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Merge pull request #16296 from YeldhamDev/control_doc

[DOCS] Small fixes for the Control description
Rémi Verschelde 7 years ago
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commit
abf82057f3
1 changed files with 3 additions and 3 deletions
  1. 3 3
      doc/classes/Control.xml

+ 3 - 3
doc/classes/Control.xml

@@ -8,13 +8,13 @@
 		For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [code]Control[/code] and [Container] nodes.
 		For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [code]Control[/code] and [Container] nodes.
 		[b]User Interface nodes and input[/b]
 		[b]User Interface nodes and input[/b]
 		Godot sends input events to the scene's root node first, by calling [method Node._input]. [method Node._input] forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls [method MainLoop._input_event]. Call [method accept_event] so no other node receives the event. Once you accepted an input, it becomes handled so [method Node._unhandled_input] will not process it.
 		Godot sends input events to the scene's root node first, by calling [method Node._input]. [method Node._input] forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls [method MainLoop._input_event]. Call [method accept_event] so no other node receives the event. Once you accepted an input, it becomes handled so [method Node._unhandled_input] will not process it.
-		Only one [code]Control[/code] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method set_focus_mode]. [code]Control[/code] nodes lose focus when another node grabs it, or if you hide the node in focus.
-		Call [method set_ignore_mouse] to tell a [code]Control[/code] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
+		Only one [code]Control[/code] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method grab_focus]. [code]Control[/code] nodes lose focus when another node grabs it, or if you hide the node in focus.
+		Set [member mouse_filter] to MOUSE_FILTER_IGNORE to tell a [code]Control[/code] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
 		[Theme] resources change the Control's appearance. If you change the [Theme] on a [code]Control[/code] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_*_override[/code] methods, like [method add_font_override]. You can override the theme with the inspector.
 		[Theme] resources change the Control's appearance. If you change the [Theme] on a [code]Control[/code] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_*_override[/code] methods, like [method add_font_override]. You can override the theme with the inspector.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 		http://docs.godotengine.org/en/3.0/tutorials/gui/index.html
 		http://docs.godotengine.org/en/3.0/tutorials/gui/index.html
-	http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html
+		http://docs.godotengine.org/en/3.0/tutorials/2d/custom_drawing_in_2d.html
 	</tutorials>
 	</tutorials>
 	<demos>
 	<demos>
 	</demos>
 	</demos>