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Improve CanvasItem.self_modulate docs
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The rendering layers in which this [CanvasItem] responds to [Light2D] nodes.
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</member>
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<member name="material" type="Material" setter="set_material" getter="get_material">
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The material applied to textures on this [CanvasItem].
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The material applied to this [CanvasItem].
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</member>
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<member name="modulate" type="Color" setter="set_modulate" getter="get_modulate" default="Color(1, 1, 1, 1)">
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The color applied to textures on this [CanvasItem].
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The color applied to this [CanvasItem]. This property does affect child [CanvasItem]s, unlike [member self_modulate] which only affects the node itself.
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</member>
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<member name="self_modulate" type="Color" setter="set_self_modulate" getter="get_self_modulate" default="Color(1, 1, 1, 1)">
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The color applied to textures on this [CanvasItem]. This is not inherited by children [CanvasItem]s.
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The color applied to this [CanvasItem]. This property does [b]not[/b] affect child [CanvasItem]s, unlike [member modulate] which affects both the node itself and its children.
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[b]Note:[/b] Internal children (e.g. sliders in [ColorPicker] or tab bar in [TabContainer]) are also not affected by this property (see [code]include_internal[/code] parameter of [method Node.get_child] and other similar methods).
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</member>
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<member name="show_behind_parent" type="bool" setter="set_draw_behind_parent" getter="is_draw_behind_parent_enabled" default="false">
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If [code]true[/code], the object draws behind its parent.
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@ -127,7 +127,7 @@
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<description>
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Adds a child [param node]. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
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If [param force_readable_name] is [code]true[/code], improves the readability of the added [param node]. If not named, the [param node] is renamed to its type, and if it shares [member name] with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to [code]false[/code], which assigns a dummy name featuring [code]@[/code] in both situations.
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If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the child will be added as internal node. Such nodes are ignored by methods like [method get_children], unless their parameter [code]include_internal[/code] is [code]true[/code].The intended usage is to hide the internal nodes from the user, so the user won't accidentally delete or modify them. Used by some GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes.
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If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the child will be added as internal node. Such nodes are ignored by methods like [method get_children], unless their parameter [code]include_internal[/code] is [code]true[/code]. The intended usage is to hide the internal nodes from the user, so the user won't accidentally delete or modify them. Used by some GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes.
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[b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example:
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[codeblocks]
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[gdscript]
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@ -206,7 +206,7 @@
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<param index="1" name="recursive" type="bool" default="true" />
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<param index="2" name="owned" type="bool" default="true" />
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<description>
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Finds the first descendant of this node whose name matches [param pattern] as in [method String.match].
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Finds the first descendant of this node whose name matches [param pattern] as in [method String.match]. Internal children are also searched over (see [code]internal[/code] parameter in [method add_child]).
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[param pattern] does not match against the full path, just against individual node names. It is case-sensitive, with [code]"*"[/code] matching zero or more characters and [code]"?"[/code] matching any single character except [code]"."[/code]).
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If [param recursive] is [code]true[/code], all child nodes are included, even if deeply nested. Nodes are checked in tree order, so this node's first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. If [param recursive] is [code]false[/code], only this node's direct children are matched.
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If [param owned] is [code]true[/code], this method only finds nodes who have an assigned [member Node.owner]. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.
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@ -222,7 +222,7 @@
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<param index="2" name="recursive" type="bool" default="true" />
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<param index="3" name="owned" type="bool" default="true" />
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<description>
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Finds descendants of this node whose name matches [param pattern] as in [method String.match], and/or type matches [param type] as in [method Object.is_class].
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Finds descendants of this node whose name matches [param pattern] as in [method String.match], and/or type matches [param type] as in [method Object.is_class]. Internal children are also searched over (see [code]internal[/code] parameter in [method add_child]).
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[param pattern] does not match against the full path, just against individual node names. It is case-sensitive, with [code]"*"[/code] matching zero or more characters and [code]"?"[/code] matching any single character except [code]"."[/code]).
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[param type] will check equality or inheritance, and is case-sensitive. [code]"Object"[/code] will match a node whose type is [code]"Node"[/code] but not the other way around.
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If [param recursive] is [code]true[/code], all child nodes are included, even if deeply nested. Nodes are checked in tree order, so this node's first direct child is checked first, then its own direct children, etc., before moving to the second direct child, and so on. If [param recursive] is [code]false[/code], only this node's direct children are matched.
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