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@@ -14,16 +14,15 @@ the screen.
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Canvas transform
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----------------
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-As mentioned in the previous tutorial :ref:`doc_canvas_layers`, every
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+As mentioned in the previous tutorial, :ref:`doc_canvas_layers`, every
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CanvasItem node (remember that Node2D and Control based nodes use
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CanvasItem as their common root) will reside in a *Canvas Layer*. Every
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canvas layer has a transform (translation, rotation, scale, etc.) that
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can be accessed as a :ref:`Matrix32 <class_Matrix32>`.
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-By default, nodes are drawn in Layer 0, in the built-in canvas. To put
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-nodes in a different layer, a :ref:`CanvasLayer <class_CanvasLayer>`
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-node can be used. This was covered in the previous tutorial anyway, just
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-refreshing.
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+Also covered in the previous tutorial, nodes are drawn by default in Layer 0,
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+in the built-in canvas. To put nodes in a different layer, a :ref:`CanvasLayer
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+<class_CanvasLayer>` node can be used.
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Global canvas transform
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-----------------------
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@@ -38,10 +37,11 @@ Stretch transform
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-----------------
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Finally, viewports have a *Stretch Transform*, which is used when
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-resizing or stretching the screen. This transform is used internally by
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-the :ref:`doc_multiple_resolutions`, but can also be requested to the viewport.
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+resizing or stretching the screen. This transform is used internally (as
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+described in :ref:`doc_multiple_resolutions`), but can also be manually set
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+on each viewport.
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-Input events received in the :ref:`Node._input_event() <class_Node__input_event>`
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+Input events received in the :ref:`MainLoop._input_event() <class_MainLoop__input_event>`
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callback are multiplied by this transform, but lack the ones above. To
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convert InputEvent coordinates to local CanvasItem coordinates, the
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:ref:`CanvasItem.make_input_local() <class_CanvasItem_make_input_local>`
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