tutorials
 ---------
 
-- :doc:`../tutorials/2d/2d_transforms`
+- :doc:`../tutorials/rendering/viewports`
 
-- :doc:`../tutorials/viewports/index`
+- :doc:`../tutorials/2d/2d_transforms`
 
 - `GUI in 3D Demo <https://godotengine.org/asset-library/asset/127>`__
 

+ 1 - 1
classes/class_visualscript.rst

@@ -25,7 +25,7 @@ You are most likely to use this class via the Visual Script editor or when writi
 Tutorials
 ---------
 
-- :doc:`../getting_started/scripting/visual_script/index`
+- :doc:`../tutorials/scripting/visual_script/index`
 
 Methods
 -------

+ 1 - 1
classes/class_visualshadernode.rst

@@ -23,7 +23,7 @@ Visual shader graphs consist of various nodes. Each node in the graph is a separ
 Tutorials
 ---------
 
-- :doc:`../tutorials/shading/visual_shaders`
+- :doc:`../tutorials/shaders/visual_shaders`
 
 Properties
 ----------

+ 1 - 1
classes/class_visualshadernodeinput.rst

@@ -21,7 +21,7 @@ Gives access to input variables (built-ins) available for the shader. See the sh
 Tutorials
 ---------
 
-- :doc:`../tutorials/shading/shading_reference/index`
+- :doc:`../tutorials/shaders/shader_reference/index`
 
 Properties
 ----------

+ 1 - 1
classes/class_voxelgi.rst

@@ -25,7 +25,7 @@ Having ``VoxelGI``\ s in a scene can be expensive, the quality of the probe can
 Tutorials
 ---------
 
-- :doc:`../tutorials/3d/voxel_gi`
+- :doc:`../tutorials/3d/gi_probes`
 
 - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__