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@@ -75,7 +75,7 @@ redrawn if modified:
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# If the texture variable is modified externally,
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# this callback is called.
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texture = value # Texture was changed.
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- update() # Update the node's visual representation.
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+ queue_redraw() # Trigger a redraw of the node.
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func _draw():
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draw_texture(texture, Vector2())
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@@ -95,7 +95,7 @@ redrawn if modified:
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set
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{
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_texture = value;
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- Update();
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+ QueueRedraw();
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}
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}
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@@ -106,7 +106,7 @@ redrawn if modified:
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}
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In some cases, it may be desired to draw every frame. For this,
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-call ``update()`` from the ``_process()`` callback, like this:
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+call ``queue_redraw()`` from the ``_process()`` callback, like this:
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -118,7 +118,7 @@ call ``update()`` from the ``_process()`` callback, like this:
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pass
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func _process(delta):
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- update()
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+ queue_redraw()
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.. code-tab:: csharp
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@@ -131,7 +131,7 @@ call ``update()`` from the ``_process()`` callback, like this:
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public override void _Process(float delta)
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{
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- Update();
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+ QueueRedraw();
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}
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}
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@@ -342,7 +342,7 @@ work correctly, but the angle values will grow bigger and bigger over time until
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they reach the maximum integer value Godot can manage (``2^31 - 1``).
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When this happens, Godot may crash or produce unexpected behavior.
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-Finally, we must not forget to call the ``update()`` function, which automatically
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+Finally, we must not forget to call the ``queue_redraw()`` function, which automatically
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calls ``_draw()``. This way, you can control when you want to refresh the frame.
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.. tabs::
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@@ -356,7 +356,7 @@ calls ``_draw()``. This way, you can control when you want to refresh the frame.
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if angle_from > 360 and angle_to > 360:
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angle_from = wrapf(angle_from, 0, 360)
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angle_to = wrapf(angle_to, 0, 360)
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- update()
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+ queue_redraw()
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.. code-tab:: csharp
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@@ -371,7 +371,7 @@ calls ``_draw()``. This way, you can control when you want to refresh the frame.
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_angleFrom = Mathf.Wrap(_angleFrom, 0, 360);
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_angleTo = Mathf.Wrap(_angleTo, 0, 360);
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}
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- Update();
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+ QueueRedraw();
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}
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@@ -425,7 +425,7 @@ smaller value, which directly depends on the rendering speed.
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if angle_from > 360 and angle_to > 360:
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angle_from = wrapf(angle_from, 0, 360)
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angle_to = wrapf(angle_to, 0, 360)
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- update()
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+ queue_redraw()
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.. code-tab:: csharp
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@@ -440,7 +440,7 @@ smaller value, which directly depends on the rendering speed.
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_angleFrom = Wrap(_angleFrom, 0, 360);
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_angleTo = Wrap(_angleTo, 0, 360);
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}
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- Update();
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+ QueueRedraw();
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}
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