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Merge pull request #57387 from madmiraal/update-mouse-pointer-definitions-3.x

[3.x] Update definitions of get_mouse_position methods
Rémi Verschelde 3 years ago
parent
commit
e898f93129
4 changed files with 16 additions and 14 deletions
  1. 2 2
      doc/classes/CanvasItem.xml
  2. 4 2
      doc/classes/InputEventMouse.xml
  3. 8 8
      doc/classes/Node.xml
  4. 2 2
      doc/classes/Viewport.xml

+ 2 - 2
doc/classes/CanvasItem.xml

@@ -284,7 +284,7 @@
 		<method name="get_global_mouse_position" qualifiers="const">
 			<return type="Vector2" />
 			<description>
-				Returns the global position of the mouse.
+				Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is in using the coordinate system of the [CanvasLayer].
 			</description>
 		</method>
 		<method name="get_global_transform" qualifiers="const">
@@ -302,7 +302,7 @@
 		<method name="get_local_mouse_position" qualifiers="const">
 			<return type="Vector2" />
 			<description>
-				Returns the mouse position relative to this item's position.
+				Returns the mouse's position in this [CanvasItem] using the local coordinate system of this [CanvasItem].
 			</description>
 		</method>
 		<method name="get_transform" qualifiers="const">

+ 4 - 2
doc/classes/InputEventMouse.xml

@@ -16,10 +16,12 @@
 			The mouse button mask identifier, one of or a bitwise combination of the [enum ButtonList] button masks.
 		</member>
 		<member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position" default="Vector2( 0, 0 )">
-			The global mouse position relative to the current [Viewport]. If used in [method Control._gui_input] and if the current [Control] is not under the mouse, moving it will not update this value.
+			When received in [method Node._input] or [method Node._unhandled_input], returns the mouse's position in the root [Viewport] using the coordinate system of the root [Viewport].
+			When received in [method Control._gui_input], returns the mouse's position in the [CanvasLayer] that the [Control] is in using the coordinate system of the [CanvasLayer].
 		</member>
 		<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2( 0, 0 )">
-			The local mouse position relative to the [Viewport]. If used in [method Control._gui_input], the position is relative to the current [Control] which is under the mouse. If the current [Control] is not under the mouse, moving it will not update this value.
+			When received in [method Node._input] or [method Node._unhandled_input], returns the mouse's position in the [Viewport] this [Node] is in using the coordinate system of this [Viewport].
+			When received in [method Control._gui_input], returns the mouse's position in the [Control] using the local coordinate system of the [Control].
 		</member>
 	</members>
 	<constants>

+ 8 - 8
doc/classes/Node.xml

@@ -51,7 +51,7 @@
 				It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input].
 				To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
 				For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first.
-				[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
+				[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
 			</description>
 		</method>
 		<method name="_physics_process" qualifiers="virtual">
@@ -61,7 +61,7 @@
 				Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. [code]delta[/code] is in seconds.
 				It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process].
 				Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification].
-				[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
+				[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
 			</description>
 		</method>
 		<method name="_process" qualifiers="virtual">
@@ -71,7 +71,7 @@
 				Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. [code]delta[/code] is in seconds.
 				It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process].
 				Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification].
-				[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
+				[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
 			</description>
 		</method>
 		<method name="_ready" qualifiers="virtual">
@@ -80,29 +80,29 @@
 				Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their [method _ready] callbacks get triggered first, and the parent node will receive the ready notification afterwards.
 				Corresponds to the [constant NOTIFICATION_READY] notification in [method Object._notification]. See also the [code]onready[/code] keyword for variables.
 				Usually used for initialization. For even earlier initialization, [method Object._init] may be used. See also [method _enter_tree].
-				[b]Note:[/b] [method _ready] may be called only once for each node. After removing a node from the scene tree and adding again, [code]_ready[/code] will not be called for the second time. This can be bypassed with requesting another call with [method request_ready], which may be called anywhere before adding the node again.
+				[b]Note:[/b] [method _ready] may be called only once for each node. After removing a node from the scene tree and adding it again, [code]_ready[/code] will not be called a second time. This can be bypassed by requesting another call with [method request_ready], which may be called anywhere before adding the node again.
 			</description>
 		</method>
 		<method name="_unhandled_input" qualifiers="virtual">
 			<return type="void" />
 			<argument index="0" name="event" type="InputEvent" />
 			<description>
-				Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
+				Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it.
 				It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input].
 				To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
 				For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
-				[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
+				[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
 			</description>
 		</method>
 		<method name="_unhandled_key_input" qualifiers="virtual">
 			<return type="void" />
 			<argument index="0" name="event" type="InputEventKey" />
 			<description>
-				Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
+				Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI [Control] item. The input event propagates up through the node tree until a node consumes it.
 				It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input].
 				To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
 				For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
-				[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
+				[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
 			</description>
 		</method>
 		<method name="add_child">

+ 2 - 2
doc/classes/Viewport.xml

@@ -56,7 +56,7 @@
 		<method name="get_mouse_position" qualifiers="const">
 			<return type="Vector2" />
 			<description>
-				Returns the mouse position relative to the viewport.
+				Returns the mouse's positon in this [Viewport] using the coordinate system of this [Viewport].
 			</description>
 		</method>
 		<method name="get_render_info">
@@ -183,7 +183,7 @@
 			<return type="void" />
 			<argument index="0" name="to_position" type="Vector2" />
 			<description>
-				Warps the mouse to a position relative to the viewport.
+				Moves the mouse pointer to the specified position in this [Viewport] using the coordinate system of this [Viewport].
 			</description>
 		</method>
 	</methods>