Merge pull request #77717 from L4Vo5/clarify-idle-enums

Clarify when things with _IDLE and _PHYSICS enums will run
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Yuri Sizov 2023-06-20 20:48:42 +02:00 committed by GitHub
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9 changed files with 18 additions and 16 deletions

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@ -319,10 +319,10 @@
</signals>
<constants>
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback">
Process animation during the physics process. This is especially useful when animating physics bodies.
Process animation during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when animating physics bodies.
</constant>
<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback">
Process animation during the idle process.
Process animation during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
</constant>
<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback">
Do not process animation. Use [method advance] to process the animation manually.

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@ -219,10 +219,10 @@
</signals>
<constants>
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback">
The animations will progress during the physics frame (i.e. [method Node._physics_process]).
The animations will progress during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
</constant>
<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback">
The animations will progress during the idle frame (i.e. [method Node._process]).
The animations will progress during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
</constant>
<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback">
The animations will only progress manually (see [method advance]).

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@ -139,10 +139,10 @@
Disables doppler tracking.
</constant>
<constant name="DOPPLER_TRACKING_IDLE_STEP" value="1" enum="DopplerTracking">
Executes doppler tracking in idle step.
Executes doppler tracking during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
</constant>
<constant name="DOPPLER_TRACKING_PHYSICS_STEP" value="2" enum="DopplerTracking">
Executes doppler tracking in physics step.
Executes doppler tracking during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
</constant>
</constants>
</class>

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@ -189,10 +189,10 @@
The camera's position takes into account vertical/horizontal offsets and the screen size.
</constant>
<constant name="CAMERA2D_PROCESS_PHYSICS" value="0" enum="Camera2DProcessCallback">
The camera updates with the [code]_physics_process[/code] callback.
The camera updates during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
</constant>
<constant name="CAMERA2D_PROCESS_IDLE" value="1" enum="Camera2DProcessCallback">
The camera updates with the [code]_process[/code] callback.
The camera updates during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
</constant>
</constants>
</class>

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@ -83,6 +83,7 @@
[/csharp]
[/codeblocks]
The timer will be automatically freed after its time elapses.
[b]Note:[/b] The timer is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the timer (or [method Node._physics_process] if [param process_in_physics] is set to [code]true[/code]).
</description>
</method>
<method name="create_tween">

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@ -23,6 +23,7 @@
[/csharp]
[/codeblocks]
The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See [RefCounted].
[b]Note:[/b] The timer is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the timer (or [method Node._physics_process] if [code]process_in_physics[/code] in [method SceneTree.create_timer] has been set to [code]true[/code]).
</description>
<tutorials>
</tutorials>

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@ -65,10 +65,10 @@
</signals>
<constants>
<constant name="TIMER_PROCESS_PHYSICS" value="0" enum="TimerProcessCallback">
Update the timer during the physics step at each frame (fixed framerate processing).
Update the timer during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
</constant>
<constant name="TIMER_PROCESS_IDLE" value="1" enum="TimerProcessCallback">
Update the timer during the idle time at each frame.
Update the timer during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
</constant>
</constants>
</class>

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@ -90,7 +90,7 @@
Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best.
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]
[b]Note:[/b] Tweens are not designed to be re-used and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating.
[b]Note:[/b] Tweens are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum TweenProcessMode]).
[b]Note:[/b] The tween is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the timer (or [method Node._physics_process] depending on the value passed to [method set_process_mode]).
</description>
<tutorials>
</tutorials>
@ -250,7 +250,7 @@
<return type="Tween" />
<param index="0" name="mode" type="int" enum="Tween.TweenProcessMode" />
<description>
Determines whether the [Tween] should run during idle frame (see [method Node._process]) or physics frame (see [method Node._physics_process].
Determines whether the [Tween] should run after process frames (see [method Node._process]) or physics frames (see [method Node._physics_process]).
Default value is [constant TWEEN_PROCESS_IDLE].
</description>
</method>
@ -454,10 +454,10 @@
</signals>
<constants>
<constant name="TWEEN_PROCESS_PHYSICS" value="0" enum="TweenProcessMode">
The [Tween] updates during the physics frame.
The [Tween] updates after each physics frame (see [method Node._physics_process]).
</constant>
<constant name="TWEEN_PROCESS_IDLE" value="1" enum="TweenProcessMode">
The [Tween] updates during the idle frame.
The [Tween] updates after each process frame (see [method Node._process]).
</constant>
<constant name="TWEEN_PAUSE_BOUND" value="0" enum="TweenPauseMode">
If the [Tween] has a bound node, it will process when that node can process (see [member Node.process_mode]). Otherwise it's the same as [constant TWEEN_PAUSE_STOP].

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@ -92,10 +92,10 @@
</signals>
<constants>
<constant name="VISIBILITY_PROCESS_IDLE" value="0" enum="VisibilityUpdateMode">
Visibility filters are updated every idle process frame.
Visibility filters are updated during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
</constant>
<constant name="VISIBILITY_PROCESS_PHYSICS" value="1" enum="VisibilityUpdateMode">
Visibility filters are updated every physics process frame.
Visibility filters are updated during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
</constant>
<constant name="VISIBILITY_PROCESS_NONE" value="2" enum="VisibilityUpdateMode">
Visibility filters are not updated automatically, and must be updated manually by calling [method update_visibility].