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mirror of https://github.com/godotengine/godot synced 2024-07-05 15:23:35 +00:00

moore

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Built-in GDScript functions.
### Member Functions
* [real](class_real) **[sin](#sin)** **(** [real](class_real) s **)**
* [real](class_real) **[cos](#cos)** **(** [real](class_real) s **)**
* [real](class_real) **[tan](#tan)** **(** [real](class_real) s **)**
* [real](class_real) **[sinh](#sinh)** **(** [real](class_real) s **)**
* [real](class_real) **[cosh](#cosh)** **(** [real](class_real) s **)**
* [real](class_real) **[tanh](#tanh)** **(** [real](class_real) s **)**
* [real](class_real) **[asin](#asin)** **(** [real](class_real) s **)**
* [real](class_real) **[acos](#acos)** **(** [real](class_real) s **)**
* [real](class_real) **[atan](#atan)** **(** [real](class_real) s **)**
* [real](class_real) **[atan2](#atan2)** **(** [real](class_real) x, [real](class_real) y **)**
* [real](class_real) **[sqrt](#sqrt)** **(** [real](class_real) s **)**
* [real](class_real) **[fmod](#fmod)** **(** [real](class_real) x, [real](class_real) y **)**
* [real](class_real) **[fposmod](#fposmod)** **(** [real](class_real) x, [real](class_real) y **)**
* [real](class_real) **[floor](#floor)** **(** [real](class_real) s **)**
* [real](class_real) **[ceil](#ceil)** **(** [real](class_real) s **)**
* [real](class_real) **[round](#round)** **(** [real](class_real) s **)**
* [real](class_real) **[abs](#abs)** **(** [real](class_real) s **)**
* [real](class_real) **[sign](#sign)** **(** [real](class_real) s **)**
* [real](class_real) **[pow](#pow)** **(** [real](class_real) x, [real](class_real) y **)**
* [real](class_real) **[log](#log)** **(** [real](class_real) s **)**
* [real](class_real) **[exp](#exp)** **(** [real](class_real) s **)**
* [real](class_real) **[isnan](#isnan)** **(** [real](class_real) s **)**
* [real](class_real) **[isinf](#isinf)** **(** [real](class_real) s **)**
* [real](class_real) **[ease](#ease)** **(** [real](class_real) s, [real](class_real) curve **)**
* [real](class_real) **[decimals](#decimals)** **(** [real](class_real) step **)**
* [real](class_real) **[stepify](#stepify)** **(** [real](class_real) s, [real](class_real) step **)**
* [real](class_real) **[lerp](#lerp)** **(** [real](class_real) a, [real](class_real) b, [real](class_real) c **)**
* [real](class_real) **[dectime](#dectime)** **(** [real](class_real) value, [real](class_real) amount, [real](class_real) step **)**
* [Nil](class_nil) **[randomize](#randomize)** **(** **)**
* [int](class_int) **[rand](#rand)** **(** **)**
* [real](class_real) **[randf](#randf)** **(** **)**
* [real](class_real) **[rand_range](#rand_range)** **(** [real](class_real) from, [real](class_real) to **)**
* [Array](class_array) **[rand_seed](#rand_seed)** **(** [real](class_real) seed **)**
* [real](class_real) **[deg2rad](#deg2rad)** **(** [real](class_real) deg **)**
* [real](class_real) **[rad2deg](#rad2deg)** **(** [real](class_real) rad **)**
* [real](class_real) **[linear2db](#linear2db)** **(** [real](class_real) nrg **)**
* [real](class_real) **[db2linear](#db2linear)** **(** [real](class_real) db **)**
* [real](class_real) **[max](#max)** **(** [real](class_real) a, [real](class_real) b **)**
* [real](class_real) **[min](#min)** **(** [real](class_real) a, [real](class_real) b **)**
* [real](class_real) **[clamp](#clamp)** **(** [real](class_real) val, [real](class_real) min, [real](class_real) max **)**
* [int](class_int) **[nearest_po2](#nearest_po2)** **(** [int](class_int) val **)**
* [Object](class_object) **[weakref](#weakref)** **(** [Object](class_object) obj **)**
* [Object](class_object) **[convert](#convert)** **(** var what, [int](class_int) type **)**
* [String](class_string) **[str](#str)** **(** var what, var ... **)**
* [String](class_string) **[str](#str)** **(** var what, var ... **)**
* [Nil](class_nil) **[print](#print)** **(** var what, var ... **)**
* [Nil](class_nil) **[printt](#printt)** **(** var what, var ... **)**
* [Nil](class_nil) **[printerr](#printerr)** **(** var what, var ... **)**
* [Nil](class_nil) **[printraw](#printraw)** **(** var what, var ... **)**
* [Array](class_array) **[range](#range)** **(** var ... **)**
* [Dictionary](class_dictionary) **[inst2dict](#inst2dict)** **(** [Object](class_object) inst **)**
* [Object](class_object) **[dict2inst](#dict2inst)** **(** [Dictionary](class_dictionary) dict **)**
* [Nil](class_nil) **[print_stack](#print_stack)** **(** **)**
* [real](class_real) **[`sin`](#sin)** **(** [real](class_real) s **)**
* [real](class_real) **[`cos`](#cos)** **(** [real](class_real) s **)**
* [real](class_real) **[`tan`](#tan)** **(** [real](class_real) s **)**
* [real](class_real) **[`sinh`](#sinh)** **(** [real](class_real) s **)**
* [real](class_real) **[`cosh`](#cosh)** **(** [real](class_real) s **)**
* [real](class_real) **[`tanh`](#tanh)** **(** [real](class_real) s **)**
* [real](class_real) **[`asin`](#asin)** **(** [real](class_real) s **)**
* [real](class_real) **[`acos`](#acos)** **(** [real](class_real) s **)**
* [real](class_real) **[`atan`](#atan)** **(** [real](class_real) s **)**
* [real](class_real) **[`atan2`](#atan2)** **(** [real](class_real) x, [real](class_real) y **)**
* [real](class_real) **[`sqrt`](#sqrt)** **(** [real](class_real) s **)**
* [real](class_real) **[`fmod`](#fmod)** **(** [real](class_real) x, [real](class_real) y **)**
* [real](class_real) **[`fposmod`](#fposmod)** **(** [real](class_real) x, [real](class_real) y **)**
* [real](class_real) **[`floor`](#floor)** **(** [real](class_real) s **)**
* [real](class_real) **[`ceil`](#ceil)** **(** [real](class_real) s **)**
* [real](class_real) **[`round`](#round)** **(** [real](class_real) s **)**
* [real](class_real) **[`abs`](#abs)** **(** [real](class_real) s **)**
* [real](class_real) **[`sign`](#sign)** **(** [real](class_real) s **)**
* [real](class_real) **[`pow`](#pow)** **(** [real](class_real) x, [real](class_real) y **)**
* [real](class_real) **[`log`](#log)** **(** [real](class_real) s **)**
* [real](class_real) **[`exp`](#exp)** **(** [real](class_real) s **)**
* [real](class_real) **[`isnan`](#isnan)** **(** [real](class_real) s **)**
* [real](class_real) **[`isinf`](#isinf)** **(** [real](class_real) s **)**
* [real](class_real) **[`ease`](#ease)** **(** [real](class_real) s, [real](class_real) curve **)**
* [real](class_real) **[`decimals`](#decimals)** **(** [real](class_real) step **)**
* [real](class_real) **[`stepify`](#stepify)** **(** [real](class_real) s, [real](class_real) step **)**
* [real](class_real) **[`lerp`](#lerp)** **(** [real](class_real) a, [real](class_real) b, [real](class_real) c **)**
* [real](class_real) **[`dectime`](#dectime)** **(** [real](class_real) value, [real](class_real) amount, [real](class_real) step **)**
* [Nil](class_nil) **[`randomize`](#randomize)** **(** **)**
* [int](class_int) **[`rand`](#rand)** **(** **)**
* [real](class_real) **[`randf`](#randf)** **(** **)**
* [real](class_real) **[`rand_range`](#rand_range)** **(** [real](class_real) from, [real](class_real) to **)**
* [Array](class_array) **[`rand_seed`](#rand_seed)** **(** [real](class_real) seed **)**
* [real](class_real) **[`deg2rad`](#deg2rad)** **(** [real](class_real) deg **)**
* [real](class_real) **[`rad2deg`](#rad2deg)** **(** [real](class_real) rad **)**
* [real](class_real) **[`linear2db`](#linear2db)** **(** [real](class_real) nrg **)**
* [real](class_real) **[`db2linear`](#db2linear)** **(** [real](class_real) db **)**
* [real](class_real) **[`max`](#max)** **(** [real](class_real) a, [real](class_real) b **)**
* [real](class_real) **[`min`](#min)** **(** [real](class_real) a, [real](class_real) b **)**
* [real](class_real) **[`clamp`](#clamp)** **(** [real](class_real) val, [real](class_real) min, [real](class_real) max **)**
* [int](class_int) **[`nearest_po2`](#nearest_po2)** **(** [int](class_int) val **)**
* [Object](class_object) **[`weakref`](#weakref)** **(** [Object](class_object) obj **)**
* [Object](class_object) **[`convert`](#convert)** **(** var what, [int](class_int) type **)**
* [String](class_string) **[`str`](#str)** **(** var what, var ... **)**
* [String](class_string) **[`str`](#str)** **(** var what, var ... **)**
* [Nil](class_nil) **[`print`](#print)** **(** var what, var ... **)**
* [Nil](class_nil) **[`printt`](#printt)** **(** var what, var ... **)**
* [Nil](class_nil) **[`printerr`](#printerr)** **(** var what, var ... **)**
* [Nil](class_nil) **[`printraw`](#printraw)** **(** var what, var ... **)**
* [Array](class_array) **[`range`](#range)** **(** var ... **)**
* [Dictionary](class_dictionary) **[`inst2dict`](#inst2dict)** **(** [Object](class_object) inst **)**
* [Object](class_object) **[`dict2inst`](#dict2inst)** **(** [Dictionary](class_dictionary) dict **)**
* [Nil](class_nil) **[`print_stack`](#print_stack)** **(** **)**
### Description
This contains the list of built-in gdscript functions. Mostly math functions and other utilities. Everything else is expanded by objects.
@ -64,226 +64,226 @@ This contains the list of built-in gdscript functions. Mostly math functions and
### Member Function Description
#### <a name="sin">sin</a>
* [real](class_real) **sin** **(** [real](class_real) s **)**
* [real](class_real) **`sin`** **(** [real](class_real) s **)**
Standard sine function.
#### <a name="cos">cos</a>
* [real](class_real) **cos** **(** [real](class_real) s **)**
* [real](class_real) **`cos`** **(** [real](class_real) s **)**
Standard cosine function.
#### <a name="tan">tan</a>
* [real](class_real) **tan** **(** [real](class_real) s **)**
* [real](class_real) **`tan`** **(** [real](class_real) s **)**
Standard tangent function.
#### <a name="sinh">sinh</a>
* [real](class_real) **sinh** **(** [real](class_real) s **)**
* [real](class_real) **`sinh`** **(** [real](class_real) s **)**
Hyperbolic sine.
#### <a name="tanh">tanh</a>
* [real](class_real) **tanh** **(** [real](class_real) s **)**
* [real](class_real) **`tanh`** **(** [real](class_real) s **)**
Hyperbolic tangent.
#### <a name="asin">asin</a>
* [real](class_real) **asin** **(** [real](class_real) s **)**
* [real](class_real) **`asin`** **(** [real](class_real) s **)**
Arc-sine.
#### <a name="acos">acos</a>
* [real](class_real) **acos** **(** [real](class_real) s **)**
* [real](class_real) **`acos`** **(** [real](class_real) s **)**
Arc-cosine.
#### <a name="atan">atan</a>
* [real](class_real) **atan** **(** [real](class_real) s **)**
* [real](class_real) **`atan`** **(** [real](class_real) s **)**
Arc-tangent.
#### <a name="atan2">atan2</a>
* [real](class_real) **atan2** **(** [real](class_real) x, [real](class_real) y **)**
* [real](class_real) **`atan2`** **(** [real](class_real) x, [real](class_real) y **)**
Arc-tangent that takes a 2D vector as argument, retuns the full -pi to +pi range.
#### <a name="sqrt">sqrt</a>
* [real](class_real) **sqrt** **(** [real](class_real) s **)**
* [real](class_real) **`sqrt`** **(** [real](class_real) s **)**
Square root.
#### <a name="fmod">fmod</a>
* [real](class_real) **fmod** **(** [real](class_real) x, [real](class_real) y **)**
* [real](class_real) **`fmod`** **(** [real](class_real) x, [real](class_real) y **)**
Module (remainder of x/y).
#### <a name="fposmod">fposmod</a>
* [real](class_real) **fposmod** **(** [real](class_real) x, [real](class_real) y **)**
* [real](class_real) **`fposmod`** **(** [real](class_real) x, [real](class_real) y **)**
Module (remainder of x/y) that wraps equally in positive and negative.
#### <a name="floor">floor</a>
* [real](class_real) **floor** **(** [real](class_real) s **)**
* [real](class_real) **`floor`** **(** [real](class_real) s **)**
Floor (rounds down to nearest integer).
#### <a name="ceil">ceil</a>
* [real](class_real) **ceil** **(** [real](class_real) s **)**
* [real](class_real) **`ceil`** **(** [real](class_real) s **)**
Ceiling (rounds up to nearest integer).
#### <a name="round">round</a>
* [real](class_real) **round** **(** [real](class_real) s **)**
* [real](class_real) **`round`** **(** [real](class_real) s **)**
Round to nearest integer.
#### <a name="abs">abs</a>
* [real](class_real) **abs** **(** [real](class_real) s **)**
* [real](class_real) **`abs`** **(** [real](class_real) s **)**
Remove sign (works for integer and float).
#### <a name="sign">sign</a>
* [real](class_real) **sign** **(** [real](class_real) s **)**
* [real](class_real) **`sign`** **(** [real](class_real) s **)**
Return sign (-1 or +1).
#### <a name="pow">pow</a>
* [real](class_real) **pow** **(** [real](class_real) x, [real](class_real) y **)**
* [real](class_real) **`pow`** **(** [real](class_real) x, [real](class_real) y **)**
Power function, x elevate to y.
#### <a name="log">log</a>
* [real](class_real) **log** **(** [real](class_real) s **)**
* [real](class_real) **`log`** **(** [real](class_real) s **)**
Natural logarithm.
#### <a name="exp">exp</a>
* [real](class_real) **exp** **(** [real](class_real) s **)**
* [real](class_real) **`exp`** **(** [real](class_real) s **)**
Exponential logarithm.
#### <a name="isnan">isnan</a>
* [real](class_real) **isnan** **(** [real](class_real) s **)**
* [real](class_real) **`isnan`** **(** [real](class_real) s **)**
Return true if the float is not a number.
#### <a name="isinf">isinf</a>
* [real](class_real) **isinf** **(** [real](class_real) s **)**
* [real](class_real) **`isinf`** **(** [real](class_real) s **)**
Return true if the float is infinite.
#### <a name="ease">ease</a>
* [real](class_real) **ease** **(** [real](class_real) s, [real](class_real) curve **)**
* [real](class_real) **`ease`** **(** [real](class_real) s, [real](class_real) curve **)**
Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-out/out in.
#### <a name="decimals">decimals</a>
* [real](class_real) **decimals** **(** [real](class_real) step **)**
* [real](class_real) **`decimals`** **(** [real](class_real) step **)**
Return the amount of decimals in the floating point value.
#### <a name="stepify">stepify</a>
* [real](class_real) **stepify** **(** [real](class_real) s, [real](class_real) step **)**
* [real](class_real) **`stepify`** **(** [real](class_real) s, [real](class_real) step **)**
Snap float value to a given step.
#### <a name="rand">rand</a>
* [int](class_int) **rand** **(** **)**
* [int](class_int) **`rand`** **(** **)**
Random value (integer).
#### <a name="randf">randf</a>
* [real](class_real) **randf** **(** **)**
* [real](class_real) **`randf`** **(** **)**
Random value (0 to 1 float).
#### <a name="rand_range">rand_range</a>
* [real](class_real) **rand_range** **(** [real](class_real) from, [real](class_real) to **)**
* [real](class_real) **`rand_range`** **(** [real](class_real) from, [real](class_real) to **)**
Random range.
#### <a name="rand_seed">rand_seed</a>
* [Array](class_array) **rand_seed** **(** [real](class_real) seed **)**
* [Array](class_array) **`rand_seed`** **(** [real](class_real) seed **)**
random from seed, pass a seed and an array with both number and new seed is returned.
#### <a name="deg2rad">deg2rad</a>
* [real](class_real) **deg2rad** **(** [real](class_real) deg **)**
* [real](class_real) **`deg2rad`** **(** [real](class_real) deg **)**
Convert from degrees to radians.
#### <a name="rad2deg">rad2deg</a>
* [real](class_real) **rad2deg** **(** [real](class_real) rad **)**
* [real](class_real) **`rad2deg`** **(** [real](class_real) rad **)**
Convert from radias to degrees.
#### <a name="linear2db">linear2db</a>
* [real](class_real) **linear2db** **(** [real](class_real) nrg **)**
* [real](class_real) **`linear2db`** **(** [real](class_real) nrg **)**
Convert from linear energy to decibels (audio).
#### <a name="db2linear">db2linear</a>
* [real](class_real) **db2linear** **(** [real](class_real) db **)**
* [real](class_real) **`db2linear`** **(** [real](class_real) db **)**
Convert from decibels to linear energy (audio).
#### <a name="max">max</a>
* [real](class_real) **max** **(** [real](class_real) a, [real](class_real) b **)**
* [real](class_real) **`max`** **(** [real](class_real) a, [real](class_real) b **)**
Return the maximum of two values.
#### <a name="min">min</a>
* [real](class_real) **min** **(** [real](class_real) a, [real](class_real) b **)**
* [real](class_real) **`min`** **(** [real](class_real) a, [real](class_real) b **)**
Return the minimum of two values.
#### <a name="clamp">clamp</a>
* [real](class_real) **clamp** **(** [real](class_real) val, [real](class_real) min, [real](class_real) max **)**
* [real](class_real) **`clamp`** **(** [real](class_real) val, [real](class_real) min, [real](class_real) max **)**
Clamp both values to a range.
#### <a name="nearest_po2">nearest_po2</a>
* [int](class_int) **nearest_po2** **(** [int](class_int) val **)**
* [int](class_int) **`nearest_po2`** **(** [int](class_int) val **)**
Return the nearest larger power of 2 for an integer.
#### <a name="weakref">weakref</a>
* [Object](class_object) **weakref** **(** [Object](class_object) obj **)**
* [Object](class_object) **`weakref`** **(** [Object](class_object) obj **)**
Return a weak reference to an object.
#### <a name="convert">convert</a>
* [Object](class_object) **convert** **(** var what, [int](class_int) type **)**
* [Object](class_object) **`convert`** **(** var what, [int](class_int) type **)**
Convert from a type to another in the best way possible. The "type" parameter uses the enum TYPE_* in Global Scope.
#### <a name="str">str</a>
* [String](class_string) **str** **(** var what, var ... **)**
* [String](class_string) **`str`** **(** var what, var ... **)**
Convert one or more arguments to strings in the best way possible.
#### <a name="str">str</a>
* [String](class_string) **str** **(** var what, var ... **)**
* [String](class_string) **`str`** **(** var what, var ... **)**
Convert one or more arguments to strings in the best way possible.
#### <a name="print">print</a>
* [Nil](class_nil) **print** **(** var what, var ... **)**
* [Nil](class_nil) **`print`** **(** var what, var ... **)**
Print one or more arguments to strings in the best way possible to a console line.
#### <a name="printerr">printerr</a>
* [Nil](class_nil) **printerr** **(** var what, var ... **)**
* [Nil](class_nil) **`printerr`** **(** var what, var ... **)**
Print one or more arguments to strings in the best way possible to standard error line.
#### <a name="printraw">printraw</a>
* [Nil](class_nil) **printraw** **(** var what, var ... **)**
* [Nil](class_nil) **`printraw`** **(** var what, var ... **)**
Print one or more arguments to strings in the best way possible to console. No newline is added at the end.
#### <a name="range">range</a>
* [Array](class_array) **range** **(** var ... **)**
* [Array](class_array) **`range`** **(** var ... **)**
Return an array with the given range. Range can be 1 argument N (0 to N-1), two arguments (initial, final-1) or three arguments (initial,final-1,increment).

@ -4,26 +4,26 @@
Axis-Aligned Bounding Box.
### Member Functions
* [bool](class_bool) **[encloses](#encloses)** **(** [AABB](class_aabb) with **)**
* [AABB](class_aabb) **[expand](#expand)** **(** [Vector3](class_vector3) to_point **)**
* [real](class_real) **[get_area](#get_area)** **(** **)**
* [Vector3](class_vector3) **[get_endpoint](#get_endpoint)** **(** [int](class_int) idx **)**
* [Vector3](class_vector3) **[get_longest_axis](#get_longest_axis)** **(** **)**
* [int](class_int) **[get_longest_axis_index](#get_longest_axis_index)** **(** **)**
* [real](class_real) **[get_longest_axis_size](#get_longest_axis_size)** **(** **)**
* [Vector3](class_vector3) **[get_shortest_axis](#get_shortest_axis)** **(** **)**
* [int](class_int) **[get_shortest_axis_index](#get_shortest_axis_index)** **(** **)**
* [real](class_real) **[get_shortest_axis_size](#get_shortest_axis_size)** **(** **)**
* [Vector3](class_vector3) **[get_support](#get_support)** **(** [Vector3](class_vector3) dir **)**
* [AABB](class_aabb) **[grow](#grow)** **(** [real](class_real) by **)**
* [bool](class_bool) **[has_no_area](#has_no_area)** **(** **)**
* [bool](class_bool) **[has_no_surface](#has_no_surface)** **(** **)**
* [bool](class_bool) **[has_point](#has_point)** **(** [Vector3](class_vector3) point **)**
* [AABB](class_aabb) **[intersection](#intersection)** **(** [AABB](class_aabb) with **)**
* [bool](class_bool) **[intersects](#intersects)** **(** [AABB](class_aabb) with **)**
* [bool](class_bool) **[intersects_plane](#intersects_plane)** **(** [Plane](class_plane) plane **)**
* [AABB](class_aabb) **[merge](#merge)** **(** [AABB](class_aabb) with **)**
* void **[AABB](#AABB)** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) size **)**
* [bool](class_bool) **[`encloses`](#encloses)** **(** [AABB](class_aabb) with **)**
* [AABB](class_aabb) **[`expand`](#expand)** **(** [Vector3](class_vector3) to_point **)**
* [real](class_real) **[`get_area`](#get_area)** **(** **)**
* [Vector3](class_vector3) **[`get_endpoint`](#get_endpoint)** **(** [int](class_int) idx **)**
* [Vector3](class_vector3) **[`get_longest_axis`](#get_longest_axis)** **(** **)**
* [int](class_int) **[`get_longest_axis_index`](#get_longest_axis_index)** **(** **)**
* [real](class_real) **[`get_longest_axis_size`](#get_longest_axis_size)** **(** **)**
* [Vector3](class_vector3) **[`get_shortest_axis`](#get_shortest_axis)** **(** **)**
* [int](class_int) **[`get_shortest_axis_index`](#get_shortest_axis_index)** **(** **)**
* [real](class_real) **[`get_shortest_axis_size`](#get_shortest_axis_size)** **(** **)**
* [Vector3](class_vector3) **[`get_support`](#get_support)** **(** [Vector3](class_vector3) dir **)**
* [AABB](class_aabb) **[`grow`](#grow)** **(** [real](class_real) by **)**
* [bool](class_bool) **[`has_no_area`](#has_no_area)** **(** **)**
* [bool](class_bool) **[`has_no_surface`](#has_no_surface)** **(** **)**
* [bool](class_bool) **[`has_point`](#has_point)** **(** [Vector3](class_vector3) point **)**
* [AABB](class_aabb) **[`intersection`](#intersection)** **(** [AABB](class_aabb) with **)**
* [bool](class_bool) **[`intersects`](#intersects)** **(** [AABB](class_aabb) with **)**
* [bool](class_bool) **[`intersects_plane`](#intersects_plane)** **(** [Plane](class_plane) plane **)**
* [AABB](class_aabb) **[`merge`](#merge)** **(** [AABB](class_aabb) with **)**
* void **[`AABB`](#AABB)** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) size **)**
### Member Variables
* [Vector3](class_vector3) **pos**
@ -38,111 +38,111 @@ AABB provides an 3D Axis-Aligned Bounding Box. It consists of a
### Member Function Description
#### <a name="encloses">encloses</a>
* [bool](class_bool) **encloses** **(** [AABB](class_aabb) with **)**
* [bool](class_bool) **`encloses`** **(** [AABB](class_aabb) with **)**
Return true if this [[aabb|AABB]] completely encloses another
one.
#### <a name="expand">expand</a>
* [AABB](class_aabb) **expand** **(** [Vector3](class_vector3) to_point **)**
* [AABB](class_aabb) **`expand`** **(** [Vector3](class_vector3) to_point **)**
Return this [[aabb|AABB]] expanded to include a given
point.
#### <a name="get_area">get_area</a>
* [real](class_real) **get_area** **(** **)**
* [real](class_real) **`get_area`** **(** **)**
Get the area inside the [[aabb|AABB]]
#### <a name="get_endpoint">get_endpoint</a>
* [Vector3](class_vector3) **get_endpoint** **(** [int](class_int) idx **)**
* [Vector3](class_vector3) **`get_endpoint`** **(** [int](class_int) idx **)**
Get the position of the 8 endpoints of the [[aabb|AABB]] in space.
#### <a name="get_longest_axis">get_longest_axis</a>
* [Vector3](class_vector3) **get_longest_axis** **(** **)**
* [Vector3](class_vector3) **`get_longest_axis`** **(** **)**
Return the normalized longest axis of the [[aabb|AABB]]
#### <a name="get_longest_axis_index">get_longest_axis_index</a>
* [int](class_int) **get_longest_axis_index** **(** **)**
* [int](class_int) **`get_longest_axis_index`** **(** **)**
Return the index of the longest axis of the [[aabb|AABB]]
(according to [[vector3|Vector3]]::AXIS* enum).
#### <a name="get_longest_axis_size">get_longest_axis_size</a>
* [real](class_real) **get_longest_axis_size** **(** **)**
* [real](class_real) **`get_longest_axis_size`** **(** **)**
Return the scalar length of the longest axis of the
[[aabb|AABB]].
#### <a name="get_shortest_axis">get_shortest_axis</a>
* [Vector3](class_vector3) **get_shortest_axis** **(** **)**
* [Vector3](class_vector3) **`get_shortest_axis`** **(** **)**
Return the normalized shortest axis of the [[aabb|AABB]]
#### <a name="get_shortest_axis_index">get_shortest_axis_index</a>
* [int](class_int) **get_shortest_axis_index** **(** **)**
* [int](class_int) **`get_shortest_axis_index`** **(** **)**
Return the index of the shortest axis of the [[aabb|AABB]]
(according to [[vector3|Vector3]]::AXIS* enum).
#### <a name="get_shortest_axis_size">get_shortest_axis_size</a>
* [real](class_real) **get_shortest_axis_size** **(** **)**
* [real](class_real) **`get_shortest_axis_size`** **(** **)**
Return the scalar length of the shortest axis of the
[[aabb|AABB]].
#### <a name="get_support">get_support</a>
* [Vector3](class_vector3) **get_support** **(** [Vector3](class_vector3) dir **)**
* [Vector3](class_vector3) **`get_support`** **(** [Vector3](class_vector3) dir **)**
Return the support point in a given direction. This
is useful for collision detection algorithms.
#### <a name="grow">grow</a>
* [AABB](class_aabb) **grow** **(** [real](class_real) by **)**
* [AABB](class_aabb) **`grow`** **(** [real](class_real) by **)**
Return a copy of the AABB grown a given a mount of
units towards all the sides.
#### <a name="has_no_area">has_no_area</a>
* [bool](class_bool) **has_no_area** **(** **)**
* [bool](class_bool) **`has_no_area`** **(** **)**
Return true if the [[aabb|AABB]] is flat or empty.
#### <a name="has_no_surface">has_no_surface</a>
* [bool](class_bool) **has_no_surface** **(** **)**
* [bool](class_bool) **`has_no_surface`** **(** **)**
Return true if the [[aabb|AABB]] is empty.
#### <a name="has_point">has_point</a>
* [bool](class_bool) **has_point** **(** [Vector3](class_vector3) point **)**
* [bool](class_bool) **`has_point`** **(** [Vector3](class_vector3) point **)**
Return true if the [[aabb|AABB]] contains a point.
#### <a name="intersection">intersection</a>
* [AABB](class_aabb) **intersection** **(** [AABB](class_aabb) with **)**
* [AABB](class_aabb) **`intersection`** **(** [AABB](class_aabb) with **)**
Return the intersection between two [[aabb|AABB]]s. An
empty AABB (size 0,0,0) is returned on failure.
#### <a name="intersects">intersects</a>
* [bool](class_bool) **intersects** **(** [AABB](class_aabb) with **)**
* [bool](class_bool) **`intersects`** **(** [AABB](class_aabb) with **)**
Return true if the [[aabb|AABB]] overlaps with another.
#### <a name="intersects_plane">intersects_plane</a>
* [bool](class_bool) **intersects_plane** **(** [Plane](class_plane) plane **)**
* [bool](class_bool) **`intersects_plane`** **(** [Plane](class_plane) plane **)**
Return true if the AABB is at both sides of a plane.
#### <a name="merge">merge</a>
* [AABB](class_aabb) **merge** **(** [AABB](class_aabb) with **)**
* [AABB](class_aabb) **`merge`** **(** [AABB](class_aabb) with **)**
Combine this [[aabb|AABB]] with another one, a larger one
is returned that contains both.
#### <a name="AABB">AABB</a>
* void **AABB** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) size **)**
* void **`AABB`** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) size **)**
Optional constructor, accepts position and size.

@ -1,22 +1,23 @@
# AcceptDialog
**Inherits:** [WindowDialog](class_windowdialog)\\n\\n
#####**Inherits:** [WindowDialog](class_windowdialog)
### Brief Description
Base dialog for user notification.
### Member Functions
* [Object](class_object) **[get_ok](#get_ok)** **(** **)**
* [Object](class_object) **[get_label](#get_label)** **(** **)**
* void **[set_hide_on_ok](#set_hide_on_ok)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[get_hide_on_ok](#get_hide_on_ok)** **(** **)** const
* [Button](class_button) **[add_button](#add_button)** **(** [String](class_string) text="" **)**
* [Button](class_button) **[add_cancel](#add_cancel)** **(** [String](class_string) name **)**
* void **[register_text_enter](#register_text_enter)** **(** [Object](class_object) line_edit **)**
* void **[set_text](#set_text)** **(** [String](class_string) text **)**
* [String](class_string) **[get_text](#get_text)** **(** **)** const
* [Object](class_object) **[`get_ok`](#get_ok)** **(** **)**
* [Object](class_object) **[`get_label`](#get_label)** **(** **)**
* void **[`set_hide_on_ok`](#set_hide_on_ok)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[`get_hide_on_ok`](#get_hide_on_ok)** **(** **)** const
* [Button](class_button) **[`add_button`](#add_button)** **(** [String](class_string) text="" **)**
* [Button](class_button) **[`add_cancel`](#add_cancel)** **(** [String](class_string) name **)**
* void **[`register_text_enter`](#register_text_enter)** **(** [Object](class_object) line_edit **)**
* void **[`set_text`](#set_text)** **(** [String](class_string) text **)**
* [String](class_string) **[`get_text`](#get_text)** **(** **)** const
### Signals
* **confirmed** **(** **)**
* **custom_action** **(** [String](class_string) action **)**
* **`confirmed`** **(** **)**
* **`custom_action`** **(** [String](class_string) action **)**
### Description
This dialog is useful for small notifications to the user about an
@ -25,39 +26,39 @@ This dialog is useful for small notifications to the user about an
### Member Function Description
#### <a name="get_ok">get_ok</a>
* [Object](class_object) **get_ok** **(** **)**
* [Object](class_object) **`get_ok`** **(** **)**
Return the OK Button.
#### <a name="get_label">get_label</a>
* [Object](class_object) **get_label** **(** **)**
* [Object](class_object) **`get_label`** **(** **)**
Return the label used for built-in text.
#### <a name="set_hide_on_ok">set_hide_on_ok</a>
* void **set_hide_on_ok** **(** [bool](class_bool) enabled **)**
* void **`set_hide_on_ok`** **(** [bool](class_bool) enabled **)**
Set whether the dialog is hidden when accepted
(default true).
#### <a name="get_hide_on_ok">get_hide_on_ok</a>
* [bool](class_bool) **get_hide_on_ok** **(** **)** const
* [bool](class_bool) **`get_hide_on_ok`** **(** **)** const
Return true if the dialog will be hidden when
accepted (default true).
#### <a name="register_text_enter">register_text_enter</a>
* void **register_text_enter** **(** [Object](class_object) line_edit **)**
* void **`register_text_enter`** **(** [Object](class_object) line_edit **)**
Register a [[lineedit|LineEdit]] in the dialog. When the enter
key is pressed, the dialog will be accepted.
#### <a name="set_text">set_text</a>
* void **set_text** **(** [String](class_string) text **)**
* void **`set_text`** **(** [String](class_string) text **)**
Set the built-in label text.
#### <a name="get_text">get_text</a>
* [String](class_string) **get_text** **(** **)** const
* [String](class_string) **`get_text`** **(** **)** const
Return the built-in label text.

@ -1,22 +1,23 @@
# AnimatedSprite
**Inherits:** [Node2D](class_node2d)\\n\\n
#####**Inherits:** [Node2D](class_node2d)
### Brief Description
### Member Functions
* void **[set_sprite_frames](#set_sprite_frames)** **(** [SpriteFrames](class_spriteframes) sprite_frames **)**
* [SpriteFrames](class_spriteframes) **[get_sprite_frames](#get_sprite_frames)** **(** **)** const
* void **[set_centered](#set_centered)** **(** [bool](class_bool) centered **)**
* [bool](class_bool) **[is_centered](#is_centered)** **(** **)** const
* void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)**
* [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const
* void **[set_flip_h](#set_flip_h)** **(** [bool](class_bool) flip_h **)**
* [bool](class_bool) **[is_flipped_h](#is_flipped_h)** **(** **)** const
* void **[set_flip_v](#set_flip_v)** **(** [bool](class_bool) flip_v **)**
* [bool](class_bool) **[is_flipped_v](#is_flipped_v)** **(** **)** const
* void **[set_frame](#set_frame)** **(** [int](class_int) frame **)**
* [int](class_int) **[get_frame](#get_frame)** **(** **)** const
* void **[set_modulate](#set_modulate)** **(** [Color](class_color) modulate **)**
* [Color](class_color) **[get_modulate](#get_modulate)** **(** **)** const
* void **[`set_sprite_frames`](#set_sprite_frames)** **(** [SpriteFrames](class_spriteframes) sprite_frames **)**
* [SpriteFrames](class_spriteframes) **[`get_sprite_frames`](#get_sprite_frames)** **(** **)** const
* void **[`set_centered`](#set_centered)** **(** [bool](class_bool) centered **)**
* [bool](class_bool) **[`is_centered`](#is_centered)** **(** **)** const
* void **[`set_offset`](#set_offset)** **(** [Vector2](class_vector2) offset **)**
* [Vector2](class_vector2) **[`get_offset`](#get_offset)** **(** **)** const
* void **[`set_flip_h`](#set_flip_h)** **(** [bool](class_bool) flip_h **)**
* [bool](class_bool) **[`is_flipped_h`](#is_flipped_h)** **(** **)** const
* void **[`set_flip_v`](#set_flip_v)** **(** [bool](class_bool) flip_v **)**
* [bool](class_bool) **[`is_flipped_v`](#is_flipped_v)** **(** **)** const
* void **[`set_frame`](#set_frame)** **(** [int](class_int) frame **)**
* [int](class_int) **[`get_frame`](#get_frame)** **(** **)** const
* void **[`set_modulate`](#set_modulate)** **(** [Color](class_color) modulate **)**
* [Color](class_color) **[`get_modulate`](#get_modulate)** **(** **)** const
### Member Function Description

@ -1,45 +1,46 @@
# Animation
**Inherits:** [Resource](class_resource)\\n\\n
#####**Inherits:** [Resource](class_resource)
### Brief Description
Contains data used to animate everything in the engine.
### Member Functions
* [int](class_int) **[add_track](#add_track)** **(** [int](class_int) type, [int](class_int) at_pos=-1 **)**
* void **[remove_track](#remove_track)** **(** [int](class_int) idx **)**
* [int](class_int) **[get_track_count](#get_track_count)** **(** **)** const
* [int](class_int) **[track_get_type](#track_get_type)** **(** [int](class_int) idx **)** const
* [NodePath](class_nodepath) **[track_get_path](#track_get_path)** **(** [int](class_int) idx **)** const
* void **[track_set_path](#track_set_path)** **(** [int](class_int) idx, [NodePath](class_nodepath) path **)**
* [int](class_int) **[find_track](#find_track)** **(** [NodePath](class_nodepath) path **)** const
* void **[track_move_up](#track_move_up)** **(** [int](class_int) idx **)**
* void **[track_move_down](#track_move_down)** **(** [int](class_int) idx **)**
* [int](class_int) **[transform_track_insert_key](#transform_track_insert_key)** **(** [int](class_int) idx, [real](class_real) time, [Vector3](class_vector3) loc, [Quat](class_quat) rot, [Vector3](class_vector3) scale **)**
* void **[track_insert_key](#track_insert_key)** **(** [int](class_int) idx, [real](class_real) time, var key, [real](class_real) transition=1 **)**
* void **[track_remove_key](#track_remove_key)** **(** [int](class_int) idx, [int](class_int) key_idx **)**
* void **[track_remove_key_at_pos](#track_remove_key_at_pos)** **(** [int](class_int) idx, [real](class_real) pos **)**
* void **[track_set_key_value](#track_set_key_value)** **(** [int](class_int) idx, [int](class_int) key, var value **)**
* void **[track_set_key_transition](#track_set_key_transition)** **(** [int](class_int) idx, [int](class_int) key_idx, [real](class_real) transition **)**
* [real](class_real) **[track_get_key_transition](#track_get_key_transition)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* [int](class_int) **[track_get_key_count](#track_get_key_count)** **(** [int](class_int) idx **)** const
* void **[track_get_key_value](#track_get_key_value)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* [real](class_real) **[track_get_key_time](#track_get_key_time)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* [int](class_int) **[track_find_key](#track_find_key)** **(** [int](class_int) idx, [real](class_real) time, [bool](class_bool) exact=false **)** const
* void **[track_set_interpolation_type](#track_set_interpolation_type)** **(** [int](class_int) idx, [int](class_int) interpolation **)**
* [int](class_int) **[track_get_interpolation_type](#track_get_interpolation_type)** **(** [int](class_int) idx **)** const
* [Array](class_array) **[transform_track_interpolate](#transform_track_interpolate)** **(** [int](class_int) idx, [real](class_real) time_sec **)** const
* void **[value_track_set_continuous](#value_track_set_continuous)** **(** [int](class_int) idx, [bool](class_bool) continuous **)**
* [bool](class_bool) **[value_track_is_continuous](#value_track_is_continuous)** **(** [int](class_int) idx **)** const
* [IntArray](class_intarray) **[value_track_get_key_indices](#value_track_get_key_indices)** **(** [int](class_int) idx, [real](class_real) time_sec, [real](class_real) delta **)** const
* [IntArray](class_intarray) **[method_track_get_key_indices](#method_track_get_key_indices)** **(** [int](class_int) idx, [real](class_real) time_sec, [real](class_real) delta **)** const
* [String](class_string) **[method_track_get_name](#method_track_get_name)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* [Array](class_array) **[method_track_get_params](#method_track_get_params)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* void **[set_length](#set_length)** **(** [real](class_real) time_sec **)**
* [real](class_real) **[get_length](#get_length)** **(** **)** const
* void **[set_loop](#set_loop)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[has_loop](#has_loop)** **(** **)** const
* void **[set_step](#set_step)** **(** [real](class_real) size_sec **)**
* [real](class_real) **[get_step](#get_step)** **(** **)** const
* void **[clear](#clear)** **(** **)**
* [int](class_int) **[`add_track`](#add_track)** **(** [int](class_int) type, [int](class_int) at_pos=-1 **)**
* void **[`remove_track`](#remove_track)** **(** [int](class_int) idx **)**
* [int](class_int) **[`get_track_count`](#get_track_count)** **(** **)** const
* [int](class_int) **[`track_get_type`](#track_get_type)** **(** [int](class_int) idx **)** const
* [NodePath](class_nodepath) **[`track_get_path`](#track_get_path)** **(** [int](class_int) idx **)** const
* void **[`track_set_path`](#track_set_path)** **(** [int](class_int) idx, [NodePath](class_nodepath) path **)**
* [int](class_int) **[`find_track`](#find_track)** **(** [NodePath](class_nodepath) path **)** const
* void **[`track_move_up`](#track_move_up)** **(** [int](class_int) idx **)**
* void **[`track_move_down`](#track_move_down)** **(** [int](class_int) idx **)**
* [int](class_int) **[`transform_track_insert_key`](#transform_track_insert_key)** **(** [int](class_int) idx, [real](class_real) time, [Vector3](class_vector3) loc, [Quat](class_quat) rot, [Vector3](class_vector3) scale **)**
* void **[`track_insert_key`](#track_insert_key)** **(** [int](class_int) idx, [real](class_real) time, var key, [real](class_real) transition=1 **)**
* void **[`track_remove_key`](#track_remove_key)** **(** [int](class_int) idx, [int](class_int) key_idx **)**
* void **[`track_remove_key_at_pos`](#track_remove_key_at_pos)** **(** [int](class_int) idx, [real](class_real) pos **)**
* void **[`track_set_key_value`](#track_set_key_value)** **(** [int](class_int) idx, [int](class_int) key, var value **)**
* void **[`track_set_key_transition`](#track_set_key_transition)** **(** [int](class_int) idx, [int](class_int) key_idx, [real](class_real) transition **)**
* [real](class_real) **[`track_get_key_transition`](#track_get_key_transition)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* [int](class_int) **[`track_get_key_count`](#track_get_key_count)** **(** [int](class_int) idx **)** const
* void **[`track_get_key_value`](#track_get_key_value)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* [real](class_real) **[`track_get_key_time`](#track_get_key_time)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* [int](class_int) **[`track_find_key`](#track_find_key)** **(** [int](class_int) idx, [real](class_real) time, [bool](class_bool) exact=false **)** const
* void **[`track_set_interpolation_type`](#track_set_interpolation_type)** **(** [int](class_int) idx, [int](class_int) interpolation **)**
* [int](class_int) **[`track_get_interpolation_type`](#track_get_interpolation_type)** **(** [int](class_int) idx **)** const
* [Array](class_array) **[`transform_track_interpolate`](#transform_track_interpolate)** **(** [int](class_int) idx, [real](class_real) time_sec **)** const
* void **[`value_track_set_continuous`](#value_track_set_continuous)** **(** [int](class_int) idx, [bool](class_bool) continuous **)**
* [bool](class_bool) **[`value_track_is_continuous`](#value_track_is_continuous)** **(** [int](class_int) idx **)** const
* [IntArray](class_intarray) **[`value_track_get_key_indices`](#value_track_get_key_indices)** **(** [int](class_int) idx, [real](class_real) time_sec, [real](class_real) delta **)** const
* [IntArray](class_intarray) **[`method_track_get_key_indices`](#method_track_get_key_indices)** **(** [int](class_int) idx, [real](class_real) time_sec, [real](class_real) delta **)** const
* [String](class_string) **[`method_track_get_name`](#method_track_get_name)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* [Array](class_array) **[`method_track_get_params`](#method_track_get_params)** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* void **[`set_length`](#set_length)** **(** [real](class_real) time_sec **)**
* [real](class_real) **[`get_length`](#get_length)** **(** **)** const
* void **[`set_loop`](#set_loop)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[`has_loop`](#has_loop)** **(** **)** const
* void **[`set_step`](#set_step)** **(** [real](class_real) size_sec **)**
* [real](class_real) **[`get_step`](#get_step)** **(** **)** const
* void **[`clear`](#clear)** **(** **)**
### Numeric Constants
* **TYPE_VALUE** = **0** - Value tracks set values in node properties, but only those which can be Interpolated.
@ -56,168 +57,168 @@ An Animation resource contains data used to animate everything in the engine. An
### Member Function Description
#### <a name="add_track">add_track</a>
* [int](class_int) **add_track** **(** [int](class_int) type, [int](class_int) at_pos=-1 **)**
* [int](class_int) **`add_track`** **(** [int](class_int) type, [int](class_int) at_pos=-1 **)**
Add a track to the Animation. The track type must be specified as any of the values in te TYPE_* enumeration.
#### <a name="remove_track">remove_track</a>
* void **remove_track** **(** [int](class_int) idx **)**
* void **`remove_track`** **(** [int](class_int) idx **)**
Remove a track by specifying the track index.
#### <a name="get_track_count">get_track_count</a>
* [int](class_int) **get_track_count** **(** **)** const
* [int](class_int) **`get_track_count`** **(** **)** const
Return the amount of tracks in the animation.
#### <a name="track_get_type">track_get_type</a>
* [int](class_int) **track_get_type** **(** [int](class_int) idx **)** const
* [int](class_int) **`track_get_type`** **(** [int](class_int) idx **)** const
Get the type of a track.
#### <a name="track_get_path">track_get_path</a>
* [NodePath](class_nodepath) **track_get_path** **(** [int](class_int) idx **)** const
* [NodePath](class_nodepath) **`track_get_path`** **(** [int](class_int) idx **)** const
Get the path of a track. for more information on the path format, see [[#track_set_path|track_set_path]]
#### <a name="track_set_path">track_set_path</a>
* void **track_set_path** **(** [int](class_int) idx, [NodePath](class_nodepath) path **)**
* void **`track_set_path`** **(** [int](class_int) idx, [NodePath](class_nodepath) path **)**
Set the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ":". Example: "character/skeleton:ankle" or "character/mesh:transform/local"
#### <a name="track_move_up">track_move_up</a>
* void **track_move_up** **(** [int](class_int) idx **)**
* void **`track_move_up`** **(** [int](class_int) idx **)**
Move a track up.
#### <a name="track_move_down">track_move_down</a>
* void **track_move_down** **(** [int](class_int) idx **)**
* void **`track_move_down`** **(** [int](class_int) idx **)**
Nove a track down.
#### <a name="transform_track_insert_key">transform_track_insert_key</a>
* [int](class_int) **transform_track_insert_key** **(** [int](class_int) idx, [real](class_real) time, [Vector3](class_vector3) loc, [Quat](class_quat) rot, [Vector3](class_vector3) scale **)**
* [int](class_int) **`transform_track_insert_key`** **(** [int](class_int) idx, [real](class_real) time, [Vector3](class_vector3) loc, [Quat](class_quat) rot, [Vector3](class_vector3) scale **)**
Insert a transform key for a transform track.
#### <a name="track_insert_key">track_insert_key</a>
* void **track_insert_key** **(** [int](class_int) idx, [real](class_real) time, var key, [real](class_real) transition=1 **)**
* void **`track_insert_key`** **(** [int](class_int) idx, [real](class_real) time, var key, [real](class_real) transition=1 **)**
Insert a generic key in a given track.
#### <a name="track_remove_key">track_remove_key</a>
* void **track_remove_key** **(** [int](class_int) idx, [int](class_int) key_idx **)**
* void **`track_remove_key`** **(** [int](class_int) idx, [int](class_int) key_idx **)**
Remove a key by index in a given track.
#### <a name="track_remove_key_at_pos">track_remove_key_at_pos</a>
* void **track_remove_key_at_pos** **(** [int](class_int) idx, [real](class_real) pos **)**
* void **`track_remove_key_at_pos`** **(** [int](class_int) idx, [real](class_real) pos **)**
Remove a key by position (seconds) in a given track.
#### <a name="track_set_key_value">track_set_key_value</a>
* void **track_set_key_value** **(** [int](class_int) idx, [int](class_int) key, var value **)**
* void **`track_set_key_value`** **(** [int](class_int) idx, [int](class_int) key, var value **)**
Set the value of an existing key.
#### <a name="track_set_key_transition">track_set_key_transition</a>
* void **track_set_key_transition** **(** [int](class_int) idx, [int](class_int) key_idx, [real](class_real) transition **)**
* void **`track_set_key_transition`** **(** [int](class_int) idx, [int](class_int) key_idx, [real](class_real) transition **)**
Set the transition curve (easing) for a specific key (see built-in
math function "ease").
#### <a name="track_get_key_transition">track_get_key_transition</a>
* [real](class_real) **track_get_key_transition** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* [real](class_real) **`track_get_key_transition`** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
Return the transition curve (easing) for a specific key (see built-in
math function "ease").
#### <a name="track_get_key_count">track_get_key_count</a>
* [int](class_int) **track_get_key_count** **(** [int](class_int) idx **)** const
* [int](class_int) **`track_get_key_count`** **(** [int](class_int) idx **)** const
Return the amount of keys in a given track.
#### <a name="track_get_key_value">track_get_key_value</a>
* void **track_get_key_value** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* void **`track_get_key_value`** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
Return the value of a given key in a given track.
#### <a name="track_get_key_time">track_get_key_time</a>
* [real](class_real) **track_get_key_time** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* [real](class_real) **`track_get_key_time`** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
Return the time at which the key is located.
#### <a name="track_find_key">track_find_key</a>
* [int](class_int) **track_find_key** **(** [int](class_int) idx, [real](class_real) time, [bool](class_bool) exact=false **)** const
* [int](class_int) **`track_find_key`** **(** [int](class_int) idx, [real](class_real) time, [bool](class_bool) exact=false **)** const
Find the key index by time in a given track. Optionally, only find it if the exact time is given.
#### <a name="track_set_interpolation_type">track_set_interpolation_type</a>
* void **track_set_interpolation_type** **(** [int](class_int) idx, [int](class_int) interpolation **)**
* void **`track_set_interpolation_type`** **(** [int](class_int) idx, [int](class_int) interpolation **)**
Set the interpolation type of a given track, from the INTERPOLATION_* enum.
#### <a name="track_get_interpolation_type">track_get_interpolation_type</a>
* [int](class_int) **track_get_interpolation_type** **(** [int](class_int) idx **)** const
* [int](class_int) **`track_get_interpolation_type`** **(** [int](class_int) idx **)** const
Return the interpolation type of a given track, from the INTERPOLATION_* enum.
#### <a name="transform_track_interpolate">transform_track_interpolate</a>
* [Array](class_array) **transform_track_interpolate** **(** [int](class_int) idx, [real](class_real) time_sec **)** const
* [Array](class_array) **`transform_track_interpolate`** **(** [int](class_int) idx, [real](class_real) time_sec **)** const
Return the interpolated value of a transform track at a given time (in seconds). An array consisting of 3 elements: position ([[vector3|Vector3]]), rotation ([[quat|Quat]]) and scale ([[vector3|Vector3]]).
#### <a name="value_track_set_continuous">value_track_set_continuous</a>
* void **value_track_set_continuous** **(** [int](class_int) idx, [bool](class_bool) continuous **)**
* void **`value_track_set_continuous`** **(** [int](class_int) idx, [bool](class_bool) continuous **)**
Enable or disable interpolation for a whole track. By default tracks are interpolated.
#### <a name="value_track_is_continuous">value_track_is_continuous</a>
* [bool](class_bool) **value_track_is_continuous** **(** [int](class_int) idx **)** const
* [bool](class_bool) **`value_track_is_continuous`** **(** [int](class_int) idx **)** const
Return wether interpolation is enabled or disabled for a whole track. By default tracks are interpolated.
#### <a name="value_track_get_key_indices">value_track_get_key_indices</a>
* [IntArray](class_intarray) **value_track_get_key_indices** **(** [int](class_int) idx, [real](class_real) time_sec, [real](class_real) delta **)** const
* [IntArray](class_intarray) **`value_track_get_key_indices`** **(** [int](class_int) idx, [real](class_real) time_sec, [real](class_real) delta **)** const
Return all the key indices of a value track, given a position and delta time.
#### <a name="method_track_get_key_indices">method_track_get_key_indices</a>
* [IntArray](class_intarray) **method_track_get_key_indices** **(** [int](class_int) idx, [real](class_real) time_sec, [real](class_real) delta **)** const
* [IntArray](class_intarray) **`method_track_get_key_indices`** **(** [int](class_int) idx, [real](class_real) time_sec, [real](class_real) delta **)** const
Return all the key indices of a method track, given a position and delta time.
#### <a name="method_track_get_name">method_track_get_name</a>
* [String](class_string) **method_track_get_name** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* [String](class_string) **`method_track_get_name`** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
Return the method name of a method track.
#### <a name="method_track_get_params">method_track_get_params</a>
* [Array](class_array) **method_track_get_params** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
* [Array](class_array) **`method_track_get_params`** **(** [int](class_int) idx, [int](class_int) key_idx **)** const
Return the arguments values to be called on a method track for a given key in a given track.
#### <a name="set_length">set_length</a>
* void **set_length** **(** [real](class_real) time_sec **)**
* void **`set_length`** **(** [real](class_real) time_sec **)**
Set the total length of the animation (in seconds). Note that length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping.
#### <a name="get_length">get_length</a>
* [real](class_real) **get_length** **(** **)** const
* [real](class_real) **`get_length`** **(** **)** const
Return the total length of the animation (in seconds).
#### <a name="set_loop">set_loop</a>
* void **set_loop** **(** [bool](class_bool) enabled **)**
* void **`set_loop`** **(** [bool](class_bool) enabled **)**
Set a flag indicating that the animation must loop. This is uses for correct interpolation of animation cycles, and for hinting the player that it must restart the animation.
#### <a name="has_loop">has_loop</a>
* [bool](class_bool) **has_loop** **(** **)** const
* [bool](class_bool) **`has_loop`** **(** **)** const
Return wether the animation has the loop flag set.
#### <a name="clear">clear</a>
* void **clear** **(** **)**
* void **`clear`** **(** **)**
Clear the animation (clear all tracks and reset all).

@ -1,47 +1,48 @@
# AnimationPlayer
**Inherits:** [Node](class_node)\\n\\n
#####**Inherits:** [Node](class_node)
### Brief Description
Container and player of [Animaton] resources.
### Member Functions
* [int](class_int) **[add_animation](#add_animation)** **(** [String](class_string) name, [Animation](class_animation) animation **)**
* void **[remove_animation](#remove_animation)** **(** [String](class_string) name **)**
* void **[rename_animation](#rename_animation)** **(** [String](class_string) name, [String](class_string) newname **)**
* [bool](class_bool) **[has_animation](#has_animation)** **(** [String](class_string) name **)** const
* [Animation](class_animation) **[get_animation](#get_animation)** **(** [String](class_string) name **)** const
* [StringArray](class_stringarray) **[get_animation_list](#get_animation_list)** **(** **)** const
* void **[set_blend_time](#set_blend_time)** **(** [String](class_string) anim_from, [String](class_string) anim_to, [real](class_real) sec **)**
* [real](class_real) **[get_blend_time](#get_blend_time)** **(** [String](class_string) anim_from, [String](class_string) anim_to **)** const
* void **[set_default_blend_time](#set_default_blend_time)** **(** [real](class_real) sec **)**
* [real](class_real) **[get_default_blend_time](#get_default_blend_time)** **(** **)** const
* void **[play](#play)** **(** [String](class_string) name="", [real](class_real) custom_blend=-1, [real](class_real) custom_speed=1, [bool](class_bool) from_end=false **)**
* void **[stop](#stop)** **(** **)**
* void **[stop_all](#stop_all)** **(** **)**
* [bool](class_bool) **[is_playing](#is_playing)** **(** **)** const
* void **[set_current_animation](#set_current_animation)** **(** [String](class_string) anim **)**
* [String](class_string) **[get_current_animation](#get_current_animation)** **(** **)** const
* void **[queue](#queue)** **(** [String](class_string) name **)**
* void **[clear_queue](#clear_queue)** **(** **)**
* void **[set_active](#set_active)** **(** [bool](class_bool) active **)**
* [bool](class_bool) **[is_active](#is_active)** **(** **)** const
* void **[set_speed](#set_speed)** **(** [real](class_real) speed **)**
* [real](class_real) **[get_speed](#get_speed)** **(** **)** const
* void **[set_autoplay](#set_autoplay)** **(** [String](class_string) name **)**
* [String](class_string) **[get_autoplay](#get_autoplay)** **(** **)** const
* void **[set_root](#set_root)** **(** [NodePath](class_nodepath) path **)**
* [NodePath](class_nodepath) **[get_root](#get_root)** **(** **)** const
* void **[seek](#seek)** **(** [real](class_real) pos_sec, [bool](class_bool) update=false **)**
* [real](class_real) **[get_pos](#get_pos)** **(** **)** const
* [String](class_string) **[find_animation](#find_animation)** **(** [Animation](class_animation) animation **)** const
* void **[clear_caches](#clear_caches)** **(** **)**
* void **[set_animation_process_mode](#set_animation_process_mode)** **(** [int](class_int) mode **)**
* [int](class_int) **[get_animation_process_mode](#get_animation_process_mode)** **(** **)** const
* [real](class_real) **[get_current_animation_pos](#get_current_animation_pos)** **(** **)** const
* [real](class_real) **[get_current_animation_length](#get_current_animation_length)** **(** **)** const
* [int](class_int) **[`add_animation`](#add_animation)** **(** [String](class_string) name, [Animation](class_animation) animation **)**
* void **[`remove_animation`](#remove_animation)** **(** [String](class_string) name **)**
* void **[`rename_animation`](#rename_animation)** **(** [String](class_string) name, [String](class_string) newname **)**
* [bool](class_bool) **[`has_animation`](#has_animation)** **(** [String](class_string) name **)** const
* [Animation](class_animation) **[`get_animation`](#get_animation)** **(** [String](class_string) name **)** const
* [StringArray](class_stringarray) **[`get_animation_list`](#get_animation_list)** **(** **)** const
* void **[`set_blend_time`](#set_blend_time)** **(** [String](class_string) anim_from, [String](class_string) anim_to, [real](class_real) sec **)**
* [real](class_real) **[`get_blend_time`](#get_blend_time)** **(** [String](class_string) anim_from, [String](class_string) anim_to **)** const
* void **[`set_default_blend_time`](#set_default_blend_time)** **(** [real](class_real) sec **)**
* [real](class_real) **[`get_default_blend_time`](#get_default_blend_time)** **(** **)** const
* void **[`play`](#play)** **(** [String](class_string) name="", [real](class_real) custom_blend=-1, [real](class_real) custom_speed=1, [bool](class_bool) from_end=false **)**
* void **[`stop`](#stop)** **(** **)**
* void **[`stop_all`](#stop_all)** **(** **)**
* [bool](class_bool) **[`is_playing`](#is_playing)** **(** **)** const
* void **[`set_current_animation`](#set_current_animation)** **(** [String](class_string) anim **)**
* [String](class_string) **[`get_current_animation`](#get_current_animation)** **(** **)** const
* void **[`queue`](#queue)** **(** [String](class_string) name **)**
* void **[`clear_queue`](#clear_queue)** **(** **)**
* void **[`set_active`](#set_active)** **(** [bool](class_bool) active **)**
* [bool](class_bool) **[`is_active`](#is_active)** **(** **)** const
* void **[`set_speed`](#set_speed)** **(** [real](class_real) speed **)**
* [real](class_real) **[`get_speed`](#get_speed)** **(** **)** const
* void **[`set_autoplay`](#set_autoplay)** **(** [String](class_string) name **)**
* [String](class_string) **[`get_autoplay`](#get_autoplay)** **(** **)** const
* void **[`set_root`](#set_root)** **(** [NodePath](class_nodepath) path **)**
* [NodePath](class_nodepath) **[`get_root`](#get_root)** **(** **)** const
* void **[`seek`](#seek)** **(** [real](class_real) pos_sec, [bool](class_bool) update=false **)**
* [real](class_real) **[`get_pos`](#get_pos)** **(** **)** const
* [String](class_string) **[`find_animation`](#find_animation)** **(** [Animation](class_animation) animation **)** const
* void **[`clear_caches`](#clear_caches)** **(** **)**
* void **[`set_animation_process_mode`](#set_animation_process_mode)** **(** [int](class_int) mode **)**
* [int](class_int) **[`get_animation_process_mode`](#get_animation_process_mode)** **(** **)** const
* [real](class_real) **[`get_current_animation_pos`](#get_current_animation_pos)** **(** **)** const
* [real](class_real) **[`get_current_animation_length`](#get_current_animation_length)** **(** **)** const
### Signals
* **animation_changed** **(** [String](class_string) old_name, [String](class_string) new_name **)**
* **finished** **(** **)**
* **`animation_changed`** **(** [String](class_string) old_name, [String](class_string) new_name **)**
* **`finished`** **(** **)**
### Numeric Constants
* **ANIMATION_PROCESS_FIXED** = **0**
@ -53,136 +54,136 @@ An animation player is used for general purpose playback of [[animation|Animatio
### Member Function Description
#### <a name="add_animation">add_animation</a>
* [int](class_int) **add_animation** **(** [String](class_string) name, [Animation](class_animation) animation **)**
* [int](class_int) **`add_animation`** **(** [String](class_string) name, [Animation](class_animation) animation **)**
Add an animation resource to the player, which will be later referenced by the "name" arguemnt.
#### <a name="remove_animation">remove_animation</a>
* void **remove_animation** **(** [String](class_string) name **)**
* void **`remove_animation`** **(** [String](class_string) name **)**
Remove an animation from the player (by supplying the same name used to add it).
#### <a name="rename_animation">rename_animation</a>
* void **rename_animation** **(** [String](class_string) name, [String](class_string) newname **)**
* void **`rename_animation`** **(** [String](class_string) name, [String](class_string) newname **)**
Rename an existing animation.
#### <a name="has_animation">has_animation</a>
* [bool](class_bool) **has_animation** **(** [String](class_string) name **)** const
* [bool](class_bool) **`has_animation`** **(** [String](class_string) name **)** const
Request wether an [[animation|Animation]] name exist within the player.
#### <a name="get_animation">get_animation</a>
* [Animation](class_animation) **get_animation** **(** [String](class_string) name **)** const
* [Animation](class_animation) **`get_animation`** **(** [String](class_string) name **)** const
Get an [[animation|Animation]] resource by requesting a name.
#### <a name="get_animation_list">get_animation_list</a>
* [StringArray](class_stringarray) **get_animation_list** **(** **)** const
* [StringArray](class_stringarray) **`get_animation_list`** **(** **)** const
Get the list of names of the animations stored in the player.
#### <a name="set_blend_time">set_blend_time</a>
* void **set_blend_time** **(** [String](class_string) anim_from, [String](class_string) anim_to, [real](class_real) sec **)**
* void **`set_blend_time`** **(** [String](class_string) anim_from, [String](class_string) anim_to, [real](class_real) sec **)**
Specify a blend time (in seconds) between two animations, referemced by their names.
#### <a name="get_blend_time">get_blend_time</a>
* [real](class_real) **get_blend_time** **(** [String](class_string) anim_from, [String](class_string) anim_to **)** const
* [real](class_real) **`get_blend_time`** **(** [String](class_string) anim_from, [String](class_string) anim_to **)** const
Get the blend time between two animations, referemced by their names.
#### <a name="set_default_blend_time">set_default_blend_time</a>
* void **set_default_blend_time** **(** [real](class_real) sec **)**
* void **`set_default_blend_time`** **(** [real](class_real) sec **)**
Set the default blend time between animations.
#### <a name="get_default_blend_time">get_default_blend_time</a>
* [real](class_real) **get_default_blend_time** **(** **)** const
* [real](class_real) **`get_default_blend_time`** **(** **)** const
Return the default blend time between animations.
#### <a name="stop_all">stop_all</a>
* void **stop_all** **(** **)**
* void **`stop_all`** **(** **)**
Stop playback on all animation channels.
#### <a name="is_playing">is_playing</a>
* [bool](class_bool) **is_playing** **(** **)** const
* [bool](class_bool) **`is_playing`** **(** **)** const
Return wether an animation chanel is playing (or channel 0 if none is provided).
#### <a name="set_current_animation">set_current_animation</a>
* void **set_current_animation** **(** [String](class_string) anim **)**
* void **`set_current_animation`** **(** [String](class_string) anim **)**
Set the current animation (even if no playback occurs). Using set_current_animation() and set_active() are similar to claling play().
#### <a name="get_current_animation">get_current_animation</a>
* [String](class_string) **get_current_animation** **(** **)** const
* [String](class_string) **`get_current_animation`** **(** **)** const
Return the name of the animation being played in a channel (or channel 0 if none is provided).
#### <a name="queue">queue</a>
* void **queue** **(** [String](class_string) name **)**
* void **`queue`** **(** [String](class_string) name **)**
Queue an animation for playback once the current one is done.
#### <a name="set_active">set_active</a>
* void **set_active** **(** [bool](class_bool) active **)**
* void **`set_active`** **(** [bool](class_bool) active **)**
Set the player as active (playing)
#### <a name="is_active">is_active</a>
* [bool](class_bool) **is_active** **(** **)** const
* [bool](class_bool) **`is_active`** **(** **)** const
Return true if the player is active.
#### <a name="set_speed">set_speed</a>
* void **set_speed** **(** [real](class_real) speed **)**
* void **`set_speed`** **(** [real](class_real) speed **)**
Set a speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is //1// (no scaling).
#### <a name="get_speed">get_speed</a>
* [real](class_real) **get_speed** **(** **)** const
* [real](class_real) **`get_speed`** **(** **)** const
Get the speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default ratio is //1// (no scaling).
#### <a name="set_autoplay">set_autoplay</a>
* void **set_autoplay** **(** [String](class_string) name **)**
* void **`set_autoplay`** **(** [String](class_string) name **)**
Set the name of the animation that will be automatically played when the scene is loaded.
#### <a name="get_autoplay">get_autoplay</a>
* [String](class_string) **get_autoplay** **(** **)** const
* [String](class_string) **`get_autoplay`** **(** **)** const
Return the name of the animation that will be automatically played when the scene is loaded.
#### <a name="seek">seek</a>
* void **seek** **(** [real](class_real) pos_sec, [bool](class_bool) update=false **)**
* void **`seek`** **(** [real](class_real) pos_sec, [bool](class_bool) update=false **)**
Seek the animation in an animation channel (or channel 0 if none is provided) to a specific position (in seconds).
#### <a name="get_pos">get_pos</a>
* [real](class_real) **get_pos** **(** **)** const
* [real](class_real) **`get_pos`** **(** **)** const
Return the playback position (in seconds) in an animation channel (or channel 0 if none is provided)
#### <a name="find_animation">find_animation</a>
* [String](class_string) **find_animation** **(** [Animation](class_animation) animation **)** const
* [String](class_string) **`find_animation`** **(** [Animation](class_animation) animation **)** const
Find an animation name by resource.
#### <a name="clear_caches">clear_caches</a>
* void **clear_caches** **(** **)**
* void **`clear_caches`** **(** **)**
The animation player creates caches for faster access to the nodes it will animate. However, if a specific node is removed, it may not notice it, so clear_caches will force the player to search for the nodes again.
#### <a name="set_animation_process_mode">set_animation_process_mode</a>
* void **set_animation_process_mode** **(** [int](class_int) mode **)**
* void **`set_animation_process_mode`** **(** [int](class_int) mode **)**
Set the mode in which the animation player processes. By default, it processes on idle time (framerate dependent), but using fixed time works well for animating static collision bodies in 2D and 3D. See enum ANIMATION_PROCESS_*.
#### <a name="get_animation_process_mode">get_animation_process_mode</a>
* [int](class_int) **get_animation_process_mode** **(** **)** const
* [int](class_int) **`get_animation_process_mode`** **(** **)** const
Return the mode in which the animation player processes. See [[#set_animation_process_mode|set_animation_process_mode]].

@ -1,67 +1,68 @@
# AnimationTreePlayer
**Inherits:** [Node](class_node)\\n\\n
#####**Inherits:** [Node](class_node)
### Brief Description
### Member Functions
* void **[add_node](#add_node)** **(** [int](class_int) type, [String](class_string) id **)**
* [bool](class_bool) **[node_exists](#node_exists)** **(** [String](class_string) node **)** const
* [int](class_int) **[node_rename](#node_rename)** **(** [String](class_string) node, [String](class_string) new_name **)**
* [int](class_int) **[node_get_type](#node_get_type)** **(** [String](class_string) id **)** const
* [int](class_int) **[node_get_input_count](#node_get_input_count)** **(** [String](class_string) id **)** const
* [String](class_string) **[node_get_input_sourcre](#node_get_input_sourcre)** **(** [String](class_string) id, [int](class_int) idx **)** const
* void **[animation_node_set_animation](#animation_node_set_animation)** **(** [String](class_string) id, [Animation](class_animation) animation **)**
* [Animation](class_animation) **[animation_node_get_animation](#animation_node_get_animation)** **(** [String](class_string) id **)** const
* void **[animation_node_set_master_animation](#animation_node_set_master_animation)** **(** [String](class_string) id, [String](class_string) source **)**
* [String](class_string) **[animation_node_get_master_animation](#animation_node_get_master_animation)** **(** [String](class_string) id **)** const
* void **[oneshot_node_set_fadein_time](#oneshot_node_set_fadein_time)** **(** [String](class_string) id, [real](class_real) time_sec **)**
* [real](class_real) **[oneshot_node_get_fadein_time](#oneshot_node_get_fadein_time)** **(** [String](class_string) id **)** const
* void **[oneshot_node_set_fadeout_time](#oneshot_node_set_fadeout_time)** **(** [String](class_string) id, [real](class_real) time_sec **)**
* [real](class_real) **[oneshot_node_get_fadeout_time](#oneshot_node_get_fadeout_time)** **(** [String](class_string) id **)** const
* void **[oneshot_node_set_autorestart](#oneshot_node_set_autorestart)** **(** [String](class_string) id, [bool](class_bool) enable **)**
* void **[oneshot_node_set_autorestart_delay](#oneshot_node_set_autorestart_delay)** **(** [String](class_string) id, [real](class_real) delay_sec **)**
* void **[oneshot_node_set_autorestart_random_delay](#oneshot_node_set_autorestart_random_delay)** **(** [String](class_string) id, [real](class_real) rand_sec **)**
* [bool](class_bool) **[oneshot_node_has_autorestart](#oneshot_node_has_autorestart)** **(** [String](class_string) id **)** const
* [real](class_real) **[oneshot_node_get_autorestart_delay](#oneshot_node_get_autorestart_delay)** **(** [String](class_string) id **)** const
* [real](class_real) **[oneshot_node_get_autorestart_random_delay](#oneshot_node_get_autorestart_random_delay)** **(** [String](class_string) id **)** const
* void **[oneshot_node_start](#oneshot_node_start)** **(** [String](class_string) id **)**
* void **[oneshot_node_stop](#oneshot_node_stop)** **(** [String](class_string) id **)**
* [bool](class_bool) **[oneshot_node_is_active](#oneshot_node_is_active)** **(** [String](class_string) id **)** const
* void **[oneshot_node_set_filter_path](#oneshot_node_set_filter_path)** **(** [String](class_string) id, [NodePath](class_nodepath) path, [bool](class_bool) enable **)**
* void **[mix_node_set_amount](#mix_node_set_amount)** **(** [String](class_string) id, [real](class_real) ratio **)**
* [real](class_real) **[mix_node_get_amount](#mix_node_get_amount)** **(** [String](class_string) id **)** const
* void **[blend2_node_set_amount](#blend2_node_set_amount)** **(** [String](class_string) id, [real](class_real) blend **)**
* [real](class_real) **[blend2_node_get_amount](#blend2_node_get_amount)** **(** [String](class_string) id **)** const
* void **[blend2_node_set_filter_path](#blend2_node_set_filter_path)** **(** [String](class_string) id, [NodePath](class_nodepath) path, [bool](class_bool) enable **)**
* void **[blend3_node_set_amount](#blend3_node_set_amount)** **(** [String](class_string) id, [real](class_real) blend **)**
* [real](class_real) **[blend3_node_get_amount](#blend3_node_get_amount)** **(** [String](class_string) id **)** const
* void **[blend4_node_set_amount](#blend4_node_set_amount)** **(** [String](class_string) id, [Vector2](class_vector2) blend **)**
* [Vector2](class_vector2) **[blend4_node_get_amount](#blend4_node_get_amount)** **(** [String](class_string) id **)** const
* void **[timescale_node_set_scale](#timescale_node_set_scale)** **(** [String](class_string) id, [real](class_real) scale **)**
* [real](class_real) **[timescale_node_get_scale](#timescale_node_get_scale)** **(** [String](class_string) id **)** const
* void **[timeseek_node_seek](#timeseek_node_seek)** **(** [String](class_string) id, [real](class_real) pos_sec **)**
* void **[transition_node_set_input_count](#transition_node_set_input_count)** **(** [String](class_string) id, [int](class_int) count **)**
* [int](class_int) **[transition_node_get_input_count](#transition_node_get_input_count)** **(** [String](class_string) id **)** const
* void **[transition_node_delete_input](#transition_node_delete_input)** **(** [String](class_string) id, [int](class_int) input_idx **)**
* void **[transition_node_set_input_auto_advance](#transition_node_set_input_auto_advance)** **(** [String](class_string) id, [int](class_int) input_idx, [bool](class_bool) enable **)**
* [bool](class_bool) **[transition_node_has_input_auto_advance](#transition_node_has_input_auto_advance)** **(** [String](class_string) id, [int](class_int) input_idx **)** const
* void **[transition_node_set_xfade_time](#transition_node_set_xfade_time)** **(** [String](class_string) id, [real](class_real) time_sec **)**
* [real](class_real) **[transition_node_get_xfade_time](#transition_node_get_xfade_time)** **(** [String](class_string) id **)** const
* void **[transition_node_set_current](#transition_node_set_current)** **(** [String](class_string) id, [int](class_int) input_idx **)**
* [int](class_int) **[transition_node_get_current](#transition_node_get_current)** **(** [String](class_string) id **)** const
* void **[node_set_pos](#node_set_pos)** **(** [String](class_string) id, [Vector2](class_vector2) screen_pos **)**
* [Vector2](class_vector2) **[node_get_pos](#node_get_pos)** **(** [String](class_string) id **)** const
* void **[remove_node](#remove_node)** **(** [String](class_string) id **)**
* [int](class_int) **[connect](#connect)** **(** [String](class_string) id, [String](class_string) dst_id, [int](class_int) dst_input_idx **)**
* [bool](class_bool) **[is_connected](#is_connected)** **(** [String](class_string) id, [String](class_string) dst_id, [int](class_int) dst_input_idx **)** const
* void **[disconnect](#disconnect)** **(** [String](class_string) id, [int](class_int) dst_input_idx **)**
* void **[set_active](#set_active)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[is_active](#is_active)** **(** **)** const
* void **[set_base_path](#set_base_path)** **(** [NodePath](class_nodepath) path **)**
* [NodePath](class_nodepath) **[get_base_path](#get_base_path)** **(** **)** const
* [StringArray](class_stringarray) **[get_node_list](#get_node_list)** **(** **)**
* void **[reset](#reset)** **(** **)**
* void **[recompute_caches](#recompute_caches)** **(** **)**
* void **[`add_node`](#add_node)** **(** [int](class_int) type, [String](class_string) id **)**
* [bool](class_bool) **[`node_exists`](#node_exists)** **(** [String](class_string) node **)** const
* [int](class_int) **[`node_rename`](#node_rename)** **(** [String](class_string) node, [String](class_string) new_name **)**
* [int](class_int) **[`node_get_type`](#node_get_type)** **(** [String](class_string) id **)** const
* [int](class_int) **[`node_get_input_count`](#node_get_input_count)** **(** [String](class_string) id **)** const
* [String](class_string) **[`node_get_input_sourcre`](#node_get_input_sourcre)** **(** [String](class_string) id, [int](class_int) idx **)** const
* void **[`animation_node_set_animation`](#animation_node_set_animation)** **(** [String](class_string) id, [Animation](class_animation) animation **)**
* [Animation](class_animation) **[`animation_node_get_animation`](#animation_node_get_animation)** **(** [String](class_string) id **)** const
* void **[`animation_node_set_master_animation`](#animation_node_set_master_animation)** **(** [String](class_string) id, [String](class_string) source **)**
* [String](class_string) **[`animation_node_get_master_animation`](#animation_node_get_master_animation)** **(** [String](class_string) id **)** const
* void **[`oneshot_node_set_fadein_time`](#oneshot_node_set_fadein_time)** **(** [String](class_string) id, [real](class_real) time_sec **)**
* [real](class_real) **[`oneshot_node_get_fadein_time`](#oneshot_node_get_fadein_time)** **(** [String](class_string) id **)** const
* void **[`oneshot_node_set_fadeout_time`](#oneshot_node_set_fadeout_time)** **(** [String](class_string) id, [real](class_real) time_sec **)**
* [real](class_real) **[`oneshot_node_get_fadeout_time`](#oneshot_node_get_fadeout_time)** **(** [String](class_string) id **)** const
* void **[`oneshot_node_set_autorestart`](#oneshot_node_set_autorestart)** **(** [String](class_string) id, [bool](class_bool) enable **)**
* void **[`oneshot_node_set_autorestart_delay`](#oneshot_node_set_autorestart_delay)** **(** [String](class_string) id, [real](class_real) delay_sec **)**
* void **[`oneshot_node_set_autorestart_random_delay`](#oneshot_node_set_autorestart_random_delay)** **(** [String](class_string) id, [real](class_real) rand_sec **)**
* [bool](class_bool) **[`oneshot_node_has_autorestart`](#oneshot_node_has_autorestart)** **(** [String](class_string) id **)** const
* [real](class_real) **[`oneshot_node_get_autorestart_delay`](#oneshot_node_get_autorestart_delay)** **(** [String](class_string) id **)** const
* [real](class_real) **[`oneshot_node_get_autorestart_random_delay`](#oneshot_node_get_autorestart_random_delay)** **(** [String](class_string) id **)** const
* void **[`oneshot_node_start`](#oneshot_node_start)** **(** [String](class_string) id **)**
* void **[`oneshot_node_stop`](#oneshot_node_stop)** **(** [String](class_string) id **)**
* [bool](class_bool) **[`oneshot_node_is_active`](#oneshot_node_is_active)** **(** [String](class_string) id **)** const
* void **[`oneshot_node_set_filter_path`](#oneshot_node_set_filter_path)** **(** [String](class_string) id, [NodePath](class_nodepath) path, [bool](class_bool) enable **)**
* void **[`mix_node_set_amount`](#mix_node_set_amount)** **(** [String](class_string) id, [real](class_real) ratio **)**
* [real](class_real) **[`mix_node_get_amount`](#mix_node_get_amount)** **(** [String](class_string) id **)** const
* void **[`blend2_node_set_amount`](#blend2_node_set_amount)** **(** [String](class_string) id, [real](class_real) blend **)**
* [real](class_real) **[`blend2_node_get_amount`](#blend2_node_get_amount)** **(** [String](class_string) id **)** const
* void **[`blend2_node_set_filter_path`](#blend2_node_set_filter_path)** **(** [String](class_string) id, [NodePath](class_nodepath) path, [bool](class_bool) enable **)**
* void **[`blend3_node_set_amount`](#blend3_node_set_amount)** **(** [String](class_string) id, [real](class_real) blend **)**
* [real](class_real) **[`blend3_node_get_amount`](#blend3_node_get_amount)** **(** [String](class_string) id **)** const
* void **[`blend4_node_set_amount`](#blend4_node_set_amount)** **(** [String](class_string) id, [Vector2](class_vector2) blend **)**
* [Vector2](class_vector2) **[`blend4_node_get_amount`](#blend4_node_get_amount)** **(** [String](class_string) id **)** const
* void **[`timescale_node_set_scale`](#timescale_node_set_scale)** **(** [String](class_string) id, [real](class_real) scale **)**
* [real](class_real) **[`timescale_node_get_scale`](#timescale_node_get_scale)** **(** [String](class_string) id **)** const
* void **[`timeseek_node_seek`](#timeseek_node_seek)** **(** [String](class_string) id, [real](class_real) pos_sec **)**
* void **[`transition_node_set_input_count`](#transition_node_set_input_count)** **(** [String](class_string) id, [int](class_int) count **)**
* [int](class_int) **[`transition_node_get_input_count`](#transition_node_get_input_count)** **(** [String](class_string) id **)** const
* void **[`transition_node_delete_input`](#transition_node_delete_input)** **(** [String](class_string) id, [int](class_int) input_idx **)**
* void **[`transition_node_set_input_auto_advance`](#transition_node_set_input_auto_advance)** **(** [String](class_string) id, [int](class_int) input_idx, [bool](class_bool) enable **)**
* [bool](class_bool) **[`transition_node_has_input_auto_advance`](#transition_node_has_input_auto_advance)** **(** [String](class_string) id, [int](class_int) input_idx **)** const
* void **[`transition_node_set_xfade_time`](#transition_node_set_xfade_time)** **(** [String](class_string) id, [real](class_real) time_sec **)**
* [real](class_real) **[`transition_node_get_xfade_time`](#transition_node_get_xfade_time)** **(** [String](class_string) id **)** const
* void **[`transition_node_set_current`](#transition_node_set_current)** **(** [String](class_string) id, [int](class_int) input_idx **)**
* [int](class_int) **[`transition_node_get_current`](#transition_node_get_current)** **(** [String](class_string) id **)** const
* void **[`node_set_pos`](#node_set_pos)** **(** [String](class_string) id, [Vector2](class_vector2) screen_pos **)**
* [Vector2](class_vector2) **[`node_get_pos`](#node_get_pos)** **(** [String](class_string) id **)** const
* void **[`remove_node`](#remove_node)** **(** [String](class_string) id **)**
* [int](class_int) **[`connect`](#connect)** **(** [String](class_string) id, [String](class_string) dst_id, [int](class_int) dst_input_idx **)**
* [bool](class_bool) **[`is_connected`](#is_connected)** **(** [String](class_string) id, [String](class_string) dst_id, [int](class_int) dst_input_idx **)** const
* void **[`disconnect`](#disconnect)** **(** [String](class_string) id, [int](class_int) dst_input_idx **)**
* void **[`set_active`](#set_active)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[`is_active`](#is_active)** **(** **)** const
* void **[`set_base_path`](#set_base_path)** **(** [NodePath](class_nodepath) path **)**
* [NodePath](class_nodepath) **[`get_base_path`](#get_base_path)** **(** **)** const
* [StringArray](class_stringarray) **[`get_node_list`](#get_node_list)** **(** **)**
* void **[`reset`](#reset)** **(** **)**
* void **[`recompute_caches`](#recompute_caches)** **(** **)**
### Numeric Constants
* **NODE_OUTPUT** = **0**

@ -1,28 +1,29 @@
# Area
**Inherits:** [CollisionObject](class_collisionobject)\\n\\n
#####**Inherits:** [CollisionObject](class_collisionobject)
### Brief Description
### Member Functions
* void **[set_space_override_mode](#set_space_override_mode)** **(** [int](class_int) enable **)**
* [int](class_int) **[get_space_override_mode](#get_space_override_mode)** **(** **)** const
* void **[set_gravity_is_point](#set_gravity_is_point)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[is_gravity_a_point](#is_gravity_a_point)** **(** **)** const
* void **[set_gravity_vector](#set_gravity_vector)** **(** [Vector3](class_vector3) vector **)**
* [Vector3](class_vector3) **[get_gravity_vector](#get_gravity_vector)** **(** **)** const
* void **[set_gravity](#set_gravity)** **(** [real](class_real) gravity **)**
* [real](class_real) **[get_gravity](#get_gravity)** **(** **)** const
* void **[set_density](#set_density)** **(** [real](class_real) density **)**
* [real](class_real) **[get_density](#get_density)** **(** **)** const
* void **[set_priority](#set_priority)** **(** [real](class_real) priority **)**
* [real](class_real) **[get_priority](#get_priority)** **(** **)** const
* void **[set_enable_monitoring](#set_enable_monitoring)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[is_monitoring_enabled](#is_monitoring_enabled)** **(** **)** const
* void **[`set_space_override_mode`](#set_space_override_mode)** **(** [int](class_int) enable **)**
* [int](class_int) **[`get_space_override_mode`](#get_space_override_mode)** **(** **)** const
* void **[`set_gravity_is_point`](#set_gravity_is_point)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`is_gravity_a_point`](#is_gravity_a_point)** **(** **)** const
* void **[`set_gravity_vector`](#set_gravity_vector)** **(** [Vector3](class_vector3) vector **)**
* [Vector3](class_vector3) **[`get_gravity_vector`](#get_gravity_vector)** **(** **)** const
* void **[`set_gravity`](#set_gravity)** **(** [real](class_real) gravity **)**
* [real](class_real) **[`get_gravity`](#get_gravity)** **(** **)** const
* void **[`set_density`](#set_density)** **(** [real](class_real) density **)**
* [real](class_real) **[`get_density`](#get_density)** **(** **)** const
* void **[`set_priority`](#set_priority)** **(** [real](class_real) priority **)**
* [real](class_real) **[`get_priority`](#get_priority)** **(** **)** const
* void **[`set_enable_monitoring`](#set_enable_monitoring)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`is_monitoring_enabled`](#is_monitoring_enabled)** **(** **)** const
### Signals
* **body_enter** **(** [Object](class_object) body **)**
* **body_enter_shape** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) area_shape **)**
* **body_exit** **(** [Object](class_object) body **)**
* **body_exit_shape** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) area_shape **)**
* **`body_enter`** **(** [Object](class_object) body **)**
* **`body_enter_shape`** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) area_shape **)**
* **`body_exit`** **(** [Object](class_object) body **)**
* **`body_exit_shape`** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) area_shape **)**
### Member Function Description

@ -1,29 +1,30 @@
# Area2D
**Inherits:** [CollisionObject2D](class_collisionobject2d)\\n\\n
#####**Inherits:** [CollisionObject2D](class_collisionobject2d)
### Brief Description
General purpose area detection and influence for 2D Phisics.
### Member Functions
* void **[set_space_override_mode](#set_space_override_mode)** **(** [int](class_int) enable **)**
* [int](class_int) **[get_space_override_mode](#get_space_override_mode)** **(** **)** const
* void **[set_gravity_is_point](#set_gravity_is_point)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[is_gravity_a_point](#is_gravity_a_point)** **(** **)** const
* void **[set_gravity_vector](#set_gravity_vector)** **(** [Vector2](class_vector2) vector **)**
* [Vector2](class_vector2) **[get_gravity_vector](#get_gravity_vector)** **(** **)** const
* void **[set_gravity](#set_gravity)** **(** [real](class_real) gravity **)**
* [real](class_real) **[get_gravity](#get_gravity)** **(** **)** const
* void **[set_density](#set_density)** **(** [real](class_real) density **)**
* [real](class_real) **[get_density](#get_density)** **(** **)** const
* void **[set_priority](#set_priority)** **(** [real](class_real) priority **)**
* [real](class_real) **[get_priority](#get_priority)** **(** **)** const
* void **[set_enable_monitoring](#set_enable_monitoring)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[is_monitoring_enabled](#is_monitoring_enabled)** **(** **)** const
* void **[`set_space_override_mode`](#set_space_override_mode)** **(** [int](class_int) enable **)**
* [int](class_int) **[`get_space_override_mode`](#get_space_override_mode)** **(** **)** const
* void **[`set_gravity_is_point`](#set_gravity_is_point)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`is_gravity_a_point`](#is_gravity_a_point)** **(** **)** const
* void **[`set_gravity_vector`](#set_gravity_vector)** **(** [Vector2](class_vector2) vector **)**
* [Vector2](class_vector2) **[`get_gravity_vector`](#get_gravity_vector)** **(** **)** const
* void **[`set_gravity`](#set_gravity)** **(** [real](class_real) gravity **)**
* [real](class_real) **[`get_gravity`](#get_gravity)** **(** **)** const
* void **[`set_density`](#set_density)** **(** [real](class_real) density **)**
* [real](class_real) **[`get_density`](#get_density)** **(** **)** const
* void **[`set_priority`](#set_priority)** **(** [real](class_real) priority **)**
* [real](class_real) **[`get_priority`](#get_priority)** **(** **)** const
* void **[`set_enable_monitoring`](#set_enable_monitoring)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`is_monitoring_enabled`](#is_monitoring_enabled)** **(** **)** const
### Signals
* **body_enter** **(** [Object](class_object) body **)**
* **body_enter_shape** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) area_shape **)**
* **body_exit** **(** [Object](class_object) body **)**
* **body_exit_shape** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) area_shape **)**
* **`body_enter`** **(** [Object](class_object) body **)**
* **`body_enter_shape`** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) area_shape **)**
* **`body_exit`** **(** [Object](class_object) body **)**
* **`body_exit_shape`** **(** [int](class_int) body_id, [Object](class_object) body, [int](class_int) body_shape, [int](class_int) area_shape **)**
### Description
General purpose area detection for 2D Phisics. Areas can be used for detection of objects that enter/exit them, as well as overriding space parameters (changing gravity, damping, etc). An Area2D can be set as a children to a RigidBody2D to generate a custom gravity field. For this, use SPACE_OVERRIDE_COMBINE and point gravity at the center of mass.
@ -31,16 +32,16 @@ General purpose area detection for 2D Phisics. Areas can be used for detection o
### Member Function Description
#### <a name="set_gravity_is_point">set_gravity_is_point</a>
* void **set_gravity_is_point** **(** [bool](class_bool) enable **)**
* void **`set_gravity_is_point`** **(** [bool](class_bool) enable **)**
When overriding space parameters, areas can have a center of gravity as a point.
#### <a name="is_gravity_a_point">is_gravity_a_point</a>
* [bool](class_bool) **is_gravity_a_point** **(** **)** const
* [bool](class_bool) **`is_gravity_a_point`** **(** **)** const
Return if gravity is a point. When overriding space parameters, areas can have a center of gravity as a point.
#### <a name="set_gravity_vector">set_gravity_vector</a>
* void **set_gravity_vector** **(** [Vector2](class_vector2) vector **)**
* void **`set_gravity_vector`** **(** [Vector2](class_vector2) vector **)**
Set gravity vector. If gravity is a point, this will be the attraction center

@ -4,27 +4,27 @@
Generic array datatype.
### Member Functions
* void **[append](#append)** **(** var value **)**
* void **[clear](#clear)** **(** **)**
* [bool](class_bool) **[empty](#empty)** **(** **)**
* void **[erase](#erase)** **(** var value **)**
* [int](class_int) **[find](#find)** **(** var value **)**
* [int](class_int) **[hash](#hash)** **(** **)**
* void **[insert](#insert)** **(** [int](class_int) pos, var value **)**
* void **[invert](#invert)** **(** **)**
* void **[push_back](#push_back)** **(** var value **)**
* void **[remove](#remove)** **(** [int](class_int) pos **)**
* void **[resize](#resize)** **(** [int](class_int) pos **)**
* [int](class_int) **[size](#size)** **(** **)**
* void **[sort](#sort)** **(** **)**
* void **[sort_custom](#sort_custom)** **(** [Object](class_object) obj, [String](class_string) func **)**
* void **[Array](#Array)** **(** [RawArray](class_rawarray) from **)**
* void **[Array](#Array)** **(** [IntArray](class_intarray) from **)**
* void **[Array](#Array)** **(** [RealArray](class_realarray) from **)**
* void **[Array](#Array)** **(** [StringArray](class_stringarray) from **)**
* void **[Array](#Array)** **(** [Vector2Array](class_vector2array) from **)**
* void **[Array](#Array)** **(** [Vector3Array](class_vector3array) from **)**
* void **[Array](#Array)** **(** [ColorArray](class_colorarray) from **)**
* void **[`append`](#append)** **(** var value **)**
* void **[`clear`](#clear)** **(** **)**
* [bool](class_bool) **[`empty`](#empty)** **(** **)**
* void **[`erase`](#erase)** **(** var value **)**
* [int](class_int) **[`find`](#find)** **(** var value **)**
* [int](class_int) **[`hash`](#hash)** **(** **)**
* void **[`insert`](#insert)** **(** [int](class_int) pos, var value **)**
* void **[`invert`](#invert)** **(** **)**
* void **[`push_back`](#push_back)** **(** var value **)**
* void **[`remove`](#remove)** **(** [int](class_int) pos **)**
* void **[`resize`](#resize)** **(** [int](class_int) pos **)**
* [int](class_int) **[`size`](#size)** **(** **)**
* void **[`sort`](#sort)** **(** **)**
* void **[`sort_custom`](#sort_custom)** **(** [Object](class_object) obj, [String](class_string) func **)**
* void **[`Array`](#Array)** **(** [RawArray](class_rawarray) from **)**
* void **[`Array`](#Array)** **(** [IntArray](class_intarray) from **)**
* void **[`Array`](#Array)** **(** [RealArray](class_realarray) from **)**
* void **[`Array`](#Array)** **(** [StringArray](class_stringarray) from **)**
* void **[`Array`](#Array)** **(** [Vector2Array](class_vector2array) from **)**
* void **[`Array`](#Array)** **(** [Vector3Array](class_vector3array) from **)**
* void **[`Array`](#Array)** **(** [ColorArray](class_colorarray) from **)**
### Description
Generic array, contains several elements of any type, accessible by numerical index starting at 0. Arrays are always passed by reference.
@ -32,76 +32,76 @@ Generic array, contains several elements of any type, accessible by numerical in
### Member Function Description
#### <a name="clear">clear</a>
* void **clear** **(** **)**
* void **`clear`** **(** **)**
Clear the array (resize to 0).
#### <a name="empty">empty</a>
* [bool](class_bool) **empty** **(** **)**
* [bool](class_bool) **`empty`** **(** **)**
Return true if the array is empty (size==0).
#### <a name="hash">hash</a>
* [int](class_int) **hash** **(** **)**
* [int](class_int) **`hash`** **(** **)**
Return a hashed integer value representing the array contents.
#### <a name="insert">insert</a>
* void **insert** **(** [int](class_int) pos, var value **)**
* void **`insert`** **(** [int](class_int) pos, var value **)**
Insert a new element at a given position in the array. The position must be valid, or at the end of the array (pos==size()).
#### <a name="push_back">push_back</a>
* void **push_back** **(** var value **)**
* void **`push_back`** **(** var value **)**
Append an element at the end of the array.
#### <a name="remove">remove</a>
* void **remove** **(** [int](class_int) pos **)**
* void **`remove`** **(** [int](class_int) pos **)**
Remove an element from the array by index.
#### <a name="resize">resize</a>
* void **resize** **(** [int](class_int) pos **)**
* void **`resize`** **(** [int](class_int) pos **)**
Resize the array to contain a different number of elements. If the array size is smaller, elements are cleared, if bigger, new elements are Null.
#### <a name="size">size</a>
* [int](class_int) **size** **(** **)**
* [int](class_int) **`size`** **(** **)**
Return the amount of elements in the array.
#### <a name="Array">Array</a>
* void **Array** **(** [RawArray](class_rawarray) from **)**
* void **`Array`** **(** [RawArray](class_rawarray) from **)**
Construct an array from a [[rawarray|RawArray]].
#### <a name="Array">Array</a>
* void **Array** **(** [IntArray](class_intarray) from **)**
* void **`Array`** **(** [IntArray](class_intarray) from **)**
Construct an array from a [[rawarray|RawArray]].
#### <a name="Array">Array</a>
* void **Array** **(** [RealArray](class_realarray) from **)**
* void **`Array`** **(** [RealArray](class_realarray) from **)**
Construct an array from a [[rawarray|RawArray]].
#### <a name="Array">Array</a>
* void **Array** **(** [StringArray](class_stringarray) from **)**
* void **`Array`** **(** [StringArray](class_stringarray) from **)**
Construct an array from a [[rawarray|RawArray]].
#### <a name="Array">Array</a>
* void **Array** **(** [Vector2Array](class_vector2array) from **)**
* void **`Array`** **(** [Vector2Array](class_vector2array) from **)**
Construct an array from a [[rawarray|RawArray]].
#### <a name="Array">Array</a>
* void **Array** **(** [Vector3Array](class_vector3array) from **)**
* void **`Array`** **(** [Vector3Array](class_vector3array) from **)**
Construct an array from a [[rawarray|RawArray]].
#### <a name="Array">Array</a>
* void **Array** **(** [ColorArray](class_colorarray) from **)**
* void **`Array`** **(** [ColorArray](class_colorarray) from **)**
Construct an array from a [[rawarray|RawArray]].

@ -1,14 +1,15 @@
# AtlasTexture
**Inherits:** [Texture](class_texture)\\n\\n
#####**Inherits:** [Texture](class_texture)
### Brief Description
### Member Functions
* void **[set_atlas](#set_atlas)** **(** [Texture](class_texture) atlas **)**
* [Texture](class_texture) **[get_atlas](#get_atlas)** **(** **)** const
* void **[set_region](#set_region)** **(** [Rect2](class_rect2) region **)**
* [Rect2](class_rect2) **[get_region](#get_region)** **(** **)** const
* void **[set_margin](#set_margin)** **(** [Rect2](class_rect2) margin **)**
* [Rect2](class_rect2) **[get_margin](#get_margin)** **(** **)** const
* void **[`set_atlas`](#set_atlas)** **(** [Texture](class_texture) atlas **)**
* [Texture](class_texture) **[`get_atlas`](#get_atlas)** **(** **)** const
* void **[`set_region`](#set_region)** **(** [Rect2](class_rect2) region **)**
* [Rect2](class_rect2) **[`get_region`](#get_region)** **(** **)** const
* void **[`set_margin`](#set_margin)** **(** [Rect2](class_rect2) margin **)**
* [Rect2](class_rect2) **[`get_margin`](#get_margin)** **(** **)** const
### Member Function Description

@ -1,55 +1,56 @@
# AudioServer
**Inherits:** [Object](class_object)\\n\\n
#####**Inherits:** [Object](class_object)
### Brief Description
Server interface for low level audio access.
### Member Functions
* [RID](class_rid) **[sample_create](#sample_create)** **(** [int](class_int) format, [bool](class_bool) stereo, [int](class_int) length **)**
* void **[sample_set_description](#sample_set_description)** **(** [RID](class_rid) sample, [String](class_string) description **)**
* [String](class_string) **[sample_get_description](#sample_get_description)** **(** [RID](class_rid) sample, [String](class_string) arg1 **)** const
* [int](class_int) **[sample_get_format](#sample_get_format)** **(** [RID](class_rid) sample **)** const
* [bool](class_bool) **[sample_is_stereo](#sample_is_stereo)** **(** [RID](class_rid) sample **)** const
* [int](class_int) **[sample_get_length](#sample_get_length)** **(** [RID](class_rid) sample **)** const
* void **[sample_set_signed_data](#sample_set_signed_data)** **(** [RID](class_rid) sample, [RealArray](class_realarray) data **)**
* void **[sample_set_data](#sample_set_data)** **(** [RID](class_rid) sample, [RawArray](class_rawarray) arg1 **)**
* [RawArray](class_rawarray) **[sample_get_data](#sample_get_data)** **(** [RID](class_rid) sample **)** const
* void **[sample_set_mix_rate](#sample_set_mix_rate)** **(** [RID](class_rid) sample, [int](class_int) mix_rate **)**
* [int](class_int) **[sample_get_mix_rate](#sample_get_mix_rate)** **(** [RID](class_rid) sample **)** const
* void **[sample_set_loop_format](#sample_set_loop_format)** **(** [RID](class_rid) sample, [int](class_int) loop_format **)**
* [int](class_int) **[sample_get_loop_format](#sample_get_loop_format)** **(** [RID](class_rid) sample **)** const
* void **[sample_set_loop_begin](#sample_set_loop_begin)** **(** [RID](class_rid) sample, [int](class_int) pos **)**
* [int](class_int) **[sample_get_loop_begin](#sample_get_loop_begin)** **(** [RID](class_rid) sample **)** const
* void **[sample_set_loop_end](#sample_set_loop_end)** **(** [RID](class_rid) sample, [int](class_int) pos **)**
* [int](class_int) **[sample_get_loop_end](#sample_get_loop_end)** **(** [RID](class_rid) sample **)** const
* [RID](class_rid) **[voice_create](#voice_create)** **(** **)**
* void **[voice_play](#voice_play)** **(** [RID](class_rid) voice, [RID](class_rid) sample **)**
* void **[voice_set_volume](#voice_set_volume)** **(** [RID](class_rid) voice, [real](class_real) volume **)**
* void **[voice_set_pan](#voice_set_pan)** **(** [RID](class_rid) voice, [real](class_real) pan, [real](class_real) depth=0, [real](class_real) height=0 **)**
* void **[voice_set_filter](#voice_set_filter)** **(** [RID](class_rid) voice, [int](class_int) type, [real](class_real) cutoff, [real](class_real) resonance, [real](class_real) gain=0 **)**
* void **[voice_set_chorus](#voice_set_chorus)** **(** [RID](class_rid) voice, [real](class_real) chorus **)**
* void **[voice_set_reverb](#voice_set_reverb)** **(** [RID](class_rid) voice, [int](class_int) room, [real](class_real) reverb **)**
* void **[voice_set_mix_rate](#voice_set_mix_rate)** **(** [RID](class_rid) voice, [int](class_int) rate **)**
* void **[voice_set_positional](#voice_set_positional)** **(** [RID](class_rid) voice, [bool](class_bool) enabled **)**
* [real](class_real) **[voice_get_volume](#voice_get_volume)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[voice_get_pan](#voice_get_pan)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[voice_get_pan_height](#voice_get_pan_height)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[voice_get_pan_depth](#voice_get_pan_depth)** **(** [RID](class_rid) voice **)** const
* [int](class_int) **[voice_get_filter_type](#voice_get_filter_type)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[voice_get_filter_cutoff](#voice_get_filter_cutoff)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[voice_get_filter_resonance](#voice_get_filter_resonance)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[voice_get_chorus](#voice_get_chorus)** **(** [RID](class_rid) voice **)** const
* [int](class_int) **[voice_get_reverb_type](#voice_get_reverb_type)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[voice_get_reverb](#voice_get_reverb)** **(** [RID](class_rid) voice **)** const
* [int](class_int) **[voice_get_mix_rate](#voice_get_mix_rate)** **(** [RID](class_rid) voice **)** const
* [bool](class_bool) **[voice_is_positional](#voice_is_positional)** **(** [RID](class_rid) voice **)** const
* void **[voice_stop](#voice_stop)** **(** [RID](class_rid) voice **)**
* void **[free](#free)** **(** [RID](class_rid) rid **)**
* void **[set_stream_global_volume_scale](#set_stream_global_volume_scale)** **(** [real](class_real) scale **)**
* [real](class_real) **[get_stream_global_volume_scale](#get_stream_global_volume_scale)** **(** **)** const
* void **[set_fx_global_volume_scale](#set_fx_global_volume_scale)** **(** [real](class_real) scale **)**
* [real](class_real) **[get_fx_global_volume_scale](#get_fx_global_volume_scale)** **(** **)** const
* void **[set_event_voice_global_volume_scale](#set_event_voice_global_volume_scale)** **(** [real](class_real) scale **)**
* [real](class_real) **[get_event_voice_global_volume_scale](#get_event_voice_global_volume_scale)** **(** **)** const
* [RID](class_rid) **[`sample_create`](#sample_create)** **(** [int](class_int) format, [bool](class_bool) stereo, [int](class_int) length **)**
* void **[`sample_set_description`](#sample_set_description)** **(** [RID](class_rid) sample, [String](class_string) description **)**
* [String](class_string) **[`sample_get_description`](#sample_get_description)** **(** [RID](class_rid) sample, [String](class_string) arg1 **)** const
* [int](class_int) **[`sample_get_format`](#sample_get_format)** **(** [RID](class_rid) sample **)** const
* [bool](class_bool) **[`sample_is_stereo`](#sample_is_stereo)** **(** [RID](class_rid) sample **)** const
* [int](class_int) **[`sample_get_length`](#sample_get_length)** **(** [RID](class_rid) sample **)** const
* void **[`sample_set_signed_data`](#sample_set_signed_data)** **(** [RID](class_rid) sample, [RealArray](class_realarray) data **)**
* void **[`sample_set_data`](#sample_set_data)** **(** [RID](class_rid) sample, [RawArray](class_rawarray) arg1 **)**
* [RawArray](class_rawarray) **[`sample_get_data`](#sample_get_data)** **(** [RID](class_rid) sample **)** const
* void **[`sample_set_mix_rate`](#sample_set_mix_rate)** **(** [RID](class_rid) sample, [int](class_int) mix_rate **)**
* [int](class_int) **[`sample_get_mix_rate`](#sample_get_mix_rate)** **(** [RID](class_rid) sample **)** const
* void **[`sample_set_loop_format`](#sample_set_loop_format)** **(** [RID](class_rid) sample, [int](class_int) loop_format **)**
* [int](class_int) **[`sample_get_loop_format`](#sample_get_loop_format)** **(** [RID](class_rid) sample **)** const
* void **[`sample_set_loop_begin`](#sample_set_loop_begin)** **(** [RID](class_rid) sample, [int](class_int) pos **)**
* [int](class_int) **[`sample_get_loop_begin`](#sample_get_loop_begin)** **(** [RID](class_rid) sample **)** const
* void **[`sample_set_loop_end`](#sample_set_loop_end)** **(** [RID](class_rid) sample, [int](class_int) pos **)**
* [int](class_int) **[`sample_get_loop_end`](#sample_get_loop_end)** **(** [RID](class_rid) sample **)** const
* [RID](class_rid) **[`voice_create`](#voice_create)** **(** **)**
* void **[`voice_play`](#voice_play)** **(** [RID](class_rid) voice, [RID](class_rid) sample **)**
* void **[`voice_set_volume`](#voice_set_volume)** **(** [RID](class_rid) voice, [real](class_real) volume **)**
* void **[`voice_set_pan`](#voice_set_pan)** **(** [RID](class_rid) voice, [real](class_real) pan, [real](class_real) depth=0, [real](class_real) height=0 **)**
* void **[`voice_set_filter`](#voice_set_filter)** **(** [RID](class_rid) voice, [int](class_int) type, [real](class_real) cutoff, [real](class_real) resonance, [real](class_real) gain=0 **)**
* void **[`voice_set_chorus`](#voice_set_chorus)** **(** [RID](class_rid) voice, [real](class_real) chorus **)**
* void **[`voice_set_reverb`](#voice_set_reverb)** **(** [RID](class_rid) voice, [int](class_int) room, [real](class_real) reverb **)**
* void **[`voice_set_mix_rate`](#voice_set_mix_rate)** **(** [RID](class_rid) voice, [int](class_int) rate **)**
* void **[`voice_set_positional`](#voice_set_positional)** **(** [RID](class_rid) voice, [bool](class_bool) enabled **)**
* [real](class_real) **[`voice_get_volume`](#voice_get_volume)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[`voice_get_pan`](#voice_get_pan)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[`voice_get_pan_height`](#voice_get_pan_height)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[`voice_get_pan_depth`](#voice_get_pan_depth)** **(** [RID](class_rid) voice **)** const
* [int](class_int) **[`voice_get_filter_type`](#voice_get_filter_type)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[`voice_get_filter_cutoff`](#voice_get_filter_cutoff)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[`voice_get_filter_resonance`](#voice_get_filter_resonance)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[`voice_get_chorus`](#voice_get_chorus)** **(** [RID](class_rid) voice **)** const
* [int](class_int) **[`voice_get_reverb_type`](#voice_get_reverb_type)** **(** [RID](class_rid) voice **)** const
* [real](class_real) **[`voice_get_reverb`](#voice_get_reverb)** **(** [RID](class_rid) voice **)** const
* [int](class_int) **[`voice_get_mix_rate`](#voice_get_mix_rate)** **(** [RID](class_rid) voice **)** const
* [bool](class_bool) **[`voice_is_positional`](#voice_is_positional)** **(** [RID](class_rid) voice **)** const
* void **[`voice_stop`](#voice_stop)** **(** [RID](class_rid) voice **)**
* void **[`free`](#free)** **(** [RID](class_rid) rid **)**
* void **[`set_stream_global_volume_scale`](#set_stream_global_volume_scale)** **(** [real](class_real) scale **)**
* [real](class_real) **[`get_stream_global_volume_scale`](#get_stream_global_volume_scale)** **(** **)** const
* void **[`set_fx_global_volume_scale`](#set_fx_global_volume_scale)** **(** [real](class_real) scale **)**
* [real](class_real) **[`get_fx_global_volume_scale`](#get_fx_global_volume_scale)** **(** **)** const
* void **[`set_event_voice_global_volume_scale`](#set_event_voice_global_volume_scale)** **(** [real](class_real) scale **)**
* [real](class_real) **[`get_event_voice_global_volume_scale`](#get_event_voice_global_volume_scale)** **(** **)** const
### Numeric Constants
* **SAMPLE_FORMAT_PCM8** = **0** - Sample format is 8 bits, signed.
@ -75,211 +76,211 @@ AudioServer is a low level server interface for audio access. It is"#10;"#9;in c
### Member Function Description
#### <a name="sample_create">sample_create</a>
* [RID](class_rid) **sample_create** **(** [int](class_int) format, [bool](class_bool) stereo, [int](class_int) length **)**
* [RID](class_rid) **`sample_create`** **(** [int](class_int) format, [bool](class_bool) stereo, [int](class_int) length **)**
Create an audio sample, return a [[rid|RID]] referencing"#10;"#9;"#9;"#9;it. The sample will be created with a given format"#10;"#9;"#9;"#9;(from the SAMPLE_FORMAT_* enum), a total length (in"#10;"#9;"#9;"#9;frames, not samples or bytes), in either stereo or"#10;"#9;"#9;"#9;mono.
#### <a name="sample_set_description">sample_set_description</a>
* void **sample_set_description** **(** [RID](class_rid) sample, [String](class_string) description **)**
* void **`sample_set_description`** **(** [RID](class_rid) sample, [String](class_string) description **)**
Set the description of an audio sample. Mainly used"#10;"#9;"#9;"#9;for organization.
#### <a name="sample_get_description">sample_get_description</a>
* [String](class_string) **sample_get_description** **(** [RID](class_rid) sample, [String](class_string) arg1 **)** const
* [String](class_string) **`sample_get_description`** **(** [RID](class_rid) sample, [String](class_string) arg1 **)** const
Return the description of an audio sample. Mainly"#10;"#9;"#9;"#9;used for organization.
#### <a name="sample_get_format">sample_get_format</a>
* [int](class_int) **sample_get_format** **(** [RID](class_rid) sample **)** const
* [int](class_int) **`sample_get_format`** **(** [RID](class_rid) sample **)** const
Return the format of the audio sample, in the form"#10;"#9;"#9;"#9;of the SAMPLE_FORMAT_* enum.
#### <a name="sample_is_stereo">sample_is_stereo</a>
* [bool](class_bool) **sample_is_stereo** **(** [RID](class_rid) sample **)** const
* [bool](class_bool) **`sample_is_stereo`** **(** [RID](class_rid) sample **)** const
Return wether the sample is stereo (2 channels)
#### <a name="sample_get_length">sample_get_length</a>
* [int](class_int) **sample_get_length** **(** [RID](class_rid) sample **)** const
* [int](class_int) **`sample_get_length`** **(** [RID](class_rid) sample **)** const
Return the length in frames of the audio sample (not"#10;"#9;"#9;"#9;samples or bytes).
#### <a name="sample_set_signed_data">sample_set_signed_data</a>
* void **sample_set_signed_data** **(** [RID](class_rid) sample, [RealArray](class_realarray) data **)**
* void **`sample_set_signed_data`** **(** [RID](class_rid) sample, [RealArray](class_realarray) data **)**
Set the sample data for a given sample as an array"#10;"#9;"#9;"#9;of floats. The length must be equal to the sample"#10;"#9;"#9;"#9;lenght or an error will be produced.
#### <a name="sample_set_data">sample_set_data</a>
* void **sample_set_data** **(** [RID](class_rid) sample, [RawArray](class_rawarray) arg1 **)**
* void **`sample_set_data`** **(** [RID](class_rid) sample, [RawArray](class_rawarray) arg1 **)**
Set the sample data for a given sample as an array"#10;"#9;"#9;"#9;of bytes. The length must be equal to the sample"#10;"#9;"#9;"#9;lenght expected in bytes or an error will be produced.
#### <a name="sample_get_data">sample_get_data</a>
* [RawArray](class_rawarray) **sample_get_data** **(** [RID](class_rid) sample **)** const
* [RawArray](class_rawarray) **`sample_get_data`** **(** [RID](class_rid) sample **)** const
Return the sample data as an array of bytes. The"#10;"#9;"#9;"#9;length will be the expected length in bytes.
#### <a name="sample_set_mix_rate">sample_set_mix_rate</a>
* void **sample_set_mix_rate** **(** [RID](class_rid) sample, [int](class_int) mix_rate **)**
* void **`sample_set_mix_rate`** **(** [RID](class_rid) sample, [int](class_int) mix_rate **)**
Change the default mix rate of a given sample.
#### <a name="sample_get_mix_rate">sample_get_mix_rate</a>
* [int](class_int) **sample_get_mix_rate** **(** [RID](class_rid) sample **)** const
* [int](class_int) **`sample_get_mix_rate`** **(** [RID](class_rid) sample **)** const
Return the mix rate of the given sample.
#### <a name="sample_set_loop_format">sample_set_loop_format</a>
* void **sample_set_loop_format** **(** [RID](class_rid) sample, [int](class_int) loop_format **)**
* void **`sample_set_loop_format`** **(** [RID](class_rid) sample, [int](class_int) loop_format **)**
Set the loop format for a sample from the"#10;"#9;"#9;"#9;SAMPLE_LOOP_* enum. As a warning, Ping Pong loops"#10;"#9;"#9;"#9;may not be available on some hardware-mixing"#10;"#9;"#9;"#9;platforms.
#### <a name="sample_get_loop_format">sample_get_loop_format</a>
* [int](class_int) **sample_get_loop_format** **(** [RID](class_rid) sample **)** const
* [int](class_int) **`sample_get_loop_format`** **(** [RID](class_rid) sample **)** const
Return the loop format for a sample, as a value from"#10;"#9;"#9;"#9;the SAMPLE_LOOP_* enum.
#### <a name="sample_set_loop_begin">sample_set_loop_begin</a>
* void **sample_set_loop_begin** **(** [RID](class_rid) sample, [int](class_int) pos **)**
* void **`sample_set_loop_begin`** **(** [RID](class_rid) sample, [int](class_int) pos **)**
Set the initial loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [[#sample_set_loop_format|sample_set_loop_format]].
#### <a name="sample_get_loop_begin">sample_get_loop_begin</a>
* [int](class_int) **sample_get_loop_begin** **(** [RID](class_rid) sample **)** const
* [int](class_int) **`sample_get_loop_begin`** **(** [RID](class_rid) sample **)** const
Return the initial loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [[#sample_set_loop_format|sample_set_loop_format]].
#### <a name="sample_set_loop_end">sample_set_loop_end</a>
* void **sample_set_loop_end** **(** [RID](class_rid) sample, [int](class_int) pos **)**
* void **`sample_set_loop_end`** **(** [RID](class_rid) sample, [int](class_int) pos **)**
Set the final loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [[#sample_set_loop_format|sample_set_loop_format]].
#### <a name="sample_get_loop_end">sample_get_loop_end</a>
* [int](class_int) **sample_get_loop_end** **(** [RID](class_rid) sample **)** const
* [int](class_int) **`sample_get_loop_end`** **(** [RID](class_rid) sample **)** const
Return the final loop point of a sample. Only has"#10;"#9;"#9;"#9;effect if sample loop is enabled. See [[#sample_set_loop_format|sample_set_loop_format]].
#### <a name="voice_create">voice_create</a>
* [RID](class_rid) **voice_create** **(** **)**
* [RID](class_rid) **`voice_create`** **(** **)**
Allocate a voice for playback. Voices are"#10;"#9;"#9;"#9;persistent. A voice can play a single sample at the"#10;"#9;"#9;"#9;same time. See [[#sample_create|sample_create]].
#### <a name="voice_play">voice_play</a>
* void **voice_play** **(** [RID](class_rid) voice, [RID](class_rid) sample **)**
* void **`voice_play`** **(** [RID](class_rid) voice, [RID](class_rid) sample **)**
Start playback of a given voice using a given"#10;"#9;"#9;"#9;sample. If the voice was already playing it will be"#10;"#9;"#9;"#9;restarted.
#### <a name="voice_set_volume">voice_set_volume</a>
* void **voice_set_volume** **(** [RID](class_rid) voice, [real](class_real) volume **)**
* void **`voice_set_volume`** **(** [RID](class_rid) voice, [real](class_real) volume **)**
Change the volume of a currently playing voice."#10;"#9;"#9;"#9;Volume is expressed as linear gain where 0.0 is mute"#10;"#9;"#9;"#9;and 1.0 is default.
#### <a name="voice_set_pan">voice_set_pan</a>
* void **voice_set_pan** **(** [RID](class_rid) voice, [real](class_real) pan, [real](class_real) depth=0, [real](class_real) height=0 **)**
* void **`voice_set_pan`** **(** [RID](class_rid) voice, [real](class_real) pan, [real](class_real) depth=0, [real](class_real) height=0 **)**
Change the pan of a currently playing voice and,"#10;"#9;"#9;"#9;optionally, the depth and height for a positional/3D"#10;"#9;"#9;"#9;sound. Panning values are expressed within the -1 to"#10;"#9;"#9;"#9;+1 range.
#### <a name="voice_set_filter">voice_set_filter</a>
* void **voice_set_filter** **(** [RID](class_rid) voice, [int](class_int) type, [real](class_real) cutoff, [real](class_real) resonance, [real](class_real) gain=0 **)**
* void **`voice_set_filter`** **(** [RID](class_rid) voice, [int](class_int) type, [real](class_real) cutoff, [real](class_real) resonance, [real](class_real) gain=0 **)**
Set a resonant filter post processing for the voice."#10;"#9;"#9;"#9;Filter type is a value from the FILTER_* enum.
#### <a name="voice_set_chorus">voice_set_chorus</a>
* void **voice_set_chorus** **(** [RID](class_rid) voice, [real](class_real) chorus **)**
* void **`voice_set_chorus`** **(** [RID](class_rid) voice, [real](class_real) chorus **)**
Set chorus send post processing for the voice (from"#10;"#9;"#9;"#9;0 to 1).
#### <a name="voice_set_reverb">voice_set_reverb</a>
* void **voice_set_reverb** **(** [RID](class_rid) voice, [int](class_int) room, [real](class_real) reverb **)**
* void **`voice_set_reverb`** **(** [RID](class_rid) voice, [int](class_int) room, [real](class_real) reverb **)**
Set the reverb send post processing for the voice (from"#10;"#9;"#9;"#9;0 to 1) and the reverb type, from the REVERB_* enum.
#### <a name="voice_set_mix_rate">voice_set_mix_rate</a>
* void **voice_set_mix_rate** **(** [RID](class_rid) voice, [int](class_int) rate **)**
* void **`voice_set_mix_rate`** **(** [RID](class_rid) voice, [int](class_int) rate **)**
Set a different playback mix rate for the given"#10;"#9;"#9;"#9;voice.
#### <a name="voice_set_positional">voice_set_positional</a>
* void **voice_set_positional** **(** [RID](class_rid) voice, [bool](class_bool) enabled **)**
* void **`voice_set_positional`** **(** [RID](class_rid) voice, [bool](class_bool) enabled **)**
Set wether a given voice is positional. This is only"#10;"#9;"#9;"#9;interpreted as a hint and used for backends that may"#10;"#9;"#9;"#9;support binaural encoding.
#### <a name="voice_get_volume">voice_get_volume</a>
* [real](class_real) **voice_get_volume** **(** [RID](class_rid) voice **)** const
* [real](class_real) **`voice_get_volume`** **(** [RID](class_rid) voice **)** const
Return the current volume for a given voice.
#### <a name="voice_get_pan">voice_get_pan</a>
* [real](class_real) **voice_get_pan** **(** [RID](class_rid) voice **)** const
* [real](class_real) **`voice_get_pan`** **(** [RID](class_rid) voice **)** const
Return the current pan for a given voice (-1 to +1"#10;"#9;"#9;"#9;range).
#### <a name="voice_get_pan_height">voice_get_pan_height</a>
* [real](class_real) **voice_get_pan_height** **(** [RID](class_rid) voice **)** const
* [real](class_real) **`voice_get_pan_height`** **(** [RID](class_rid) voice **)** const
Return the current pan height for a given voice (-1 to +1"#10;"#9;"#9;"#9;range).
#### <a name="voice_get_pan_depth">voice_get_pan_depth</a>
* [real](class_real) **voice_get_pan_depth** **(** [RID](class_rid) voice **)** const
* [real](class_real) **`voice_get_pan_depth`** **(** [RID](class_rid) voice **)** const
Return the current pan depth for a given voice (-1 to +1"#10;"#9;"#9;"#9;range).
#### <a name="voice_get_filter_type">voice_get_filter_type</a>
* [int](class_int) **voice_get_filter_type** **(** [RID](class_rid) voice **)** const
* [int](class_int) **`voice_get_filter_type`** **(** [RID](class_rid) voice **)** const
Return the current selected filter type for a given"#10;"#9;"#9;"#9;voice, from the FILTER_* enum.
#### <a name="voice_get_filter_cutoff">voice_get_filter_cutoff</a>
* [real](class_real) **voice_get_filter_cutoff** **(** [RID](class_rid) voice **)** const
* [real](class_real) **`voice_get_filter_cutoff`** **(** [RID](class_rid) voice **)** const
Return the current filter cutoff (in hz) for a given"#10;"#9;"#9;"#9;voice.
#### <a name="voice_get_filter_resonance">voice_get_filter_resonance</a>
* [real](class_real) **voice_get_filter_resonance** **(** [RID](class_rid) voice **)** const
* [real](class_real) **`voice_get_filter_resonance`** **(** [RID](class_rid) voice **)** const
Return the current filter resonance for a given"#10;"#9;"#9;"#9;voice.
#### <a name="voice_get_chorus">voice_get_chorus</a>
* [real](class_real) **voice_get_chorus** **(** [RID](class_rid) voice **)** const
* [real](class_real) **`voice_get_chorus`** **(** [RID](class_rid) voice **)** const
Return the current chorus send for a given"#10;"#9;"#9;"#9;voice (0 to 1).
#### <a name="voice_get_reverb_type">voice_get_reverb_type</a>
* [int](class_int) **voice_get_reverb_type** **(** [RID](class_rid) voice **)** const
* [int](class_int) **`voice_get_reverb_type`** **(** [RID](class_rid) voice **)** const
Return the current reverb type for a given voice"#10;"#9;"#9;"#9;from the REVERB_* enum.
#### <a name="voice_get_reverb">voice_get_reverb</a>
* [real](class_real) **voice_get_reverb** **(** [RID](class_rid) voice **)** const
* [real](class_real) **`voice_get_reverb`** **(** [RID](class_rid) voice **)** const
Return the current reverb send for a given voice"#10;"#9;"#9;"#9;(0 to 1).
#### <a name="voice_get_mix_rate">voice_get_mix_rate</a>
* [int](class_int) **voice_get_mix_rate** **(** [RID](class_rid) voice **)** const
* [int](class_int) **`voice_get_mix_rate`** **(** [RID](class_rid) voice **)** const
Return the current mix rate for a given voice.
#### <a name="voice_is_positional">voice_is_positional</a>
* [bool](class_bool) **voice_is_positional** **(** [RID](class_rid) voice **)** const
* [bool](class_bool) **`voice_is_positional`** **(** [RID](class_rid) voice **)** const
Return wether the current voice is positional. See"#10;"#9;"#9;"#9;[[#voice_set_positional|voice_set_positional]].
#### <a name="voice_stop">voice_stop</a>
* void **voice_stop** **(** [RID](class_rid) voice **)**
* void **`voice_stop`** **(** [RID](class_rid) voice **)**
Stop a given voice.
#### <a name="free">free</a>
* void **free** **(** [RID](class_rid) rid **)**
* void **`free`** **(** [RID](class_rid) rid **)**
Free a [[rid|RID]] resource.
#### <a name="set_stream_global_volume_scale">set_stream_global_volume_scale</a>
* void **set_stream_global_volume_scale** **(** [real](class_real) scale **)**
* void **`set_stream_global_volume_scale`** **(** [real](class_real) scale **)**
Set global scale for stream playback. Default is 1.0.
#### <a name="get_stream_global_volume_scale">get_stream_global_volume_scale</a>
* [real](class_real) **get_stream_global_volume_scale** **(** **)** const
* [real](class_real) **`get_stream_global_volume_scale`** **(** **)** const
Return the global scale for stream playback.

@ -1,4 +1,5 @@
# AudioServerSW
**Inherits:** [AudioServer](class_audioserver)\\n\\n
#####**Inherits:** [AudioServer](class_audioserver)
### Brief Description

@ -1,21 +1,22 @@
# AudioStream
**Inherits:** [Resource](class_resource)\\n\\n
#####**Inherits:** [Resource](class_resource)
### Brief Description
Base class for audio streams.
### Member Functions
* void **[play](#play)** **(** **)**
* void **[stop](#stop)** **(** **)**
* [bool](class_bool) **[is_playing](#is_playing)** **(** **)** const
* void **[set_loop](#set_loop)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[has_loop](#has_loop)** **(** **)** const
* [String](class_string) **[get_stream_name](#get_stream_name)** **(** **)** const
* [int](class_int) **[get_loop_count](#get_loop_count)** **(** **)** const
* void **[seek_pos](#seek_pos)** **(** [real](class_real) pos **)**
* [real](class_real) **[get_pos](#get_pos)** **(** **)** const
* [real](class_real) **[get_length](#get_length)** **(** **)** const
* [int](class_int) **[get_update_mode](#get_update_mode)** **(** **)** const
* void **[update](#update)** **(** **)**
* void **[`play`](#play)** **(** **)**
* void **[`stop`](#stop)** **(** **)**
* [bool](class_bool) **[`is_playing`](#is_playing)** **(** **)** const
* void **[`set_loop`](#set_loop)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[`has_loop`](#has_loop)** **(** **)** const
* [String](class_string) **[`get_stream_name`](#get_stream_name)** **(** **)** const
* [int](class_int) **[`get_loop_count`](#get_loop_count)** **(** **)** const
* void **[`seek_pos`](#seek_pos)** **(** [real](class_real) pos **)**
* [real](class_real) **[`get_pos`](#get_pos)** **(** **)** const
* [real](class_real) **[`get_length`](#get_length)** **(** **)** const
* [int](class_int) **[`get_update_mode`](#get_update_mode)** **(** **)** const
* void **[`update`](#update)** **(** **)**
### Numeric Constants
* **UPDATE_NONE** = **0** - Does not need update, or manual polling.
@ -28,56 +29,56 @@ Base class for audio streams. Audio streams are used for music"#10;"#9;playback,
### Member Function Description
#### <a name="play">play</a>
* void **play** **(** **)**
* void **`play`** **(** **)**
Start playback of an audio stream.
#### <a name="stop">stop</a>
* void **stop** **(** **)**
* void **`stop`** **(** **)**
Stop playback of an audio stream.
#### <a name="is_playing">is_playing</a>
* [bool](class_bool) **is_playing** **(** **)** const
* [bool](class_bool) **`is_playing`** **(** **)** const
Return wether the audio stream is currently playing.
#### <a name="set_loop">set_loop</a>
* void **set_loop** **(** [bool](class_bool) enabled **)**
* void **`set_loop`** **(** [bool](class_bool) enabled **)**
Set the loop hint for the audio stream playback. if"#10;"#9;"#9;"#9;true, audio stream will attempt to loop (restart)"#10;"#9;"#9;"#9;when finished.
#### <a name="has_loop">has_loop</a>
* [bool](class_bool) **has_loop** **(** **)** const
* [bool](class_bool) **`has_loop`** **(** **)** const
Return wether the audio stream loops. See [[#set_loop|set_loop]]
#### <a name="get_stream_name">get_stream_name</a>
* [String](class_string) **get_stream_name** **(** **)** const
* [String](class_string) **`get_stream_name`** **(** **)** const
Return the name of the audio stream. Often the song"#10;"#9;"#9;"#9;title when the stream is music.
#### <a name="get_loop_count">get_loop_count</a>
* [int](class_int) **get_loop_count** **(** **)** const
* [int](class_int) **`get_loop_count`** **(** **)** const
Return the amount of times that the stream has"#10;"#9;"#9;"#9;looped (if loop is supported).
#### <a name="seek_pos">seek_pos</a>
* void **seek_pos** **(** [real](class_real) pos **)**
* void **`seek_pos`** **(** [real](class_real) pos **)**
Seek to a certain position (in seconds) in an audio"#10;"#9;"#9;"#9;stream.
#### <a name="get_pos">get_pos</a>
* [real](class_real) **get_pos** **(** **)** const
* [real](class_real) **`get_pos`** **(** **)** const
Return the current playing position (in seconds) of the audio"#10;"#9;"#9;"#9;stream (if supported). Since this value is updated"#10;"#9;"#9;"#9;internally, it may not be exact or updated"#10;"#9;"#9;"#9;continuosly. Accuracy depends on the sample buffer"#10;"#9;"#9;"#9;size of the audio driver.
#### <a name="get_update_mode">get_update_mode</a>
* [int](class_int) **get_update_mode** **(** **)** const
* [int](class_int) **`get_update_mode`** **(** **)** const
Return the type of update that the stream uses. Some"#10;"#9;"#9;"#9;types of stream may need manual polling.
#### <a name="update">update</a>
* void **update** **(** **)**
* void **`update`** **(** **)**
Manually poll the audio stream (if it is requested"#10;"#9;"#9;"#9;to).

@ -1,17 +1,18 @@
# AudioStreamGibberish
**Inherits:** [AudioStream](class_audiostream)\\n\\n
#####**Inherits:** [AudioStream](class_audiostream)
### Brief Description
Simple gibberish speech stream playback.
### Member Functions
* void **[set_phonemes](#set_phonemes)** **(** [Object](class_object) phonemes **)**
* [Object](class_object) **[get_phonemes](#get_phonemes)** **(** **)** const
* void **[set_pitch_scale](#set_pitch_scale)** **(** [real](class_real) pitch_scale **)**
* [real](class_real) **[get_pitch_scale](#get_pitch_scale)** **(** **)** const
* void **[set_pitch_random_scale](#set_pitch_random_scale)** **(** [real](class_real) pitch_random_scale **)**
* [real](class_real) **[get_pitch_random_scale](#get_pitch_random_scale)** **(** **)** const
* void **[set_xfade_time](#set_xfade_time)** **(** [real](class_real) sec **)**
* [real](class_real) **[get_xfade_time](#get_xfade_time)** **(** **)** const
* void **[`set_phonemes`](#set_phonemes)** **(** [Object](class_object) phonemes **)**
* [Object](class_object) **[`get_phonemes`](#get_phonemes)** **(** **)** const
* void **[`set_pitch_scale`](#set_pitch_scale)** **(** [real](class_real) pitch_scale **)**
* [real](class_real) **[`get_pitch_scale`](#get_pitch_scale)** **(** **)** const
* void **[`set_pitch_random_scale`](#set_pitch_random_scale)** **(** [real](class_real) pitch_random_scale **)**
* [real](class_real) **[`get_pitch_random_scale`](#get_pitch_random_scale)** **(** **)** const
* void **[`set_xfade_time`](#set_xfade_time)** **(** [real](class_real) sec **)**
* [real](class_real) **[`get_xfade_time`](#get_xfade_time)** **(** **)** const
### Description
AudioStream used for gibberish playback. It plays randomized phonemes, which can be used to accompany text dialogs.
@ -19,41 +20,41 @@ AudioStream used for gibberish playback. It plays randomized phonemes, which can
### Member Function Description
#### <a name="set_phonemes">set_phonemes</a>
* void **set_phonemes** **(** [Object](class_object) phonemes **)**
* void **`set_phonemes`** **(** [Object](class_object) phonemes **)**
Set the phoneme library.
#### <a name="get_phonemes">get_phonemes</a>
* [Object](class_object) **get_phonemes** **(** **)** const
* [Object](class_object) **`get_phonemes`** **(** **)** const
Return the phoneme library.
#### <a name="set_pitch_scale">set_pitch_scale</a>
* void **set_pitch_scale** **(** [real](class_real) pitch_scale **)**
* void **`set_pitch_scale`** **(** [real](class_real) pitch_scale **)**
Set pitch scale for the speech. Animating this value holds amusing results.
#### <a name="get_pitch_scale">get_pitch_scale</a>
* [real](class_real) **get_pitch_scale** **(** **)** const
* [real](class_real) **`get_pitch_scale`** **(** **)** const
Return the pitch scale.
#### <a name="set_pitch_random_scale">set_pitch_random_scale</a>
* void **set_pitch_random_scale** **(** [real](class_real) pitch_random_scale **)**
* void **`set_pitch_random_scale`** **(** [real](class_real) pitch_random_scale **)**
Set the random scaling for the pitch.
#### <a name="get_pitch_random_scale">get_pitch_random_scale</a>
* [real](class_real) **get_pitch_random_scale** **(** **)** const
* [real](class_real) **`get_pitch_random_scale`** **(** **)** const
Return the pitch random scaling.
#### <a name="set_xfade_time">set_xfade_time</a>
* void **set_xfade_time** **(** [real](class_real) sec **)**
* void **`set_xfade_time`** **(** [real](class_real) sec **)**
Set the cross-fade time between random phonemes.
#### <a name="get_xfade_time">get_xfade_time</a>
* [real](class_real) **get_xfade_time** **(** **)** const
* [real](class_real) **`get_xfade_time`** **(** **)** const
Return the cross-fade time between random phonemes.

@ -1,11 +1,12 @@
# AudioStreamMPC
**Inherits:** [AudioStreamResampled](class_audiostreamresampled)\\n\\n
#####**Inherits:** [AudioStreamResampled](class_audiostreamresampled)
### Brief Description
MusePack audio stream driver.
### Member Functions
* void **[set_file](#set_file)** **(** [String](class_string) name **)**
* [String](class_string) **[get_file](#get_file)** **(** **)** const
* void **[`set_file`](#set_file)** **(** [String](class_string) name **)**
* [String](class_string) **[`get_file`](#get_file)** **(** **)** const
### Description
MusePack audio stream driver.
@ -13,11 +14,11 @@ MusePack audio stream driver.
### Member Function Description
#### <a name="set_file">set_file</a>
* void **set_file** **(** [String](class_string) name **)**
* void **`set_file`** **(** [String](class_string) name **)**
Set the file to be played.
#### <a name="get_file">get_file</a>
* [String](class_string) **get_file** **(** **)** const
* [String](class_string) **`get_file`** **(** **)** const
Return the file being played.

@ -1,5 +1,6 @@
# AudioStreamOGGVorbis
**Inherits:** [AudioStreamResampled](class_audiostreamresampled)\\n\\n
#####**Inherits:** [AudioStreamResampled](class_audiostreamresampled)
### Brief Description
OGG Vorbis audio stream driver.

@ -1,5 +1,6 @@
# AudioStreamResampled
**Inherits:** [AudioStream](class_audiostream)\\n\\n
#####**Inherits:** [AudioStream](class_audiostream)
### Brief Description
Base class for resampled audio streams.

@ -1,11 +1,12 @@
# AudioStreamSpeex
**Inherits:** [AudioStreamResampled](class_audiostreamresampled)\\n\\n
#####**Inherits:** [AudioStreamResampled](class_audiostreamresampled)
### Brief Description
Speex audio stream driver.
### Member Functions
* void **[set_file](#set_file)** **(** [String](class_string) file **)**
* [String](class_string) **[get_file](#get_file)** **(** **)** const
* void **[`set_file`](#set_file)** **(** [String](class_string) file **)**
* [String](class_string) **[`get_file`](#get_file)** **(** **)** const
### Description
Speex audio stream driver. Speex is very useful for compressed speech. It allows loading a very large amount of speech in memory at little IO/latency cost.
@ -13,11 +14,11 @@ Speex audio stream driver. Speex is very useful for compressed speech. It allows
### Member Function Description
#### <a name="set_file">set_file</a>
* void **set_file** **(** [String](class_string) file **)**
* void **`set_file`** **(** [String](class_string) file **)**
Set the speech file (which is loaded to memory).
#### <a name="get_file">get_file</a>
* [String](class_string) **get_file** **(** **)** const
* [String](class_string) **`get_file`** **(** **)** const
Return the speech file.

@ -1,21 +1,22 @@
# BaseButton
**Inherits:** [Control](class_control)\\n\\n
#####**Inherits:** [Control](class_control)
### Brief Description
Provides a base class for different kinds of buttons.
### Member Functions
* void **[set_pressed](#set_pressed)** **(** [bool](class_bool) pressed **)**
* [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)** const
* void **[set_toggle_mode](#set_toggle_mode)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[is_toggle_mode](#is_toggle_mode)** **(** **)** const
* void **[set_disabled](#set_disabled)** **(** [bool](class_bool) disabled **)**
* [bool](class_bool) **[is_disabled](#is_disabled)** **(** **)** const
* void **[set_click_on_press](#set_click_on_press)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[get_click_on_press](#get_click_on_press)** **(** **)** const
* void **[`set_pressed`](#set_pressed)** **(** [bool](class_bool) pressed **)**
* [bool](class_bool) **[`is_pressed`](#is_pressed)** **(** **)** const
* void **[`set_toggle_mode`](#set_toggle_mode)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[`is_toggle_mode`](#is_toggle_mode)** **(** **)** const
* void **[`set_disabled`](#set_disabled)** **(** [bool](class_bool) disabled **)**
* [bool](class_bool) **[`is_disabled`](#is_disabled)** **(** **)** const
* void **[`set_click_on_press`](#set_click_on_press)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`get_click_on_press`](#get_click_on_press)** **(** **)** const
### Signals
* **toggled** **(** [bool](class_bool) pressed **)**
* **pressed** **(** **)**
* **`toggled`** **(** [bool](class_bool) pressed **)**
* **`pressed`** **(** **)**
### Description
BaseButton is the abstract base class for buttons, so it shouldn't be used directly (It doesnt display anything). Other types of buttons inherit from it.
@ -23,41 +24,41 @@ BaseButton is the abstract base class for buttons, so it shouldn't be used direc
### Member Function Description
#### <a name="set_pressed">set_pressed</a>
* void **set_pressed** **(** [bool](class_bool) pressed **)**
* void **`set_pressed`** **(** [bool](class_bool) pressed **)**
Set the button to pressed state (only if toggle_mode is active).
#### <a name="is_pressed">is_pressed</a>
* [bool](class_bool) **is_pressed** **(** **)** const
* [bool](class_bool) **`is_pressed`** **(** **)** const
Return when the button is pressed (only if toggle_mode is active).
#### <a name="set_toggle_mode">set_toggle_mode</a>
* void **set_toggle_mode** **(** [bool](class_bool) enabled **)**
* void **`set_toggle_mode`** **(** [bool](class_bool) enabled **)**
Set the button toggle_mode property. Toggle mode makes the button flip state between pressed and unpressed each time its area is clicked.
#### <a name="is_toggle_mode">is_toggle_mode</a>
* [bool](class_bool) **is_toggle_mode** **(** **)** const
* [bool](class_bool) **`is_toggle_mode`** **(** **)** const
Return the toggle_mode property (see [[#set_toggle_mode|set_toggle_mode]]).
#### <a name="set_disabled">set_disabled</a>
* void **set_disabled** **(** [bool](class_bool) disabled **)**
* void **`set_disabled`** **(** [bool](class_bool) disabled **)**
Set the button into disabled state. When a button is disabled, it can"apos;t be clicked or toggled.
#### <a name="is_disabled">is_disabled</a>
* [bool](class_bool) **is_disabled** **(** **)** const
* [bool](class_bool) **`is_disabled`** **(** **)** const
Return wether the button is in disabled state (see [[#set_disabled|set_disabled]]).
#### <a name="set_click_on_press">set_click_on_press</a>
* void **set_click_on_press** **(** [bool](class_bool) enable **)**
* void **`set_click_on_press`** **(** [bool](class_bool) enable **)**
Set the button click_on_press mode. This mode generates click events when a mousebutton or key is just pressed (by default events are generated when the button/keys are released and both press and release occur in the visual area of the Button).
#### <a name="get_click_on_press">get_click_on_press</a>
* [bool](class_bool) **get_click_on_press** **(** **)** const
* [bool](class_bool) **`get_click_on_press`** **(** **)** const
Return the state of the click_on_press property (see [[#set_click_on_press|set_click_on_press]]).

@ -1,15 +1,16 @@
# BitMap
**Inherits:** [Resource](class_resource)\\n\\n
#####**Inherits:** [Resource](class_resource)
### Brief Description
### Member Functions
* void **[create](#create)** **(** [Vector2](class_vector2) size **)**
* void **[create_from_image_alpha](#create_from_image_alpha)** **(** [Image](class_image) image **)**
* void **[set_bit](#set_bit)** **(** [Vector2](class_vector2) pos, [bool](class_bool) bit **)**
* [bool](class_bool) **[get_bit](#get_bit)** **(** [Vector2](class_vector2) pos **)** const
* void **[set_bit_rect](#set_bit_rect)** **(** [Rect2](class_rect2) p_rect, [bool](class_bool) bit **)**
* [int](class_int) **[get_true_bit_count](#get_true_bit_count)** **(** **)** const
* [Vector2](class_vector2) **[get_size](#get_size)** **(** **)** const
* void **[`create`](#create)** **(** [Vector2](class_vector2) size **)**
* void **[`create_from_image_alpha`](#create_from_image_alpha)** **(** [Image](class_image) image **)**
* void **[`set_bit`](#set_bit)** **(** [Vector2](class_vector2) pos, [bool](class_bool) bit **)**
* [bool](class_bool) **[`get_bit`](#get_bit)** **(** [Vector2](class_vector2) pos **)** const
* void **[`set_bit_rect`](#set_bit_rect)** **(** [Rect2](class_rect2) p_rect, [bool](class_bool) bit **)**
* [int](class_int) **[`get_true_bit_count`](#get_true_bit_count)** **(** **)** const
* [Vector2](class_vector2) **[`get_size`](#get_size)** **(** **)** const
### Member Function Description

@ -1,4 +1,5 @@
# BoneAttachment
**Inherits:** [Spatial](class_spatial)\\n\\n
#####**Inherits:** [Spatial](class_spatial)
### Brief Description

@ -4,9 +4,9 @@
Boolean built-in type
### Member Functions
* void **[bool](#bool)** **(** [int](class_int) from **)**
* void **[bool](#bool)** **(** [real](class_real) from **)**
* void **[bool](#bool)** **(** [String](class_string) from **)**
* void **[`bool`](#bool)** **(** [int](class_int) from **)**
* void **[`bool`](#bool)** **(** [real](class_real) from **)**
* void **[`bool`](#bool)** **(** [String](class_string) from **)**
### Description
Boolean built-in type.

@ -1,5 +1,6 @@
# BoxContainer
**Inherits:** [Container](class_container)\\n\\n
#####**Inherits:** [Container](class_container)
### Brief Description
Base class for Box containers.

@ -1,11 +1,12 @@
# BoxShape
**Inherits:** [Shape](class_shape)\\n\\n
#####**Inherits:** [Shape](class_shape)
### Brief Description
Box shape resource.
### Member Functions
* void **[set_extents](#set_extents)** **(** [Vector3](class_vector3) extents **)**
* [Vector3](class_vector3) **[get_extents](#get_extents)** **(** **)** const
* void **[`set_extents`](#set_extents)** **(** [Vector3](class_vector3) extents **)**
* [Vector3](class_vector3) **[`get_extents`](#get_extents)** **(** **)** const
### Description
Box shape resource, which can be set into a [[physicsbody|PhysicsBody]] or area.
@ -13,11 +14,11 @@ Box shape resource, which can be set into a [[physicsbody|PhysicsBody]] or area.
### Member Function Description
#### <a name="set_extents">set_extents</a>
* void **set_extents** **(** [Vector3](class_vector3) extents **)**
* void **`set_extents`** **(** [Vector3](class_vector3) extents **)**
Set the half extents for the shape.
#### <a name="get_extents">get_extents</a>
* [Vector3](class_vector3) **get_extents** **(** **)** const
* [Vector3](class_vector3) **`get_extents`** **(** **)** const
Return the half extents of the shape.

@ -1,19 +1,20 @@
# Button
**Inherits:** [BaseButton](class_basebutton)\\n\\n
#####**Inherits:** [BaseButton](class_basebutton)
### Brief Description
Standard themed Button.
### Member Functions
* void **[set_text](#set_text)** **(** [String](class_string) text **)**
* [String](class_string) **[get_text](#get_text)** **(** **)** const
* void **[set_button_icon](#set_button_icon)** **(** [Texture](class_texture) texture **)**
* [Texture](class_texture) **[get_button_icon](#get_button_icon)** **(** **)** const
* void **[set_flat](#set_flat)** **(** [bool](class_bool) enabled **)**
* void **[set_clip_text](#set_clip_text)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[get_clip_text](#get_clip_text)** **(** **)** const
* void **[set_text_align](#set_text_align)** **(** [int](class_int) align **)**
* [int](class_int) **[get_text_align](#get_text_align)** **(** **)** const
* [bool](class_bool) **[is_flat](#is_flat)** **(** **)** const
* void **[`set_text`](#set_text)** **(** [String](class_string) text **)**
* [String](class_string) **[`get_text`](#get_text)** **(** **)** const
* void **[`set_button_icon`](#set_button_icon)** **(** [Texture](class_texture) texture **)**
* [Texture](class_texture) **[`get_button_icon`](#get_button_icon)** **(** **)** const
* void **[`set_flat`](#set_flat)** **(** [bool](class_bool) enabled **)**
* void **[`set_clip_text`](#set_clip_text)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[`get_clip_text`](#get_clip_text)** **(** **)** const
* void **[`set_text_align`](#set_text_align)** **(** [int](class_int) align **)**
* [int](class_int) **[`get_text_align`](#get_text_align)** **(** **)** const
* [bool](class_bool) **[`is_flat`](#is_flat)** **(** **)** const
### Description
Button is just the standard themed button: [image src="images/button_example.png"/] It can contain text and an icon, and will display them according to the current [[theme|Theme]].
@ -21,31 +22,31 @@ Button is just the standard themed button: [image src="images/button_example.png
### Member Function Description
#### <a name="set_text">set_text</a>
* void **set_text** **(** [String](class_string) text **)**
* void **`set_text`** **(** [String](class_string) text **)**
Set the button text, which will be displayed inside the button area.
#### <a name="get_text">get_text</a>
* [String](class_string) **get_text** **(** **)** const
* [String](class_string) **`get_text`** **(** **)** const
Return the button text.
#### <a name="set_flat">set_flat</a>
* void **set_flat** **(** [bool](class_bool) enabled **)**
* void **`set_flat`** **(** [bool](class_bool) enabled **)**
Set the //flat// property of a Button. Flat buttons don"apos;t display decoration unless hoevered or pressed.
#### <a name="set_clip_text">set_clip_text</a>
* void **set_clip_text** **(** [bool](class_bool) enabled **)**
* void **`set_clip_text`** **(** [bool](class_bool) enabled **)**
Set the //clip_text// property of a Button. When this property is enabled, text that is too large to fit the button is clipped, when disabled (default) the Button will always be wide enough to hold the text.
#### <a name="get_clip_text">get_clip_text</a>
* [bool](class_bool) **get_clip_text** **(** **)** const
* [bool](class_bool) **`get_clip_text`** **(** **)** const
Return the state of the //clip_text// property (see [[#set_clip_text|set_clip_text]])
#### <a name="is_flat">is_flat</a>
* [bool](class_bool) **is_flat** **(** **)** const
* [bool](class_bool) **`is_flat`** **(** **)** const
Return the state of the //flat// property (see [[#set_flat|set_flat]])

@ -1,24 +1,25 @@
# ButtonArray
**Inherits:** [Control](class_control)\\n\\n
#####**Inherits:** [Control](class_control)
### Brief Description
Array of Buttons.
### Member Functions
* void **[add_button](#add_button)** **(** [String](class_string) text **)**
* void **[add_icon_button](#add_icon_button)** **(** [Object](class_object) icon, [String](class_string) text="" **)**
* void **[set_button_text](#set_button_text)** **(** [int](class_int) button, [String](class_string) text **)**
* void **[set_button_icon](#set_button_icon)** **(** [int](class_int) button, [Object](class_object) icon **)**
* [String](class_string) **[get_button_text](#get_button_text)** **(** [int](class_int) button **)** const
* [Object](class_object) **[get_button_icon](#get_button_icon)** **(** [int](class_int) button **)** const
* [int](class_int) **[get_button_count](#get_button_count)** **(** **)** const
* [int](class_int) **[get_selected](#get_selected)** **(** **)** const
* [int](class_int) **[get_hovered](#get_hovered)** **(** **)** const
* void **[set_selected](#set_selected)** **(** [int](class_int) button **)**
* void **[erase_button](#erase_button)** **(** [int](class_int) button **)**
* void **[clear](#clear)** **(** **)**
* void **[`add_button`](#add_button)** **(** [String](class_string) text **)**
* void **[`add_icon_button`](#add_icon_button)** **(** [Object](class_object) icon, [String](class_string) text="" **)**
* void **[`set_button_text`](#set_button_text)** **(** [int](class_int) button, [String](class_string) text **)**
* void **[`set_button_icon`](#set_button_icon)** **(** [int](class_int) button, [Object](class_object) icon **)**
* [String](class_string) **[`get_button_text`](#get_button_text)** **(** [int](class_int) button **)** const
* [Object](class_object) **[`get_button_icon`](#get_button_icon)** **(** [int](class_int) button **)** const
* [int](class_int) **[`get_button_count`](#get_button_count)** **(** **)** const
* [int](class_int) **[`get_selected`](#get_selected)** **(** **)** const
* [int](class_int) **[`get_hovered`](#get_hovered)** **(** **)** const
* void **[`set_selected`](#set_selected)** **(** [int](class_int) button **)**
* void **[`erase_button`](#erase_button)** **(** [int](class_int) button **)**
* void **[`clear`](#clear)** **(** **)**
### Signals
* **button_selected** **(** [int](class_int) button **)**
* **`button_selected`** **(** [int](class_int) button **)**
### Numeric Constants
* **ALIGN_BEGIN** = **0** - Align buttons at the begining.
@ -33,51 +34,51 @@ Array of Buttons. A Button array is useful to have an array of buttons laid out
### Member Function Description
#### <a name="add_button">add_button</a>
* void **add_button** **(** [String](class_string) text **)**
* void **`add_button`** **(** [String](class_string) text **)**
Add a new button.
#### <a name="set_button_icon">set_button_icon</a>
* void **set_button_icon** **(** [int](class_int) button, [Object](class_object) icon **)**
* void **`set_button_icon`** **(** [int](class_int) button, [Object](class_object) icon **)**
Set the icon of an existing button.
#### <a name="get_button_text">get_button_text</a>
* [String](class_string) **get_button_text** **(** [int](class_int) button **)** const
* [String](class_string) **`get_button_text`** **(** [int](class_int) button **)** const
Return the text of an existing button.
#### <a name="get_button_icon">get_button_icon</a>
* [Object](class_object) **get_button_icon** **(** [int](class_int) button **)** const
* [Object](class_object) **`get_button_icon`** **(** [int](class_int) button **)** const
Return the icon of an existing button.
#### <a name="get_button_count">get_button_count</a>
* [int](class_int) **get_button_count** **(** **)** const
* [int](class_int) **`get_button_count`** **(** **)** const
Return the amount of buttons in the array.
#### <a name="get_selected">get_selected</a>
* [int](class_int) **get_selected** **(** **)** const
* [int](class_int) **`get_selected`** **(** **)** const
Return the currently selected button in the array.
#### <a name="get_hovered">get_hovered</a>
* [int](class_int) **get_hovered** **(** **)** const
* [int](class_int) **`get_hovered`** **(** **)** const
Return the currently hovered button in the array.
#### <a name="set_selected">set_selected</a>
* void **set_selected** **(** [int](class_int) button **)**
* void **`set_selected`** **(** [int](class_int) button **)**
Sekect a button in the array.
#### <a name="erase_button">erase_button</a>
* void **erase_button** **(** [int](class_int) button **)**
* void **`erase_button`** **(** [int](class_int) button **)**
Remove a button in the array, by index.
#### <a name="clear">clear</a>
* void **clear** **(** **)**
* void **`clear`** **(** **)**
Clear the button array.

@ -1,14 +1,15 @@
# ButtonGroup
**Inherits:** [Control](class_control)\\n\\n
#####**Inherits:** [Control](class_control)
### Brief Description
Group of Buttons.
### Member Functions
* [BaseButton](class_basebutton) **[get_pressed_button](#get_pressed_button)** **(** **)** const
* [int](class_int) **[get_pressed_button_index](#get_pressed_button_index)** **(** **)** const
* [BaseButton](class_basebutton) **[get_focused_button](#get_focused_button)** **(** **)** const
* [Array](class_array) **[get_button_list](#get_button_list)** **(** **)** const
* void **[set_pressed_button](#set_pressed_button)** **(** [BaseButton](class_basebutton) button **)**
* [BaseButton](class_basebutton) **[`get_pressed_button`](#get_pressed_button)** **(** **)** const
* [int](class_int) **[`get_pressed_button_index`](#get_pressed_button_index)** **(** **)** const
* [BaseButton](class_basebutton) **[`get_focused_button`](#get_focused_button)** **(** **)** const
* [Array](class_array) **[`get_button_list`](#get_button_list)** **(** **)** const
* void **[`set_pressed_button`](#set_pressed_button)** **(** [BaseButton](class_basebutton) button **)**
### Description
Group of [[button|Button]]s. All direct and indirect children buttons become radios. Only one allows being pressed.
@ -16,26 +17,26 @@ Group of [[button|Button]]s. All direct and indirect children buttons become rad
### Member Function Description
#### <a name="get_pressed_button">get_pressed_button</a>
* [BaseButton](class_basebutton) **get_pressed_button** **(** **)** const
* [BaseButton](class_basebutton) **`get_pressed_button`** **(** **)** const
Return the pressed button.
#### <a name="get_pressed_button_index">get_pressed_button_index</a>
* [int](class_int) **get_pressed_button_index** **(** **)** const
* [int](class_int) **`get_pressed_button_index`** **(** **)** const
Return the index of the pressed button (by tree order).
#### <a name="get_focused_button">get_focused_button</a>
* [BaseButton](class_basebutton) **get_focused_button** **(** **)** const
* [BaseButton](class_basebutton) **`get_focused_button`** **(** **)** const
Return the focused button.
#### <a name="get_button_list">get_button_list</a>
* [Array](class_array) **get_button_list** **(** **)** const
* [Array](class_array) **`get_button_list`** **(** **)** const
Return the list of all the buttons in the group.
#### <a name="set_pressed_button">set_pressed_button</a>
* void **set_pressed_button** **(** [BaseButton](class_basebutton) button **)**
* void **`set_pressed_button`** **(** [BaseButton](class_basebutton) button **)**
Set the button to be pressed.

@ -1,33 +1,34 @@
# Camera
**Inherits:** [Spatial](class_spatial)\\n\\n
#####**Inherits:** [Spatial](class_spatial)
### Brief Description
Camera node, displays from a point of view.
### Member Functions
* [Vector3](class_vector3) **[project_ray_normal](#project_ray_normal)** **(** [Vector2](class_vector2) screen_point **)** const
* [Vector3](class_vector3) **[project_local_ray_normal](#project_local_ray_normal)** **(** [Vector2](class_vector2) screen_point **)** const
* [Vector3](class_vector3) **[project_ray_origin](#project_ray_origin)** **(** [Vector2](class_vector2) screen_point **)** const
* [Vector2](class_vector2) **[unproject_position](#unproject_position)** **(** [Vector3](class_vector3) world_point **)** const
* [Vector3](class_vector3) **[project_position](#project_position)** **(** [Vector2](class_vector2) screen_point **)** const
* void **[set_perspective](#set_perspective)** **(** [real](class_real) fov, [real](class_real) z_near, [real](class_real) z_far **)**
* void **[set_orthogonal](#set_orthogonal)** **(** [real](class_real) size, [real](class_real) z_near, [real](class_real) z_far **)**
* void **[make_current](#make_current)** **(** **)**
* void **[clear_current](#clear_current)** **(** **)**
* [bool](class_bool) **[is_current](#is_current)** **(** **)** const
* [Transform](class_transform) **[get_camera_transform](#get_camera_transform)** **(** **)** const
* [real](class_real) **[get_fov](#get_fov)** **(** **)** const
* [real](class_real) **[get_size](#get_size)** **(** **)** const
* [real](class_real) **[get_zfar](#get_zfar)** **(** **)** const
* [real](class_real) **[get_znear](#get_znear)** **(** **)** const
* [int](class_int) **[get_projection](#get_projection)** **(** **)** const
* void **[set_visible_layers](#set_visible_layers)** **(** [int](class_int) mask **)**
* [int](class_int) **[get_visible_layers](#get_visible_layers)** **(** **)** const
* void **[look_at](#look_at)** **(** [Vector3](class_vector3) target, [Vector3](class_vector3) up **)**
* void **[look_at_from_pos](#look_at_from_pos)** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) target, [Vector3](class_vector3) up **)**
* void **[set_environment](#set_environment)** **(** [Environment](class_environment) env **)**
* [Environment](class_environment) **[get_environment](#get_environment)** **(** **)** const
* void **[set_use_vertical_aspect](#set_use_vertical_aspect)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[is_using_vertical_aspect](#is_using_vertical_aspect)** **(** **)** const
* [Vector3](class_vector3) **[`project_ray_normal`](#project_ray_normal)** **(** [Vector2](class_vector2) screen_point **)** const
* [Vector3](class_vector3) **[`project_local_ray_normal`](#project_local_ray_normal)** **(** [Vector2](class_vector2) screen_point **)** const
* [Vector3](class_vector3) **[`project_ray_origin`](#project_ray_origin)** **(** [Vector2](class_vector2) screen_point **)** const
* [Vector2](class_vector2) **[`unproject_position`](#unproject_position)** **(** [Vector3](class_vector3) world_point **)** const
* [Vector3](class_vector3) **[`project_position`](#project_position)** **(** [Vector2](class_vector2) screen_point **)** const
* void **[`set_perspective`](#set_perspective)** **(** [real](class_real) fov, [real](class_real) z_near, [real](class_real) z_far **)**
* void **[`set_orthogonal`](#set_orthogonal)** **(** [real](class_real) size, [real](class_real) z_near, [real](class_real) z_far **)**
* void **[`make_current`](#make_current)** **(** **)**
* void **[`clear_current`](#clear_current)** **(** **)**
* [bool](class_bool) **[`is_current`](#is_current)** **(** **)** const
* [Transform](class_transform) **[`get_camera_transform`](#get_camera_transform)** **(** **)** const
* [real](class_real) **[`get_fov`](#get_fov)** **(** **)** const
* [real](class_real) **[`get_size`](#get_size)** **(** **)** const
* [real](class_real) **[`get_zfar`](#get_zfar)** **(** **)** const
* [real](class_real) **[`get_znear`](#get_znear)** **(** **)** const
* [int](class_int) **[`get_projection`](#get_projection)** **(** **)** const
* void **[`set_visible_layers`](#set_visible_layers)** **(** [int](class_int) mask **)**
* [int](class_int) **[`get_visible_layers`](#get_visible_layers)** **(** **)** const
* void **[`look_at`](#look_at)** **(** [Vector3](class_vector3) target, [Vector3](class_vector3) up **)**
* void **[`look_at_from_pos`](#look_at_from_pos)** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) target, [Vector3](class_vector3) up **)**
* void **[`set_environment`](#set_environment)** **(** [Environment](class_environment) env **)**
* [Environment](class_environment) **[`get_environment`](#get_environment)** **(** **)** const
* void **[`set_use_vertical_aspect`](#set_use_vertical_aspect)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`is_using_vertical_aspect`](#is_using_vertical_aspect)** **(** **)** const
### Numeric Constants
* **PROJECTION_PERSPECTIVE** = **0** - Perspective Projection (object's size on the screen becomes smaller when far away).
@ -39,41 +40,41 @@ Camera is a special node that displays what is visible from its current location
### Member Function Description
#### <a name="project_ray_normal">project_ray_normal</a>
* [Vector3](class_vector3) **project_ray_normal** **(** [Vector2](class_vector2) screen_point **)** const
* [Vector3](class_vector3) **`project_ray_normal`** **(** [Vector2](class_vector2) screen_point **)** const
Return a normal vector in worldspace, that is the result of projecting a point on the [[viewport|Viewport]] rectangle by the camera proyection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking.
#### <a name="project_ray_origin">project_ray_origin</a>
* [Vector3](class_vector3) **project_ray_origin** **(** [Vector2](class_vector2) screen_point **)** const
* [Vector3](class_vector3) **`project_ray_origin`** **(** [Vector2](class_vector2) screen_point **)** const
Return a 3D position in worldspace, that is the result of projecting a point on the [[viewport|Viewport]] rectangle by the camera proyection. This is useful for casting rays in the form of (origin,normal) for object intersection or picking.
#### <a name="unproject_position">unproject_position</a>
* [Vector2](class_vector2) **unproject_position** **(** [Vector3](class_vector3) world_point **)** const
* [Vector2](class_vector2) **`unproject_position`** **(** [Vector3](class_vector3) world_point **)** const
Return how a 3D point in worldpsace maps to a 2D coordinate in the [[viewport|Viewport]] rectangle.
#### <a name="set_perspective">set_perspective</a>
* void **set_perspective** **(** [real](class_real) fov, [real](class_real) z_near, [real](class_real) z_far **)**
* void **`set_perspective`** **(** [real](class_real) fov, [real](class_real) z_near, [real](class_real) z_far **)**
Set the camera projection to perspective mode, by specifying a //FOV// Y angle in degrees (FOV means Field of View), and the //near// and //far// clip planes in worldspace units.
#### <a name="set_orthogonal">set_orthogonal</a>
* void **set_orthogonal** **(** [real](class_real) size, [real](class_real) z_near, [real](class_real) z_far **)**
* void **`set_orthogonal`** **(** [real](class_real) size, [real](class_real) z_near, [real](class_real) z_far **)**
Set the camera projection to orthogonal mode, by specifying a"#10;"#9;"#9;"#9;width and the //near// and //far// clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels)
#### <a name="make_current">make_current</a>
* void **make_current** **(** **)**
* void **`make_current`** **(** **)**
Make this camera the current Camera for the [[viewport|Viewport]] (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it"apos;s added.
#### <a name="is_current">is_current</a>
* [bool](class_bool) **is_current** **(** **)** const
* [bool](class_bool) **`is_current`** **(** **)** const
Return wether the Camera is the current one in the [[viewport|Viewport]], or plans to become current (if outside the scene tree).
#### <a name="get_camera_transform">get_camera_transform</a>
* [Transform](class_transform) **get_camera_transform** **(** **)** const
* [Transform](class_transform) **`get_camera_transform`** **(** **)** const
Get the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the [[node|Node]] transform.

@ -1,34 +1,35 @@
# Camera2D
**Inherits:** [Node2D](class_node2d)\\n\\n
#####**Inherits:** [Node2D](class_node2d)
### Brief Description
Camera node for 2D scenes.
### Member Functions
* void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)**
* [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const
* void **[set_centered](#set_centered)** **(** [bool](class_bool) centered **)**
* [bool](class_bool) **[is_centered](#is_centered)** **(** **)** const
* void **[make_current](#make_current)** **(** **)**
* [bool](class_bool) **[is_current](#is_current)** **(** **)** const
* void **[set_limit](#set_limit)** **(** [int](class_int) margin, [int](class_int) limit **)**
* [int](class_int) **[get_limit](#get_limit)** **(** [int](class_int) margin **)** const
* void **[set_v_drag_enabled](#set_v_drag_enabled)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[is_v_drag_enabled](#is_v_drag_enabled)** **(** **)** const
* void **[set_h_drag_enabled](#set_h_drag_enabled)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[is_h_drag_enabled](#is_h_drag_enabled)** **(** **)** const
* void **[set_v_offset](#set_v_offset)** **(** [real](class_real) ofs **)**
* [real](class_real) **[get_v_offset](#get_v_offset)** **(** **)** const
* void **[set_h_offset](#set_h_offset)** **(** [real](class_real) ofs **)**
* [real](class_real) **[get_h_offset](#get_h_offset)** **(** **)** const
* void **[set_drag_margin](#set_drag_margin)** **(** [int](class_int) margin, [real](class_real) drag_margin **)**
* [real](class_real) **[get_drag_margin](#get_drag_margin)** **(** [int](class_int) margin **)** const
* [Vector2](class_vector2) **[get_camera_pos](#get_camera_pos)** **(** **)** const
* [Vector2](class_vector2) **[get_camera_screen_center](#get_camera_screen_center)** **(** **)** const
* void **[set_zoom](#set_zoom)** **(** [Vector2](class_vector2) arg0 **)**
* [Vector2](class_vector2) **[get_zoom](#get_zoom)** **(** **)** const
* void **[set_follow_smoothing](#set_follow_smoothing)** **(** [real](class_real) follow_smoothing **)**
* [real](class_real) **[get_follow_smoothing](#get_follow_smoothing)** **(** **)** const
* void **[force_update_scroll](#force_update_scroll)** **(** **)**
* void **[`set_offset`](#set_offset)** **(** [Vector2](class_vector2) offset **)**
* [Vector2](class_vector2) **[`get_offset`](#get_offset)** **(** **)** const
* void **[`set_centered`](#set_centered)** **(** [bool](class_bool) centered **)**
* [bool](class_bool) **[`is_centered`](#is_centered)** **(** **)** const
* void **[`make_current`](#make_current)** **(** **)**
* [bool](class_bool) **[`is_current`](#is_current)** **(** **)** const
* void **[`set_limit`](#set_limit)** **(** [int](class_int) margin, [int](class_int) limit **)**
* [int](class_int) **[`get_limit`](#get_limit)** **(** [int](class_int) margin **)** const
* void **[`set_v_drag_enabled`](#set_v_drag_enabled)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[`is_v_drag_enabled`](#is_v_drag_enabled)** **(** **)** const
* void **[`set_h_drag_enabled`](#set_h_drag_enabled)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[`is_h_drag_enabled`](#is_h_drag_enabled)** **(** **)** const
* void **[`set_v_offset`](#set_v_offset)** **(** [real](class_real) ofs **)**
* [real](class_real) **[`get_v_offset`](#get_v_offset)** **(** **)** const
* void **[`set_h_offset`](#set_h_offset)** **(** [real](class_real) ofs **)**
* [real](class_real) **[`get_h_offset`](#get_h_offset)** **(** **)** const
* void **[`set_drag_margin`](#set_drag_margin)** **(** [int](class_int) margin, [real](class_real) drag_margin **)**
* [real](class_real) **[`get_drag_margin`](#get_drag_margin)** **(** [int](class_int) margin **)** const
* [Vector2](class_vector2) **[`get_camera_pos`](#get_camera_pos)** **(** **)** const
* [Vector2](class_vector2) **[`get_camera_screen_center`](#get_camera_screen_center)** **(** **)** const
* void **[`set_zoom`](#set_zoom)** **(** [Vector2](class_vector2) arg0 **)**
* [Vector2](class_vector2) **[`get_zoom`](#get_zoom)** **(** **)** const
* void **[`set_follow_smoothing`](#set_follow_smoothing)** **(** [real](class_real) follow_smoothing **)**
* [real](class_real) **[`get_follow_smoothing`](#get_follow_smoothing)** **(** **)** const
* void **[`force_update_scroll`](#force_update_scroll)** **(** **)**
### Description
Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of [[canvasitem|CanvasItem]] based nodes.
@ -41,62 +42,62 @@ Camera node for 2D scenes. It forces the screen (current layer) to scroll follow
### Member Function Description
#### <a name="set_offset">set_offset</a>
* void **set_offset** **(** [Vector2](class_vector2) offset **)**
* void **`set_offset`** **(** [Vector2](class_vector2) offset **)**
Set the scroll offset. Useful for looking around or
camera shake animations.
#### <a name="get_offset">get_offset</a>
* [Vector2](class_vector2) **get_offset** **(** **)** const
* [Vector2](class_vector2) **`get_offset`** **(** **)** const
Return the scroll offset.
#### <a name="set_centered">set_centered</a>
* void **set_centered** **(** [bool](class_bool) centered **)**
* void **`set_centered`** **(** [bool](class_bool) centered **)**
Set to true if the camera is at the center of the screen (default: true).
#### <a name="is_centered">is_centered</a>
* [bool](class_bool) **is_centered** **(** **)** const
* [bool](class_bool) **`is_centered`** **(** **)** const
Return true if the camera is at the center of the screen (default: true).
#### <a name="make_current">make_current</a>
* void **make_current** **(** **)**
* void **`make_current`** **(** **)**
Make this the current 2D camera for the scene (viewport and layer), in case there's many cameras in the scene.
#### <a name="is_current">is_current</a>
* [bool](class_bool) **is_current** **(** **)** const
* [bool](class_bool) **`is_current`** **(** **)** const
Return true of this is the current camera (see [[camera2d#make_current|Camera2D.make_current]]).
#### <a name="set_limit">set_limit</a>
* void **set_limit** **(** [int](class_int) margin, [int](class_int) limit **)**
* void **`set_limit`** **(** [int](class_int) margin, [int](class_int) limit **)**
Set the scrolling limit in pixels
#### <a name="get_limit">get_limit</a>
* [int](class_int) **get_limit** **(** [int](class_int) margin **)** const
* [int](class_int) **`get_limit`** **(** [int](class_int) margin **)** const
Return the scrolling limit in pixels
#### <a name="set_drag_margin">set_drag_margin</a>
* void **set_drag_margin** **(** [int](class_int) margin, [real](class_real) drag_margin **)**
* void **`set_drag_margin`** **(** [int](class_int) margin, [real](class_real) drag_margin **)**
Set the margins needed to drag the camera (relative to the screen size). Margin uses the MARGIN_* enum. Drag margins of 0,0,0,0 will keep the camera at the center of the screen, while drag margins of 1,1,1,1 will only move when the camera is at the edges.
#### <a name="get_drag_margin">get_drag_margin</a>
* [real](class_real) **get_drag_margin** **(** [int](class_int) margin **)** const
* [real](class_real) **`get_drag_margin`** **(** [int](class_int) margin **)** const
Return the margins needed to drag the camera (see [[#set_drag_margin|set_drag_margin]]).
#### <a name="get_camera_pos">get_camera_pos</a>
* [Vector2](class_vector2) **get_camera_pos** **(** **)** const
* [Vector2](class_vector2) **`get_camera_pos`** **(** **)** const
Return the camera position.
#### <a name="force_update_scroll">force_update_scroll</a>
* void **force_update_scroll** **(** **)**
* void **`force_update_scroll`** **(** **)**
Force the camera to update scroll immediately.

@ -1,57 +1,58 @@
# CanvasItem
**Inherits:** [Node](class_node)\\n\\n
#####**Inherits:** [Node](class_node)
### Brief Description
Base class of anything 2D.
### Member Functions
* void **[_draw](#_draw)** **(** **)** virtual
* void **[edit_set_state](#edit_set_state)** **(** var state **)**
* void **[edit_get](#edit_get)** **(** **)** const
* void **[edit_set_rect](#edit_set_rect)** **(** [Rect2](class_rect2) rect **)**
* void **[edit_rotate](#edit_rotate)** **(** [real](class_real) degrees **)**
* [Rect2](class_rect2) **[get_item_rect](#get_item_rect)** **(** **)** const
* [RID](class_rid) **[get_canvas_item](#get_canvas_item)** **(** **)** const
* [bool](class_bool) **[is_visible](#is_visible)** **(** **)** const
* [bool](class_bool) **[is_hidden](#is_hidden)** **(** **)** const
* void **[show](#show)** **(** **)**
* void **[hide](#hide)** **(** **)**
* void **[update](#update)** **(** **)**
* void **[set_as_toplevel](#set_as_toplevel)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[is_set_as_toplevel](#is_set_as_toplevel)** **(** **)** const
* void **[set_blend_mode](#set_blend_mode)** **(** [int](class_int) blend_mode **)**
* [int](class_int) **[get_blend_mode](#get_blend_mode)** **(** **)** const
* void **[set_opacity](#set_opacity)** **(** [real](class_real) opacity **)**
* [real](class_real) **[get_opacity](#get_opacity)** **(** **)** const
* void **[set_self_opacity](#set_self_opacity)** **(** [real](class_real) self_opacity **)**
* [real](class_real) **[get_self_opacity](#get_self_opacity)** **(** **)** const
* void **[set_on_top](#set_on_top)** **(** [bool](class_bool) on_top **)**
* [bool](class_bool) **[is_on_top](#is_on_top)** **(** **)** const
* void **[draw_line](#draw_line)** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [Color](class_color) color, [real](class_real) width=1 **)**
* void **[draw_rect](#draw_rect)** **(** [Rect2](class_rect2) rect, [Color](class_color) color **)**
* void **[draw_circle](#draw_circle)** **(** [Vector2](class_vector2) pos, [real](class_real) radius, [Color](class_color) color **)**
* void **[draw_texture](#draw_texture)** **(** [Texture](class_texture) texture, [Vector2](class_vector2) pos **)**
* void **[draw_texture_rect](#draw_texture_rect)** **(** [Texture](class_texture) texture, [Rect2](class_rect2) rect, [bool](class_bool) tile=false, [Color](class_color) modulate=Color(1,1,1,1) **)**
* void **[draw_texture_rect_region](#draw_texture_rect_region)** **(** [Texture](class_texture) texture, [Rect2](class_rect2) rect, [Rect2](class_rect2) src_rect, [Color](class_color) modulate=Color(1,1,1,1) **)**
* void **[draw_style_box](#draw_style_box)** **(** [StyleBox](class_stylebox) style_box, [Rect2](class_rect2) rect **)**
* void **[draw_primitive](#draw_primitive)** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) colors, [Vector2Array](class_vector2array) uvs=Array(), [Texture](class_texture) texture=Object(), [real](class_real) width=1 **)**
* void **[draw_polygon](#draw_polygon)** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) colors, [Vector2Array](class_vector2array) uvs, [Texture](class_texture) texture=Array(), [real](class_real) arg4=Object() **)**
* void **[draw_colored_polygon](#draw_colored_polygon)** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) color, [Vector2Array](class_vector2array) uvs, [Texture](class_texture) texture=Array(), [real](class_real) arg4=Object() **)**
* void **[draw_string](#draw_string)** **(** [Font](class_font) font, [Vector2](class_vector2) pos, [String](class_string) text, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)**
* [real](class_real) **[draw_char](#draw_char)** **(** [Font](class_font) font, [Vector2](class_vector2) pos, [String](class_string) char, [String](class_string) next, [Color](class_color) modulate=Color(1,1,1,1) **)**
* void **[draw_set_transform](#draw_set_transform)** **(** [Vector2](class_vector2) pos, [real](class_real) rot, [Vector2](class_vector2) scale **)**
* [Matrix32](class_matrix32) **[get_transform](#get_transform)** **(** **)** const
* [Matrix32](class_matrix32) **[get_global_transform](#get_global_transform)** **(** **)** const
* [Matrix32](class_matrix32) **[get_viewport_transform](#get_viewport_transform)** **(** **)** const
* [Rect2](class_rect2) **[get_viewport_rect](#get_viewport_rect)** **(** **)** const
* [RID](class_rid) **[get_canvas](#get_canvas)** **(** **)** const
* [Object](class_object) **[get_world_2d](#get_world_2d)** **(** **)** const
* [Object](class_object) **[get_viewport](#get_viewport)** **(** **)** const
* void **[`_draw`](#_draw)** **(** **)** virtual
* void **[`edit_set_state`](#edit_set_state)** **(** var state **)**
* void **[`edit_get`](#edit_get)** **(** **)** const
* void **[`edit_set_rect`](#edit_set_rect)** **(** [Rect2](class_rect2) rect **)**
* void **[`edit_rotate`](#edit_rotate)** **(** [real](class_real) degrees **)**
* [Rect2](class_rect2) **[`get_item_rect`](#get_item_rect)** **(** **)** const
* [RID](class_rid) **[`get_canvas_item`](#get_canvas_item)** **(** **)** const
* [bool](class_bool) **[`is_visible`](#is_visible)** **(** **)** const
* [bool](class_bool) **[`is_hidden`](#is_hidden)** **(** **)** const
* void **[`show`](#show)** **(** **)**
* void **[`hide`](#hide)** **(** **)**
* void **[`update`](#update)** **(** **)**
* void **[`set_as_toplevel`](#set_as_toplevel)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`is_set_as_toplevel`](#is_set_as_toplevel)** **(** **)** const
* void **[`set_blend_mode`](#set_blend_mode)** **(** [int](class_int) blend_mode **)**
* [int](class_int) **[`get_blend_mode`](#get_blend_mode)** **(** **)** const
* void **[`set_opacity`](#set_opacity)** **(** [real](class_real) opacity **)**
* [real](class_real) **[`get_opacity`](#get_opacity)** **(** **)** const
* void **[`set_self_opacity`](#set_self_opacity)** **(** [real](class_real) self_opacity **)**
* [real](class_real) **[`get_self_opacity`](#get_self_opacity)** **(** **)** const
* void **[`set_on_top`](#set_on_top)** **(** [bool](class_bool) on_top **)**
* [bool](class_bool) **[`is_on_top`](#is_on_top)** **(** **)** const
* void **[`draw_line`](#draw_line)** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [Color](class_color) color, [real](class_real) width=1 **)**
* void **[`draw_rect`](#draw_rect)** **(** [Rect2](class_rect2) rect, [Color](class_color) color **)**
* void **[`draw_circle`](#draw_circle)** **(** [Vector2](class_vector2) pos, [real](class_real) radius, [Color](class_color) color **)**
* void **[`draw_texture`](#draw_texture)** **(** [Texture](class_texture) texture, [Vector2](class_vector2) pos **)**
* void **[`draw_texture_rect`](#draw_texture_rect)** **(** [Texture](class_texture) texture, [Rect2](class_rect2) rect, [bool](class_bool) tile=false, [Color](class_color) modulate=Color(1,1,1,1) **)**
* void **[`draw_texture_rect_region`](#draw_texture_rect_region)** **(** [Texture](class_texture) texture, [Rect2](class_rect2) rect, [Rect2](class_rect2) src_rect, [Color](class_color) modulate=Color(1,1,1,1) **)**
* void **[`draw_style_box`](#draw_style_box)** **(** [StyleBox](class_stylebox) style_box, [Rect2](class_rect2) rect **)**
* void **[`draw_primitive`](#draw_primitive)** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) colors, [Vector2Array](class_vector2array) uvs=Array(), [Texture](class_texture) texture=Object(), [real](class_real) width=1 **)**
* void **[`draw_polygon`](#draw_polygon)** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) colors, [Vector2Array](class_vector2array) uvs, [Texture](class_texture) texture=Array(), [real](class_real) arg4=Object() **)**
* void **[`draw_colored_polygon`](#draw_colored_polygon)** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) color, [Vector2Array](class_vector2array) uvs, [Texture](class_texture) texture=Array(), [real](class_real) arg4=Object() **)**
* void **[`draw_string`](#draw_string)** **(** [Font](class_font) font, [Vector2](class_vector2) pos, [String](class_string) text, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)**
* [real](class_real) **[`draw_char`](#draw_char)** **(** [Font](class_font) font, [Vector2](class_vector2) pos, [String](class_string) char, [String](class_string) next, [Color](class_color) modulate=Color(1,1,1,1) **)**
* void **[`draw_set_transform`](#draw_set_transform)** **(** [Vector2](class_vector2) pos, [real](class_real) rot, [Vector2](class_vector2) scale **)**
* [Matrix32](class_matrix32) **[`get_transform`](#get_transform)** **(** **)** const
* [Matrix32](class_matrix32) **[`get_global_transform`](#get_global_transform)** **(** **)** const
* [Matrix32](class_matrix32) **[`get_viewport_transform`](#get_viewport_transform)** **(** **)** const
* [Rect2](class_rect2) **[`get_viewport_rect`](#get_viewport_rect)** **(** **)** const
* [RID](class_rid) **[`get_canvas`](#get_canvas)** **(** **)** const
* [Object](class_object) **[`get_world_2d`](#get_world_2d)** **(** **)** const
* [Object](class_object) **[`get_viewport`](#get_viewport)** **(** **)** const
### Signals
* **item_rect_changed** **(** **)**
* **draw** **(** **)**
* **visibility_changed** **(** **)**
* **hide** **(** **)**
* **`item_rect_changed`** **(** **)**
* **`draw`** **(** **)**
* **`visibility_changed`** **(** **)**
* **`hide`** **(** **)**
### Numeric Constants
* **BLEND_MODE_MIX** = **0** - Mix blending mode.
@ -74,161 +75,161 @@ Base class of anything 2D. Canvas items are laid out in a tree and children inhe
### Member Function Description
#### <a name="_draw">_draw</a>
* void **_draw** **(** **)** virtual
* void **`_draw`** **(** **)** virtual
Called (if exists) to draw the canvas item.
#### <a name="edit_set_state">edit_set_state</a>
* void **edit_set_state** **(** var state **)**
* void **`edit_set_state`** **(** var state **)**
Used for editing, returns an opaque value represeting the transform state.
#### <a name="edit_rotate">edit_rotate</a>
* void **edit_rotate** **(** [real](class_real) degrees **)**
* void **`edit_rotate`** **(** [real](class_real) degrees **)**
Used for editing, handle rotation.
#### <a name="get_item_rect">get_item_rect</a>
* [Rect2](class_rect2) **get_item_rect** **(** **)** const
* [Rect2](class_rect2) **`get_item_rect`** **(** **)** const
Return a rect containing the editable contents of the item.
#### <a name="get_canvas_item">get_canvas_item</a>
* [RID](class_rid) **get_canvas_item** **(** **)** const
* [RID](class_rid) **`get_canvas_item`** **(** **)** const
Return the canvas item RID used by [[visualserver|VisualServer]] for this item.
#### <a name="is_visible">is_visible</a>
* [bool](class_bool) **is_visible** **(** **)** const
* [bool](class_bool) **`is_visible`** **(** **)** const
Return true if this CanvasItem is visible. It may be invisible because itself or a parent canvas item is hidden.
#### <a name="is_hidden">is_hidden</a>
* [bool](class_bool) **is_hidden** **(** **)** const
* [bool](class_bool) **`is_hidden`** **(** **)** const
Return true if this CanvasItem is hidden. Note that the CanvasItem may not be visible, but as long as it's not hidden ([[#hide|hide]] called) the function will return false.
#### <a name="show">show</a>
* void **show** **(** **)**
* void **`show`** **(** **)**
Show the CanvasItem currently hidden.
#### <a name="hide">hide</a>
* void **hide** **(** **)**
* void **`hide`** **(** **)**
Hide the CanvasItem currently visible.
#### <a name="update">update</a>
* void **update** **(** **)**
* void **`update`** **(** **)**
Queue the CanvasItem for update. NOTIFICATION_DRAW will be called on idle time to request redraw.
#### <a name="set_as_toplevel">set_as_toplevel</a>
* void **set_as_toplevel** **(** [bool](class_bool) enable **)**
* void **`set_as_toplevel`** **(** [bool](class_bool) enable **)**
Set as toplevel. This means that it will not inherit transform from parent canvas items.
#### <a name="is_set_as_toplevel">is_set_as_toplevel</a>
* [bool](class_bool) **is_set_as_toplevel** **(** **)** const
* [bool](class_bool) **`is_set_as_toplevel`** **(** **)** const
Return if set as toplevel. See [[#set_as_toplevel|set_as_toplevel]]/
#### <a name="set_blend_mode">set_blend_mode</a>
* void **set_blend_mode** **(** [int](class_int) blend_mode **)**
* void **`set_blend_mode`** **(** [int](class_int) blend_mode **)**
Set the blending mode from enum BLEND_MODE_*.
#### <a name="get_blend_mode">get_blend_mode</a>
* [int](class_int) **get_blend_mode** **(** **)** const
* [int](class_int) **`get_blend_mode`** **(** **)** const
Return the current blending mode from enum BLEND_MODE_*.
#### <a name="set_opacity">set_opacity</a>
* void **set_opacity** **(** [real](class_real) opacity **)**
* void **`set_opacity`** **(** [real](class_real) opacity **)**
Set canvas item opacity. This will affect the canvas item and all the children.
#### <a name="get_opacity">get_opacity</a>
* [real](class_real) **get_opacity** **(** **)** const
* [real](class_real) **`get_opacity`** **(** **)** const
Return the canvas item opacity. This affects the canvas item and all the children.
#### <a name="get_self_opacity">get_self_opacity</a>
* [real](class_real) **get_self_opacity** **(** **)** const
* [real](class_real) **`get_self_opacity`** **(** **)** const
Set canvas item self-opacity. This does not affect the opacity of children items.
#### <a name="set_on_top">set_on_top</a>
* void **set_on_top** **(** [bool](class_bool) on_top **)**
* void **`set_on_top`** **(** [bool](class_bool) on_top **)**
Set canvas item as drawing over the parent canvas item (default: true).
#### <a name="is_on_top">is_on_top</a>
* [bool](class_bool) **is_on_top** **(** **)** const
* [bool](class_bool) **`is_on_top`** **(** **)** const
Return if the canvas item is drawing over the parent canvas item (default: true).
#### <a name="draw_line">draw_line</a>
* void **draw_line** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [Color](class_color) color, [real](class_real) width=1 **)**
* void **`draw_line`** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [Color](class_color) color, [real](class_real) width=1 **)**
Draw a line from a 2D point to another, with a given color and width.
#### <a name="draw_rect">draw_rect</a>
* void **draw_rect** **(** [Rect2](class_rect2) rect, [Color](class_color) color **)**
* void **`draw_rect`** **(** [Rect2](class_rect2) rect, [Color](class_color) color **)**
Draw a colored rectangle.
#### <a name="draw_circle">draw_circle</a>
* void **draw_circle** **(** [Vector2](class_vector2) pos, [real](class_real) radius, [Color](class_color) color **)**
* void **`draw_circle`** **(** [Vector2](class_vector2) pos, [real](class_real) radius, [Color](class_color) color **)**
Draw a colored circle.
#### <a name="draw_texture">draw_texture</a>
* void **draw_texture** **(** [Texture](class_texture) texture, [Vector2](class_vector2) pos **)**
* void **`draw_texture`** **(** [Texture](class_texture) texture, [Vector2](class_vector2) pos **)**
Draw a texture at a given position.
#### <a name="draw_texture_rect">draw_texture_rect</a>
* void **draw_texture_rect** **(** [Texture](class_texture) texture, [Rect2](class_rect2) rect, [bool](class_bool) tile=false, [Color](class_color) modulate=Color(1,1,1,1) **)**
* void **`draw_texture_rect`** **(** [Texture](class_texture) texture, [Rect2](class_rect2) rect, [bool](class_bool) tile=false, [Color](class_color) modulate=Color(1,1,1,1) **)**
Draw a textured rectangle at a given position, optionally modulated by a color.
#### <a name="draw_texture_rect_region">draw_texture_rect_region</a>
* void **draw_texture_rect_region** **(** [Texture](class_texture) texture, [Rect2](class_rect2) rect, [Rect2](class_rect2) src_rect, [Color](class_color) modulate=Color(1,1,1,1) **)**
* void **`draw_texture_rect_region`** **(** [Texture](class_texture) texture, [Rect2](class_rect2) rect, [Rect2](class_rect2) src_rect, [Color](class_color) modulate=Color(1,1,1,1) **)**
Draw a textured rectangle region at a given position, optionally modulated by a color.
#### <a name="draw_style_box">draw_style_box</a>
* void **draw_style_box** **(** [StyleBox](class_stylebox) style_box, [Rect2](class_rect2) rect **)**
* void **`draw_style_box`** **(** [StyleBox](class_stylebox) style_box, [Rect2](class_rect2) rect **)**
Draw a styled rectangle.
#### <a name="draw_primitive">draw_primitive</a>
* void **draw_primitive** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) colors, [Vector2Array](class_vector2array) uvs=Array(), [Texture](class_texture) texture=Object(), [real](class_real) width=1 **)**
* void **`draw_primitive`** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) colors, [Vector2Array](class_vector2array) uvs=Array(), [Texture](class_texture) texture=Object(), [real](class_real) width=1 **)**
Draw a custom primitive, 1 point for a point, 2 points for a line, 3 points for a triangle and 4 points for a quad.
#### <a name="draw_polygon">draw_polygon</a>
* void **draw_polygon** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) colors, [Vector2Array](class_vector2array) uvs, [Texture](class_texture) texture=Array(), [real](class_real) arg4=Object() **)**
* void **`draw_polygon`** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) colors, [Vector2Array](class_vector2array) uvs, [Texture](class_texture) texture=Array(), [real](class_real) arg4=Object() **)**
Draw a polygon of any amount of points, convex or concave.
#### <a name="draw_colored_polygon">draw_colored_polygon</a>
* void **draw_colored_polygon** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) color, [Vector2Array](class_vector2array) uvs, [Texture](class_texture) texture=Array(), [real](class_real) arg4=Object() **)**
* void **`draw_colored_polygon`** **(** [Vector2Array](class_vector2array) points, [ColorArray](class_colorarray) color, [Vector2Array](class_vector2array) uvs, [Texture](class_texture) texture=Array(), [real](class_real) arg4=Object() **)**
Draw a colored polygon of any amount of points, convex or concave.
#### <a name="draw_string">draw_string</a>
* void **draw_string** **(** [Font](class_font) font, [Vector2](class_vector2) pos, [String](class_string) text, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)**
* void **`draw_string`** **(** [Font](class_font) font, [Vector2](class_vector2) pos, [String](class_string) text, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)**
Draw a string using a custom font.
#### <a name="draw_char">draw_char</a>
* [real](class_real) **draw_char** **(** [Font](class_font) font, [Vector2](class_vector2) pos, [String](class_string) char, [String](class_string) next, [Color](class_color) modulate=Color(1,1,1,1) **)**
* [real](class_real) **`draw_char`** **(** [Font](class_font) font, [Vector2](class_vector2) pos, [String](class_string) char, [String](class_string) next, [Color](class_color) modulate=Color(1,1,1,1) **)**
Draw a string character using a custom font. Returns the advance, depending on the char width and kerning with an optional next char.
#### <a name="draw_set_transform">draw_set_transform</a>
* void **draw_set_transform** **(** [Vector2](class_vector2) pos, [real](class_real) rot, [Vector2](class_vector2) scale **)**
* void **`draw_set_transform`** **(** [Vector2](class_vector2) pos, [real](class_real) rot, [Vector2](class_vector2) scale **)**
Set a custom transform for drawing. Anything drawn afterwards will be transformed by this.

@ -1,21 +1,22 @@
# CanvasLayer
**Inherits:** [Node](class_node)\\n\\n
#####**Inherits:** [Node](class_node)
### Brief Description
Canvas Item layer.
### Member Functions
* void **[set_layer](#set_layer)** **(** [int](class_int) layer **)**
* [int](class_int) **[get_layer](#get_layer)** **(** **)** const
* void **[set_transform](#set_transform)** **(** [Matrix32](class_matrix32) transform **)**
* [Matrix32](class_matrix32) **[get_transform](#get_transform)** **(** **)** const
* void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)**
* [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const
* void **[set_rotation](#set_rotation)** **(** [real](class_real) rotation **)**
* [real](class_real) **[get_rotation](#get_rotation)** **(** **)** const
* void **[set_scale](#set_scale)** **(** [Vector2](class_vector2) scale **)**
* [Vector2](class_vector2) **[get_scale](#get_scale)** **(** **)** const
* Canvas **[get_world_2d](#get_world_2d)** **(** **)** const
* [RID](class_rid) **[get_viewport](#get_viewport)** **(** **)** const
* void **[`set_layer`](#set_layer)** **(** [int](class_int) layer **)**
* [int](class_int) **[`get_layer`](#get_layer)** **(** **)** const
* void **[`set_transform`](#set_transform)** **(** [Matrix32](class_matrix32) transform **)**
* [Matrix32](class_matrix32) **[`get_transform`](#get_transform)** **(** **)** const
* void **[`set_offset`](#set_offset)** **(** [Vector2](class_vector2) offset **)**
* [Vector2](class_vector2) **[`get_offset`](#get_offset)** **(** **)** const
* void **[`set_rotation`](#set_rotation)** **(** [real](class_real) rotation **)**
* [real](class_real) **[`get_rotation`](#get_rotation)** **(** **)** const
* void **[`set_scale`](#set_scale)** **(** [Vector2](class_vector2) scale **)**
* [Vector2](class_vector2) **[`get_scale`](#get_scale)** **(** **)** const
* Canvas **[`get_world_2d`](#get_world_2d)** **(** **)** const
* [RID](class_rid) **[`get_viewport`](#get_viewport)** **(** **)** const
### Description
Canvas Item layer. [[canvasitem|CanvasItem]] nodes that are direct or indirect children of a [[canvaslayer|CanvasLayer]] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [[canvaslayer|CanvasLayer]] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
@ -23,61 +24,61 @@ Canvas Item layer. [[canvasitem|CanvasItem]] nodes that are direct or indirect c
### Member Function Description
#### <a name="set_layer">set_layer</a>
* void **set_layer** **(** [int](class_int) layer **)**
* void **`set_layer`** **(** [int](class_int) layer **)**
Set the layer index, determines the draw order, a lower value will be below a higher one.
#### <a name="get_layer">get_layer</a>
* [int](class_int) **get_layer** **(** **)** const
* [int](class_int) **`get_layer`** **(** **)** const
Return the layer index, determines the draw order, a lower value will be below a higher one.
#### <a name="set_transform">set_transform</a>
* void **set_transform** **(** [Matrix32](class_matrix32) transform **)**
* void **`set_transform`** **(** [Matrix32](class_matrix32) transform **)**
Set the base transform for this layer.
#### <a name="get_transform">get_transform</a>
* [Matrix32](class_matrix32) **get_transform** **(** **)** const
* [Matrix32](class_matrix32) **`get_transform`** **(** **)** const
Return the base transform for this layer.
#### <a name="set_offset">set_offset</a>
* void **set_offset** **(** [Vector2](class_vector2) offset **)**
* void **`set_offset`** **(** [Vector2](class_vector2) offset **)**
Set the base offset for this layer (helper).
#### <a name="get_offset">get_offset</a>
* [Vector2](class_vector2) **get_offset** **(** **)** const
* [Vector2](class_vector2) **`get_offset`** **(** **)** const
Return the base offset for this layer (helper).
#### <a name="set_rotation">set_rotation</a>
* void **set_rotation** **(** [real](class_real) rotation **)**
* void **`set_rotation`** **(** [real](class_real) rotation **)**
Set the base rotation for this layer (helper).
#### <a name="get_rotation">get_rotation</a>
* [real](class_real) **get_rotation** **(** **)** const
* [real](class_real) **`get_rotation`** **(** **)** const
Return the base rotation for this layer (helper).
#### <a name="set_scale">set_scale</a>
* void **set_scale** **(** [Vector2](class_vector2) scale **)**
* void **`set_scale`** **(** [Vector2](class_vector2) scale **)**
Set the base scale for this layer (helper).
#### <a name="get_scale">get_scale</a>
* [Vector2](class_vector2) **get_scale** **(** **)** const
* [Vector2](class_vector2) **`get_scale`** **(** **)** const
Return the base scale for this layer (helper).
#### <a name="get_world_2d">get_world_2d</a>
* Canvas **get_world_2d** **(** **)** const
* Canvas **`get_world_2d`** **(** **)** const
Return the [[world2d|World2D]] used by this layer.
#### <a name="get_viewport">get_viewport</a>
* [RID](class_rid) **get_viewport** **(** **)** const
* [RID](class_rid) **`get_viewport`** **(** **)** const
Return the viewport RID for this layer.

@ -1,13 +1,14 @@
# CapsuleShape
**Inherits:** [Shape](class_shape)\\n\\n
#####**Inherits:** [Shape](class_shape)
### Brief Description
Capsule shape resource.
### Member Functions
* void **[set_radius](#set_radius)** **(** [real](class_real) radius **)**
* [real](class_real) **[get_radius](#get_radius)** **(** **)** const
* void **[set_height](#set_height)** **(** [real](class_real) height **)**
* [real](class_real) **[get_height](#get_height)** **(** **)** const
* void **[`set_radius`](#set_radius)** **(** [real](class_real) radius **)**
* [real](class_real) **[`get_radius`](#get_radius)** **(** **)** const
* void **[`set_height`](#set_height)** **(** [real](class_real) height **)**
* [real](class_real) **[`get_height`](#get_height)** **(** **)** const
### Description
Capsule shape resource, which can be set into a [[physicsbody|PhysicsBody]] or area.
@ -15,21 +16,21 @@ Capsule shape resource, which can be set into a [[physicsbody|PhysicsBody]] or a
### Member Function Description
#### <a name="set_radius">set_radius</a>
* void **set_radius** **(** [real](class_real) radius **)**
* void **`set_radius`** **(** [real](class_real) radius **)**
Set the capsule radius.
#### <a name="get_radius">get_radius</a>
* [real](class_real) **get_radius** **(** **)** const
* [real](class_real) **`get_radius`** **(** **)** const
Return the capsule radius.
#### <a name="set_height">set_height</a>
* void **set_height** **(** [real](class_real) height **)**
* void **`set_height`** **(** [real](class_real) height **)**
Set the capsule height.
#### <a name="get_height">get_height</a>
* [real](class_real) **get_height** **(** **)** const
* [real](class_real) **`get_height`** **(** **)** const
Return the capsule height.

@ -1,13 +1,14 @@
# CapsuleShape2D
**Inherits:** [Shape2D](class_shape2d)\\n\\n
#####**Inherits:** [Shape2D](class_shape2d)
### Brief Description
Capsule 2D shape resource for physics.
### Member Functions
* void **[set_radius](#set_radius)** **(** [real](class_real) radius **)**
* [real](class_real) **[get_radius](#get_radius)** **(** **)** const
* void **[set_height](#set_height)** **(** [real](class_real) height **)**
* [real](class_real) **[get_height](#get_height)** **(** **)** const
* void **[`set_radius`](#set_radius)** **(** [real](class_real) radius **)**
* [real](class_real) **[`get_radius`](#get_radius)** **(** **)** const
* void **[`set_height`](#set_height)** **(** [real](class_real) height **)**
* [real](class_real) **[`get_height`](#get_height)** **(** **)** const
### Description
Capsule 2D shape resource for physics. A capsule (or sometimes called "pill") is like a line grown in all directions. It has a radius and a height, and is often useful for modelling biped characters.
@ -15,21 +16,21 @@ Capsule 2D shape resource for physics. A capsule (or sometimes called "pill") is
### Member Function Description
#### <a name="set_radius">set_radius</a>
* void **set_radius** **(** [real](class_real) radius **)**
* void **`set_radius`** **(** [real](class_real) radius **)**
Radius of the [[capsuleshape2d|CapsuleShape2D]].
#### <a name="get_radius">get_radius</a>
* [real](class_real) **get_radius** **(** **)** const
* [real](class_real) **`get_radius`** **(** **)** const
Return the radius of the [[capsuleshape2d|CapsuleShape2D]].
#### <a name="set_height">set_height</a>
* void **set_height** **(** [real](class_real) height **)**
* void **`set_height`** **(** [real](class_real) height **)**
Height of the [[capsuleshape2d|CapsuleShape2D]].
#### <a name="get_height">get_height</a>
* [real](class_real) **get_height** **(** **)** const
* [real](class_real) **`get_height`** **(** **)** const
Return the height of the [[capsuleshape2d|CapsuleShape2D]].

@ -1,24 +1,25 @@
# CarBody
**Inherits:** [PhysicsBody](class_physicsbody)\\n\\n
#####**Inherits:** [PhysicsBody](class_physicsbody)
### Brief Description
### Member Functions
* void **[set_max_steer_angle](#set_max_steer_angle)** **(** [real](class_real) value **)**
* void **[set_steer_rate](#set_steer_rate)** **(** [real](class_real) rate **)**
* void **[set_drive_torque](#set_drive_torque)** **(** [real](class_real) value **)**
* [real](class_real) **[get_max_steer_angle](#get_max_steer_angle)** **(** **)** const
* [real](class_real) **[get_steer_rate](#get_steer_rate)** **(** **)** const
* [real](class_real) **[get_drive_torque](#get_drive_torque)** **(** **)** const
* void **[set_target_steering](#set_target_steering)** **(** [real](class_real) amount **)**
* void **[set_target_accelerate](#set_target_accelerate)** **(** [real](class_real) amount **)**
* void **[set_hand_brake](#set_hand_brake)** **(** [real](class_real) amount **)**
* [real](class_real) **[get_target_steering](#get_target_steering)** **(** **)** const
* [real](class_real) **[get_target_accelerate](#get_target_accelerate)** **(** **)** const
* [real](class_real) **[get_hand_brake](#get_hand_brake)** **(** **)** const
* void **[set_mass](#set_mass)** **(** [real](class_real) mass **)**
* [real](class_real) **[get_mass](#get_mass)** **(** **)** const
* void **[set_friction](#set_friction)** **(** [real](class_real) friction **)**
* [real](class_real) **[get_friction](#get_friction)** **(** **)** const
* void **[`set_max_steer_angle`](#set_max_steer_angle)** **(** [real](class_real) value **)**
* void **[`set_steer_rate`](#set_steer_rate)** **(** [real](class_real) rate **)**
* void **[`set_drive_torque`](#set_drive_torque)** **(** [real](class_real) value **)**
* [real](class_real) **[`get_max_steer_angle`](#get_max_steer_angle)** **(** **)** const
* [real](class_real) **[`get_steer_rate`](#get_steer_rate)** **(** **)** const
* [real](class_real) **[`get_drive_torque`](#get_drive_torque)** **(** **)** const
* void **[`set_target_steering`](#set_target_steering)** **(** [real](class_real) amount **)**
* void **[`set_target_accelerate`](#set_target_accelerate)** **(** [real](class_real) amount **)**
* void **[`set_hand_brake`](#set_hand_brake)** **(** [real](class_real) amount **)**
* [real](class_real) **[`get_target_steering`](#get_target_steering)** **(** **)** const
* [real](class_real) **[`get_target_accelerate`](#get_target_accelerate)** **(** **)** const
* [real](class_real) **[`get_hand_brake`](#get_hand_brake)** **(** **)** const
* void **[`set_mass`](#set_mass)** **(** [real](class_real) mass **)**
* [real](class_real) **[`get_mass`](#get_mass)** **(** **)** const
* void **[`set_friction`](#set_friction)** **(** [real](class_real) friction **)**
* [real](class_real) **[`get_friction`](#get_friction)** **(** **)** const
### Member Function Description

@ -1,26 +1,27 @@
# CarWheel
**Inherits:** [Spatial](class_spatial)\\n\\n
#####**Inherits:** [Spatial](class_spatial)
### Brief Description
### Member Functions
* void **[set_side_friction](#set_side_friction)** **(** [real](class_real) friction **)**
* void **[set_forward_friction](#set_forward_friction)** **(** [real](class_real) friction **)**
* void **[set_travel](#set_travel)** **(** [real](class_real) distance **)**
* void **[set_radius](#set_radius)** **(** [real](class_real) radius **)**
* void **[set_resting_frac](#set_resting_frac)** **(** [real](class_real) frac **)**
* void **[set_damping_frac](#set_damping_frac)** **(** [real](class_real) frac **)**
* void **[set_num_rays](#set_num_rays)** **(** [real](class_real) amount **)**
* [real](class_real) **[get_side_friction](#get_side_friction)** **(** **)** const
* [real](class_real) **[get_forward_friction](#get_forward_friction)** **(** **)** const
* [real](class_real) **[get_travel](#get_travel)** **(** **)** const
* [real](class_real) **[get_radius](#get_radius)** **(** **)** const
* [real](class_real) **[get_resting_frac](#get_resting_frac)** **(** **)** const
* [real](class_real) **[get_damping_frac](#get_damping_frac)** **(** **)** const
* [int](class_int) **[get_num_rays](#get_num_rays)** **(** **)** const
* void **[set_type_drive](#set_type_drive)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[is_type_drive](#is_type_drive)** **(** **)** const
* void **[set_type_steer](#set_type_steer)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[is_type_steer](#is_type_steer)** **(** **)** const
* void **[`set_side_friction`](#set_side_friction)** **(** [real](class_real) friction **)**
* void **[`set_forward_friction`](#set_forward_friction)** **(** [real](class_real) friction **)**
* void **[`set_travel`](#set_travel)** **(** [real](class_real) distance **)**
* void **[`set_radius`](#set_radius)** **(** [real](class_real) radius **)**
* void **[`set_resting_frac`](#set_resting_frac)** **(** [real](class_real) frac **)**
* void **[`set_damping_frac`](#set_damping_frac)** **(** [real](class_real) frac **)**
* void **[`set_num_rays`](#set_num_rays)** **(** [real](class_real) amount **)**
* [real](class_real) **[`get_side_friction`](#get_side_friction)** **(** **)** const
* [real](class_real) **[`get_forward_friction`](#get_forward_friction)** **(** **)** const
* [real](class_real) **[`get_travel`](#get_travel)** **(** **)** const
* [real](class_real) **[`get_radius`](#get_radius)** **(** **)** const
* [real](class_real) **[`get_resting_frac`](#get_resting_frac)** **(** **)** const
* [real](class_real) **[`get_damping_frac`](#get_damping_frac)** **(** **)** const
* [int](class_int) **[`get_num_rays`](#get_num_rays)** **(** **)** const
* void **[`set_type_drive`](#set_type_drive)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`is_type_drive`](#is_type_drive)** **(** **)** const
* void **[`set_type_steer`](#set_type_steer)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`is_type_steer`](#is_type_steer)** **(** **)** const
### Member Function Description

@ -1,5 +1,6 @@
# CenterContainer
**Inherits:** [Container](class_container)\\n\\n
#####**Inherits:** [Container](class_container)
### Brief Description
Keeps children controls centered.

@ -1,5 +1,6 @@
# CheckButton
**Inherits:** [Button](class_button)\\n\\n
#####**Inherits:** [Button](class_button)
### Brief Description
Checkable button.

@ -1,11 +1,12 @@
# CircleShape2D
**Inherits:** [Shape2D](class_shape2d)\\n\\n
#####**Inherits:** [Shape2D](class_shape2d)
### Brief Description
Circular Shape for 2D Physics.
### Member Functions
* void **[set_radius](#set_radius)** **(** [real](class_real) radius **)**
* [real](class_real) **[get_radius](#get_radius)** **(** **)** const
* void **[`set_radius`](#set_radius)** **(** [real](class_real) radius **)**
* [real](class_real) **[`get_radius`](#get_radius)** **(** **)** const
### Description
Circular Shape for 2D Physics. This shape is useful for modelling balls or small characters and it's collision detection with everything else is very fast.
@ -13,11 +14,11 @@ Circular Shape for 2D Physics. This shape is useful for modelling balls or small
### Member Function Description
#### <a name="set_radius">set_radius</a>
* void **set_radius** **(** [real](class_real) radius **)**
* void **`set_radius`** **(** [real](class_real) radius **)**
Set the radius of the circle shape;
#### <a name="get_radius">get_radius</a>
* [real](class_real) **get_radius** **(** **)** const
* [real](class_real) **`get_radius`** **(** **)** const
Return the radius of the circle shape.

@ -1,19 +1,20 @@
# CollisionObject
**Inherits:** [Spatial](class_spatial)\\n\\n
#####**Inherits:** [Spatial](class_spatial)
### Brief Description
### Member Functions
* void **[add_shape](#add_shape)** **(** [Shape](class_shape) shape, [Transform](class_transform) transform=Transform() **)**
* [int](class_int) **[get_shape_count](#get_shape_count)** **(** **)** const
* void **[set_shape](#set_shape)** **(** [int](class_int) shape_idx, [Shape](class_shape) shape **)**
* void **[set_shape_transform](#set_shape_transform)** **(** [int](class_int) shape_idx, [Transform](class_transform) transform **)**
* void **[set_shape_as_trigger](#set_shape_as_trigger)** **(** [int](class_int) shape_idx, [bool](class_bool) enable **)**
* [bool](class_bool) **[is_shape_set_as_trigger](#is_shape_set_as_trigger)** **(** [int](class_int) shape_idx **)** const
* [Shape](class_shape) **[get_shape](#get_shape)** **(** [int](class_int) shape_idx **)** const
* [Transform](class_transform) **[get_shape_transform](#get_shape_transform)** **(** [int](class_int) shape_idx **)** const
* void **[remove_shape](#remove_shape)** **(** [int](class_int) shape_idx **)**
* void **[clear_shapes](#clear_shapes)** **(** **)**
* [RID](class_rid) **[get_rid](#get_rid)** **(** **)** const
* void **[`add_shape`](#add_shape)** **(** [Shape](class_shape) shape, [Transform](class_transform) transform=Transform() **)**
* [int](class_int) **[`get_shape_count`](#get_shape_count)** **(** **)** const
* void **[`set_shape`](#set_shape)** **(** [int](class_int) shape_idx, [Shape](class_shape) shape **)**
* void **[`set_shape_transform`](#set_shape_transform)** **(** [int](class_int) shape_idx, [Transform](class_transform) transform **)**
* void **[`set_shape_as_trigger`](#set_shape_as_trigger)** **(** [int](class_int) shape_idx, [bool](class_bool) enable **)**
* [bool](class_bool) **[`is_shape_set_as_trigger`](#is_shape_set_as_trigger)** **(** [int](class_int) shape_idx **)** const
* [Shape](class_shape) **[`get_shape`](#get_shape)** **(** [int](class_int) shape_idx **)** const
* [Transform](class_transform) **[`get_shape_transform`](#get_shape_transform)** **(** [int](class_int) shape_idx **)** const
* void **[`remove_shape`](#remove_shape)** **(** [int](class_int) shape_idx **)**
* void **[`clear_shapes`](#clear_shapes)** **(** **)**
* [RID](class_rid) **[`get_rid`](#get_rid)** **(** **)** const
### Member Function Description

@ -1,20 +1,21 @@
# CollisionObject2D
**Inherits:** [Node2D](class_node2d)\\n\\n
#####**Inherits:** [Node2D](class_node2d)
### Brief Description
Base node for 2D collisionables.
### Member Functions
* void **[add_shape](#add_shape)** **(** [Shape2D](class_shape2d) shape, [Matrix32](class_matrix32) transform=1,0, 0,1, 0,0 **)**
* [int](class_int) **[get_shape_count](#get_shape_count)** **(** **)** const
* void **[set_shape](#set_shape)** **(** [int](class_int) shape_idx, [Shape](class_shape) shape **)**
* void **[set_shape_transform](#set_shape_transform)** **(** [int](class_int) shape_idx, [Matrix32](class_matrix32) transform **)**
* void **[set_shape_as_trigger](#set_shape_as_trigger)** **(** [int](class_int) shape_idx, [bool](class_bool) enable **)**
* [Shape2D](class_shape2d) **[get_shape](#get_shape)** **(** [int](class_int) shape_idx **)** const
* [Matrix32](class_matrix32) **[get_shape_transform](#get_shape_transform)** **(** [int](class_int) shape_idx **)** const
* [bool](class_bool) **[is_shape_set_as_trigger](#is_shape_set_as_trigger)** **(** [int](class_int) shape_idx **)** const
* void **[remove_shape](#remove_shape)** **(** [int](class_int) shape_idx **)**
* void **[clear_shapes](#clear_shapes)** **(** **)**
* [RID](class_rid) **[get_rid](#get_rid)** **(** **)** const
* void **[`add_shape`](#add_shape)** **(** [Shape2D](class_shape2d) shape, [Matrix32](class_matrix32) transform=1,0, 0,1, 0,0 **)**
* [int](class_int) **[`get_shape_count`](#get_shape_count)** **(** **)** const
* void **[`set_shape`](#set_shape)** **(** [int](class_int) shape_idx, [Shape](class_shape) shape **)**
* void **[`set_shape_transform`](#set_shape_transform)** **(** [int](class_int) shape_idx, [Matrix32](class_matrix32) transform **)**
* void **[`set_shape_as_trigger`](#set_shape_as_trigger)** **(** [int](class_int) shape_idx, [bool](class_bool) enable **)**
* [Shape2D](class_shape2d) **[`get_shape`](#get_shape)** **(** [int](class_int) shape_idx **)** const
* [Matrix32](class_matrix32) **[`get_shape_transform`](#get_shape_transform)** **(** [int](class_int) shape_idx **)** const
* [bool](class_bool) **[`is_shape_set_as_trigger`](#is_shape_set_as_trigger)** **(** [int](class_int) shape_idx **)** const
* void **[`remove_shape`](#remove_shape)** **(** [int](class_int) shape_idx **)**
* void **[`clear_shapes`](#clear_shapes)** **(** **)**
* [RID](class_rid) **[`get_rid`](#get_rid)** **(** **)** const
### Description
CollisionObject2D is the base class for 2D physics collisionables. They can hold any number of 2D collision shapes. Usually, they are edited by placing CollisionBody2D and CollisionPolygon2D nodes as children. Such nodes are for reference ant not present outside the editor, so code should use the regular shape API.
@ -22,41 +23,41 @@ CollisionObject2D is the base class for 2D physics collisionables. They can hold
### Member Function Description
#### <a name="add_shape">add_shape</a>
* void **add_shape** **(** [Shape2D](class_shape2d) shape, [Matrix32](class_matrix32) transform=1,0, 0,1, 0,0 **)**
* void **`add_shape`** **(** [Shape2D](class_shape2d) shape, [Matrix32](class_matrix32) transform=1,0, 0,1, 0,0 **)**
Add a [[shape2d|Shape2D]] to the collision body, with a given custom transform.
#### <a name="get_shape_count">get_shape_count</a>
* [int](class_int) **get_shape_count** **(** **)** const
* [int](class_int) **`get_shape_count`** **(** **)** const
Return the amount of shapes in the collision body.
#### <a name="set_shape">set_shape</a>
* void **set_shape** **(** [int](class_int) shape_idx, [Shape](class_shape) shape **)**
* void **`set_shape`** **(** [int](class_int) shape_idx, [Shape](class_shape) shape **)**
Change a shape in the collision body.
#### <a name="set_shape_transform">set_shape_transform</a>
* void **set_shape_transform** **(** [int](class_int) shape_idx, [Matrix32](class_matrix32) transform **)**
* void **`set_shape_transform`** **(** [int](class_int) shape_idx, [Matrix32](class_matrix32) transform **)**
Change the shape transform in the collision body.
#### <a name="get_shape">get_shape</a>
* [Shape2D](class_shape2d) **get_shape** **(** [int](class_int) shape_idx **)** const
* [Shape2D](class_shape2d) **`get_shape`** **(** [int](class_int) shape_idx **)** const
Return the shape in the given index.
#### <a name="get_shape_transform">get_shape_transform</a>
* [Matrix32](class_matrix32) **get_shape_transform** **(** [int](class_int) shape_idx **)** const
* [Matrix32](class_matrix32) **`get_shape_transform`** **(** [int](class_int) shape_idx **)** const
Return the shape transform in the given index.
#### <a name="remove_shape">remove_shape</a>
* void **remove_shape** **(** [int](class_int) shape_idx **)**
* void **`remove_shape`** **(** [int](class_int) shape_idx **)**
Remove the shape in the given index.
#### <a name="clear_shapes">clear_shapes</a>
* void **clear_shapes** **(** **)**
* void **`clear_shapes`** **(** **)**
Remove all shapes.

@ -1,5 +1,6 @@
# CollisionPolygon2D
**Inherits:** [Node2D](class_node2d)\\n\\n
#####**Inherits:** [Node2D](class_node2d)
### Brief Description
Editor-Only class.

@ -1,4 +1,5 @@
# CollisionShape
**Inherits:** [Spatial](class_spatial)\\n\\n
#####**Inherits:** [Spatial](class_spatial)
### Brief Description

@ -1,5 +1,6 @@
# CollisionShape2D
**Inherits:** [Node2D](class_node2d)\\n\\n
#####**Inherits:** [Node2D](class_node2d)
### Brief Description
Editor-Only class.

@ -4,16 +4,16 @@
Color in RGBA format.
### Member Functions
* [Color](class_color) **[blend](#blend)** **(** [Color](class_color) over **)**
* [Color](class_color) **[contrasted](#contrasted)** **(** **)**
* [real](class_real) **[gray](#gray)** **(** **)**
* [Color](class_color) **[inverted](#inverted)** **(** **)**
* [Color](class_color) **[linear_interpolate](#linear_interpolate)** **(** [Color](class_color) b, [real](class_real) t **)**
* [int](class_int) **[to_32](#to_32)** **(** **)**
* [int](class_int) **[to_ARGB32](#to_ARGB32)** **(** **)**
* [String](class_string) **[to_html](#to_html)** **(** [bool](class_bool) with_alpha=True **)**
* void **[Color](#Color)** **(** [real](class_real) r, [real](class_real) g, [real](class_real) b, [real](class_real) a **)**
* void **[Color](#Color)** **(** [real](class_real) r, [real](class_real) g, [real](class_real) b **)**
* [Color](class_color) **[`blend`](#blend)** **(** [Color](class_color) over **)**
* [Color](class_color) **[`contrasted`](#contrasted)** **(** **)**
* [real](class_real) **[`gray`](#gray)** **(** **)**
* [Color](class_color) **[`inverted`](#inverted)** **(** **)**
* [Color](class_color) **[`linear_interpolate`](#linear_interpolate)** **(** [Color](class_color) b, [real](class_real) t **)**
* [int](class_int) **[`to_32`](#to_32)** **(** **)**
* [int](class_int) **[`to_ARGB32`](#to_ARGB32)** **(** **)**
* [String](class_string) **[`to_html`](#to_html)** **(** [bool](class_bool) with_alpha=True **)**
* void **[`Color`](#Color)** **(** [real](class_real) r, [real](class_real) g, [real](class_real) b, [real](class_real) a **)**
* void **[`Color`](#Color)** **(** [real](class_real) r, [real](class_real) g, [real](class_real) b **)**
### Member Variables
* [real](class_real) **r**
@ -30,46 +30,46 @@ A color is represented as red, green and blue (r,g,b) components. Additionally,
### Member Function Description
#### <a name="contrasted">contrasted</a>
* [Color](class_color) **contrasted** **(** **)**
* [Color](class_color) **`contrasted`** **(** **)**
Return the most contrasting color with this one.
#### <a name="gray">gray</a>
* [real](class_real) **gray** **(** **)**
* [real](class_real) **`gray`** **(** **)**
Convert the color to gray.
#### <a name="inverted">inverted</a>
* [Color](class_color) **inverted** **(** **)**
* [Color](class_color) **`inverted`** **(** **)**
Return the inverted color (1-r, 1-g, 1-b, 1-a).
#### <a name="linear_interpolate">linear_interpolate</a>
* [Color](class_color) **linear_interpolate** **(** [Color](class_color) b, [real](class_real) t **)**
* [Color](class_color) **`linear_interpolate`** **(** [Color](class_color) b, [real](class_real) t **)**
Return the linear interpolation with another color.
#### <a name="to_32">to_32</a>
* [int](class_int) **to_32** **(** **)**
* [int](class_int) **`to_32`** **(** **)**
Convert the color to a 32 its integer (each byte represets a RGBA).
#### <a name="to_ARGB32">to_ARGB32</a>
* [int](class_int) **to_ARGB32** **(** **)**
* [int](class_int) **`to_ARGB32`** **(** **)**
Convert color to ARGB32, more compatible with DirectX.
#### <a name="to_html">to_html</a>
* [String](class_string) **to_html** **(** [bool](class_bool) with_alpha=True **)**
* [String](class_string) **`to_html`** **(** [bool](class_bool) with_alpha=True **)**
Return the HTML hexadecimal color string.
#### <a name="Color">Color</a>
* void **Color** **(** [real](class_real) r, [real](class_real) g, [real](class_real) b, [real](class_real) a **)**
* void **`Color`** **(** [real](class_real) r, [real](class_real) g, [real](class_real) b, [real](class_real) a **)**
Construct the color from an RGBA profile.
#### <a name="Color">Color</a>
* void **Color** **(** [real](class_real) r, [real](class_real) g, [real](class_real) b **)**
* void **`Color`** **(** [real](class_real) r, [real](class_real) g, [real](class_real) b **)**
Construct the color from an RGBA profile.

@ -4,12 +4,12 @@
Array of Colors
### Member Functions
* [Color](class_color) **[get](#get)** **(** [int](class_int) idx **)**
* void **[push_back](#push_back)** **(** [Color](class_color) color **)**
* void **[resize](#resize)** **(** [int](class_int) idx **)**
* void **[set](#set)** **(** [int](class_int) idx, [Color](class_color) color **)**
* [int](class_int) **[size](#size)** **(** **)**
* void **[ColorArray](#ColorArray)** **(** [Array](class_array) from **)**
* [Color](class_color) **[`get`](#get)** **(** [int](class_int) idx **)**
* void **[`push_back`](#push_back)** **(** [Color](class_color) color **)**
* void **[`resize`](#resize)** **(** [int](class_int) idx **)**
* void **[`set`](#set)** **(** [int](class_int) idx, [Color](class_color) color **)**
* [int](class_int) **[`size`](#size)** **(** **)**
* void **[`ColorArray`](#ColorArray)** **(** [Array](class_array) from **)**
### Description
Array of Color, can only contains colors. Optimized for memory usage, cant fragment the memory.
@ -17,31 +17,31 @@ Array of Color, can only contains colors. Optimized for memory usage, cant fragm
### Member Function Description
#### <a name="get">get</a>
* [Color](class_color) **get** **(** [int](class_int) idx **)**
* [Color](class_color) **`get`** **(** [int](class_int) idx **)**
Get an index in the array.
#### <a name="push_back">push_back</a>
* void **push_back** **(** [Color](class_color) color **)**
* void **`push_back`** **(** [Color](class_color) color **)**
Append a value to the array.
#### <a name="resize">resize</a>
* void **resize** **(** [int](class_int) idx **)**
* void **`resize`** **(** [int](class_int) idx **)**
Resize the array.
#### <a name="set">set</a>
* void **set** **(** [int](class_int) idx, [Color](class_color) color **)**
* void **`set`** **(** [int](class_int) idx, [Color](class_color) color **)**
Set an index in the array.
#### <a name="size">size</a>
* [int](class_int) **size** **(** **)**
* [int](class_int) **`size`** **(** **)**
Return the array size.
#### <a name="ColorArray">ColorArray</a>
* void **ColorArray** **(** [Array](class_array) from **)**
* void **`ColorArray`** **(** [Array](class_array) from **)**
Create from a generic array.

@ -1,18 +1,19 @@
# ColorPicker
**Inherits:** [HBoxContainer](class_hboxcontainer)\\n\\n
#####**Inherits:** [HBoxContainer](class_hboxcontainer)
### Brief Description
Color picker control.
### Member Functions
* void **[set_color](#set_color)** **(** [Color](class_color) color **)**
* [Color](class_color) **[get_color](#get_color)** **(** **)** const
* void **[set_mode](#set_mode)** **(** [int](class_int) mode **)**
* [int](class_int) **[get_mode](#get_mode)** **(** **)** const
* void **[set_edit_alpha](#set_edit_alpha)** **(** [bool](class_bool) show **)**
* [bool](class_bool) **[is_editing_alpha](#is_editing_alpha)** **(** **)** const
* void **[`set_color`](#set_color)** **(** [Color](class_color) color **)**
* [Color](class_color) **[`get_color`](#get_color)** **(** **)** const
* void **[`set_mode`](#set_mode)** **(** [int](class_int) mode **)**
* [int](class_int) **[`get_mode`](#get_mode)** **(** **)** const
* void **[`set_edit_alpha`](#set_edit_alpha)** **(** [bool](class_bool) show **)**
* [bool](class_bool) **[`is_editing_alpha`](#is_editing_alpha)** **(** **)** const
### Signals
* **color_changed** **(** [Color](class_color) color **)**
* **`color_changed`** **(** [Color](class_color) color **)**
### Description
This is a simple color picker [[control|Control]]. It's useful for selecting a color from an RGB/RGBA colorspace.
@ -20,11 +21,11 @@ This is a simple color picker [[control|Control]]. It's useful for selecting a c
### Member Function Description
#### <a name="set_color">set_color</a>
* void **set_color** **(** [Color](class_color) color **)**
* void **`set_color`** **(** [Color](class_color) color **)**
Select the current color.
#### <a name="get_color">get_color</a>
* [Color](class_color) **get_color** **(** **)** const
* [Color](class_color) **`get_color`** **(** **)** const
Return the current (edited) color.

@ -1,15 +1,16 @@
# ColorPickerButton
**Inherits:** [Button](class_button)\\n\\n
#####**Inherits:** [Button](class_button)
### Brief Description
### Member Functions
* void **[set_color](#set_color)** **(** [Color](class_color) color **)**
* [Color](class_color) **[get_color](#get_color)** **(** **)** const
* void **[set_edit_alpha](#set_edit_alpha)** **(** [bool](class_bool) show **)**
* [bool](class_bool) **[is_editing_alpha](#is_editing_alpha)** **(** **)** const
* void **[`set_color`](#set_color)** **(** [Color](class_color) color **)**
* [Color](class_color) **[`get_color`](#get_color)** **(** **)** const
* void **[`set_edit_alpha`](#set_edit_alpha)** **(** [bool](class_bool) show **)**
* [bool](class_bool) **[`is_editing_alpha`](#is_editing_alpha)** **(** **)** const
### Signals
* **color_changed** **(** [Color](class_color) color **)**
* **`color_changed`** **(** [Color](class_color) color **)**
### Member Function Description

@ -1,11 +1,12 @@
# ConcavePolygonShape
**Inherits:** [Shape](class_shape)\\n\\n
#####**Inherits:** [Shape](class_shape)
### Brief Description
Concave polygon shape.
### Member Functions
* void **[set_faces](#set_faces)** **(** [Vector3Array](class_vector3array) faces **)**
* [Vector3Array](class_vector3array) **[get_faces](#get_faces)** **(** **)** const
* void **[`set_faces`](#set_faces)** **(** [Vector3Array](class_vector3array) faces **)**
* [Vector3Array](class_vector3array) **[`get_faces`](#get_faces)** **(** **)** const
### Description
Concave polygon shape resource, which can be set into a [[physicsbody|PhysicsBody]] or area."#10; This shape is created by feeding a list of triangles.
@ -13,11 +14,11 @@ Concave polygon shape resource, which can be set into a [[physicsbody|PhysicsBod
### Member Function Description
#### <a name="set_faces">set_faces</a>
* void **set_faces** **(** [Vector3Array](class_vector3array) faces **)**
* void **`set_faces`** **(** [Vector3Array](class_vector3array) faces **)**
Set the faces (an array of triangles).
#### <a name="get_faces">get_faces</a>
* [Vector3Array](class_vector3array) **get_faces** **(** **)** const
* [Vector3Array](class_vector3array) **`get_faces`** **(** **)** const
Return the faces (an array of triangles).

@ -1,11 +1,12 @@
# ConcavePolygonShape2D
**Inherits:** [Shape2D](class_shape2d)\\n\\n
#####**Inherits:** [Shape2D](class_shape2d)
### Brief Description
Concave polygon 2D shape resource for physics.
### Member Functions
* void **[set_segments](#set_segments)** **(** [Vector2Array](class_vector2array) segments **)**
* [Vector2Array](class_vector2array) **[get_segments](#get_segments)** **(** **)** const
* void **[`set_segments`](#set_segments)** **(** [Vector2Array](class_vector2array) segments **)**
* [Vector2Array](class_vector2array) **[`get_segments`](#get_segments)** **(** **)** const
### Description
Concave polygon 2D shape resource for physics. It is made out of segments and is very optimal for complex polygonal concave collisions. It is really not advised to use for RigidBody nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
@ -13,11 +14,11 @@ Concave polygon 2D shape resource for physics. It is made out of segments and is
### Member Function Description
#### <a name="set_segments">set_segments</a>
* void **set_segments** **(** [Vector2Array](class_vector2array) segments **)**
* void **`set_segments`** **(** [Vector2Array](class_vector2array) segments **)**
Set the array of segments.
#### <a name="get_segments">get_segments</a>
* [Vector2Array](class_vector2array) **get_segments** **(** **)** const
* [Vector2Array](class_vector2array) **`get_segments`** **(** **)** const
Return the array of segments.

@ -1,16 +1,17 @@
# ConfigFile
**Inherits:** [Reference](class_reference)\\n\\n
#####**Inherits:** [Reference](class_reference)
### Brief Description
### Member Functions
* void **[set_value](#set_value)** **(** [String](class_string) section, [String](class_string) key, var value **)**
* void **[get_value](#get_value)** **(** [String](class_string) section, [String](class_string) key **)** const
* [bool](class_bool) **[has_section](#has_section)** **(** [String](class_string) section **)** const
* [bool](class_bool) **[has_section_key](#has_section_key)** **(** [String](class_string) section, [String](class_string) key **)** const
* [StringArray](class_stringarray) **[get_sections](#get_sections)** **(** **)** const
* [StringArray](class_stringarray) **[get_section_keys](#get_section_keys)** **(** [String](class_string) arg0 **)** const
* [int](class_int) **[load](#load)** **(** [String](class_string) path **)**
* [int](class_int) **[save](#save)** **(** [String](class_string) path **)**
* void **[`set_value`](#set_value)** **(** [String](class_string) section, [String](class_string) key, var value **)**
* void **[`get_value`](#get_value)** **(** [String](class_string) section, [String](class_string) key **)** const
* [bool](class_bool) **[`has_section`](#has_section)** **(** [String](class_string) section **)** const
* [bool](class_bool) **[`has_section_key`](#has_section_key)** **(** [String](class_string) section, [String](class_string) key **)** const
* [StringArray](class_stringarray) **[`get_sections`](#get_sections)** **(** **)** const
* [StringArray](class_stringarray) **[`get_section_keys`](#get_section_keys)** **(** [String](class_string) arg0 **)** const
* [int](class_int) **[`load`](#load)** **(** [String](class_string) path **)**
* [int](class_int) **[`save`](#save)** **(** [String](class_string) path **)**
### Member Function Description

@ -1,10 +1,11 @@
# ConfirmationDialog
**Inherits:** [AcceptDialog](class_acceptdialog)\\n\\n
#####**Inherits:** [AcceptDialog](class_acceptdialog)
### Brief Description
Dialog for confirmation of actions.
### Member Functions
* [Button](class_button) **[get_cancel](#get_cancel)** **(** **)**
* [Button](class_button) **[`get_cancel`](#get_cancel)** **(** **)**
### Description
Dialog for confirmation of actions. This dialog inherits from [[acceptdialog|AcceptDialog]], but has by default an OK and Cancel buton (in host OS order).
@ -12,6 +13,6 @@ Dialog for confirmation of actions. This dialog inherits from [[acceptdialog|Acc
### Member Function Description
#### <a name="get_cancel">get_cancel</a>
* [Button](class_button) **get_cancel** **(** **)**
* [Button](class_button) **`get_cancel`** **(** **)**
Return the cancel button.

@ -1,14 +1,15 @@
# Container
**Inherits:** [Control](class_control)\\n\\n
#####**Inherits:** [Control](class_control)
### Brief Description
Base node for containers.
### Member Functions
* void **[queue_sort](#queue_sort)** **(** **)**
* void **[fit_child_in_rect](#fit_child_in_rect)** **(** [Control](class_control) child, [Rect2](class_rect2) rect **)**
* void **[`queue_sort`](#queue_sort)** **(** **)**
* void **[`fit_child_in_rect`](#fit_child_in_rect)** **(** [Control](class_control) child, [Rect2](class_rect2) rect **)**
### Signals
* **sort_children** **(** **)**
* **`sort_children`** **(** **)**
### Numeric Constants
* **NOTIFICATION_SORT_CHILDREN** = **50** - Notification for when sorting the children, it must be obeyed immediately.
@ -20,11 +21,11 @@ Base node for conainers. A [[container|Container]] contains other controls and a
### Member Function Description
#### <a name="queue_sort">queue_sort</a>
* void **queue_sort** **(** **)**
* void **`queue_sort`** **(** **)**
Queue resort of the contained children. This is called automatically anyway, but can be called upon request.
#### <a name="fit_child_in_rect">fit_child_in_rect</a>
* void **fit_child_in_rect** **(** [Control](class_control) child, [Rect2](class_rect2) rect **)**
* void **`fit_child_in_rect`** **(** [Control](class_control) child, [Rect2](class_rect2) rect **)**
Fit a child control in a given rect. This is mainly a helper for creating custom container classes.

@ -1,89 +1,90 @@
# Control
**Inherits:** [CanvasItem](class_canvasitem)\\n\\n
#####**Inherits:** [CanvasItem](class_canvasitem)
### Brief Description
Control is the base node for all the GUI components.
### Member Functions
* void **[_input_event](#_input_event)** **(** [InputEvent](class_inputevent) event **)** virtual
* [bool](class_bool) **[can_drop_data](#can_drop_data)** **(** [Vector2](class_vector2) pos, var data **)** virtual
* void **[drop_data](#drop_data)** **(** [Vector2](class_vector2) pos, var data **)** virtual
* [Object](class_object) **[get_drag_data](#get_drag_data)** **(** [Vector2](class_vector2) pos **)** virtual
* [Vector2](class_vector2) **[get_minimum_size](#get_minimum_size)** **(** **)** virtual
* void **[accept_event](#accept_event)** **(** **)**
* [Vector2](class_vector2) **[get_minimum_size](#get_minimum_size)** **(** **)** const
* [Vector2](class_vector2) **[get_combined_minimum_size](#get_combined_minimum_size)** **(** **)** const
* [bool](class_bool) **[is_window](#is_window)** **(** **)** const
* [Object](class_object) **[get_window](#get_window)** **(** **)** const
* void **[set_anchor](#set_anchor)** **(** [int](class_int) margin, [int](class_int) anchor_mode **)**
* [int](class_int) **[get_anchor](#get_anchor)** **(** [int](class_int) margin **)** const
* void **[set_margin](#set_margin)** **(** [int](class_int) margin, [real](class_real) offset **)**
* void **[set_anchor_and_margin](#set_anchor_and_margin)** **(** [int](class_int) margin, [int](class_int) anchor_mode, [real](class_real) offset **)**
* void **[set_begin](#set_begin)** **(** [Vector2](class_vector2) pos **)**
* void **[set_end](#set_end)** **(** [Vector2](class_vector2) pos **)**
* void **[set_pos](#set_pos)** **(** [Vector2](class_vector2) pos **)**
* void **[set_size](#set_size)** **(** [Vector2](class_vector2) size **)**
* void **[set_custom_minimum_size](#set_custom_minimum_size)** **(** [Vector2](class_vector2) size **)**
* void **[set_global_pos](#set_global_pos)** **(** [Vector2](class_vector2) pos **)**
* [real](class_real) **[get_margin](#get_margin)** **(** [int](class_int) margin **)** const
* [Vector2](class_vector2) **[get_begin](#get_begin)** **(** **)** const
* [Vector2](class_vector2) **[get_end](#get_end)** **(** **)** const
* [Vector2](class_vector2) **[get_pos](#get_pos)** **(** **)** const
* [Vector2](class_vector2) **[get_size](#get_size)** **(** **)** const
* [Vector2](class_vector2) **[get_custom_minimum_size](#get_custom_minimum_size)** **(** **)** const
* [Vector2](class_vector2) **[get_parent_area_size](#get_parent_area_size)** **(** **)** const
* [Vector2](class_vector2) **[get_global_pos](#get_global_pos)** **(** **)** const
* [Rect2](class_rect2) **[get_rect](#get_rect)** **(** **)** const
* [Rect2](class_rect2) **[get_global_rect](#get_global_rect)** **(** **)** const
* void **[set_area_as_parent_rect](#set_area_as_parent_rect)** **(** [int](class_int) margin=0 **)**
* void **[show_modal](#show_modal)** **(** [bool](class_bool) exclusive=false **)**
* void **[set_focus_mode](#set_focus_mode)** **(** [int](class_int) mode **)**
* [bool](class_bool) **[has_focus](#has_focus)** **(** **)** const
* void **[grab_focus](#grab_focus)** **(** **)**
* void **[release_focus](#release_focus)** **(** **)**
* [Control](class_control) **[get_focus_owner](#get_focus_owner)** **(** **)** const
* void **[set_h_size_flags](#set_h_size_flags)** **(** [int](class_int) flags **)**
* [int](class_int) **[get_h_size_flags](#get_h_size_flags)** **(** **)** const
* void **[set_stretch_ratio](#set_stretch_ratio)** **(** [real](class_real) ratio **)**
* [real](class_real) **[get_stretch_ratio](#get_stretch_ratio)** **(** **)** const
* void **[set_v_size_flags](#set_v_size_flags)** **(** [int](class_int) flags **)**
* [int](class_int) **[get_v_size_flags](#get_v_size_flags)** **(** **)** const
* void **[set_theme](#set_theme)** **(** [Theme](class_theme) theme **)**
* [Theme](class_theme) **[get_theme](#get_theme)** **(** **)** const
* void **[add_icon_override](#add_icon_override)** **(** [String](class_string) name, [Texture](class_texture) texture **)**
* void **[add_style_override](#add_style_override)** **(** [String](class_string) name, [StyleBox](class_stylebox) stylebox **)**
* void **[add_font_override](#add_font_override)** **(** [String](class_string) name, [Font](class_font) font **)**
* void **[add_color_override](#add_color_override)** **(** [String](class_string) name, [Color](class_color) color **)**
* void **[add_constant_override](#add_constant_override)** **(** [String](class_string) name, [int](class_int) constant **)**
* [Texture](class_texture) **[get_icon](#get_icon)** **(** [String](class_string) name, [String](class_string) type="" **)** const
* [StyleBox](class_stylebox) **[get_stylebox](#get_stylebox)** **(** [String](class_string) name, [String](class_string) type="" **)** const
* [Font](class_font) **[get_font](#get_font)** **(** [String](class_string) name, [String](class_string) type="" **)** const
* [Color](class_color) **[get_color](#get_color)** **(** [String](class_string) name, [String](class_string) type="" **)** const
* [int](class_int) **[get_constant](#get_constant)** **(** [String](class_string) name, [String](class_string) type="" **)** const
* [Control](class_control) **[get_parent_control](#get_parent_control)** **(** **)** const
* void **[set_tooltip](#set_tooltip)** **(** [String](class_string) tooltip **)**
* [String](class_string) **[get_tooltip](#get_tooltip)** **(** [Vector2](class_vector2) atpos=Vector2(0,0) **)** const
* void **[set_default_cursor_shape](#set_default_cursor_shape)** **(** [int](class_int) shape **)**
* [int](class_int) **[get_default_cursor_shape](#get_default_cursor_shape)** **(** **)** const
* [int](class_int) **[get_cursor_shape](#get_cursor_shape)** **(** [Vector2](class_vector2) pos=Vector2(0,0) **)** const
* void **[set_focus_neighbour](#set_focus_neighbour)** **(** [int](class_int) margin, [NodePath](class_nodepath) neighbour **)**
* [NodePath](class_nodepath) **[get_focus_neighbour](#get_focus_neighbour)** **(** [int](class_int) margin **)** const
* void **[set_ignore_mouse](#set_ignore_mouse)** **(** [bool](class_bool) ignore **)**
* [bool](class_bool) **[is_ignoring_mouse](#is_ignoring_mouse)** **(** **)** const
* void **[force_drag](#force_drag)** **(** var data, [Object](class_object) preview **)**
* void **[set_stop_mouse](#set_stop_mouse)** **(** [bool](class_bool) stop **)**
* [bool](class_bool) **[is_stopping_mouse](#is_stopping_mouse)** **(** **)** const
* void **[grab_click_focus](#grab_click_focus)** **(** **)**
* void **[set_drag_preview](#set_drag_preview)** **(** [Control](class_control) control **)**
* void **[`_input_event`](#_input_event)** **(** [InputEvent](class_inputevent) event **)** virtual
* [bool](class_bool) **[`can_drop_data`](#can_drop_data)** **(** [Vector2](class_vector2) pos, var data **)** virtual
* void **[`drop_data`](#drop_data)** **(** [Vector2](class_vector2) pos, var data **)** virtual
* [Object](class_object) **[`get_drag_data`](#get_drag_data)** **(** [Vector2](class_vector2) pos **)** virtual
* [Vector2](class_vector2) **[`get_minimum_size`](#get_minimum_size)** **(** **)** virtual
* void **[`accept_event`](#accept_event)** **(** **)**
* [Vector2](class_vector2) **[`get_minimum_size`](#get_minimum_size)** **(** **)** const
* [Vector2](class_vector2) **[`get_combined_minimum_size`](#get_combined_minimum_size)** **(** **)** const
* [bool](class_bool) **[`is_window`](#is_window)** **(** **)** const
* [Object](class_object) **[`get_window`](#get_window)** **(** **)** const
* void **[`set_anchor`](#set_anchor)** **(** [int](class_int) margin, [int](class_int) anchor_mode **)**
* [int](class_int) **[`get_anchor`](#get_anchor)** **(** [int](class_int) margin **)** const
* void **[`set_margin`](#set_margin)** **(** [int](class_int) margin, [real](class_real) offset **)**
* void **[`set_anchor_and_margin`](#set_anchor_and_margin)** **(** [int](class_int) margin, [int](class_int) anchor_mode, [real](class_real) offset **)**
* void **[`set_begin`](#set_begin)** **(** [Vector2](class_vector2) pos **)**
* void **[`set_end`](#set_end)** **(** [Vector2](class_vector2) pos **)**
* void **[`set_pos`](#set_pos)** **(** [Vector2](class_vector2) pos **)**
* void **[`set_size`](#set_size)** **(** [Vector2](class_vector2) size **)**
* void **[`set_custom_minimum_size`](#set_custom_minimum_size)** **(** [Vector2](class_vector2) size **)**
* void **[`set_global_pos`](#set_global_pos)** **(** [Vector2](class_vector2) pos **)**
* [real](class_real) **[`get_margin`](#get_margin)** **(** [int](class_int) margin **)** const
* [Vector2](class_vector2) **[`get_begin`](#get_begin)** **(** **)** const
* [Vector2](class_vector2) **[`get_end`](#get_end)** **(** **)** const
* [Vector2](class_vector2) **[`get_pos`](#get_pos)** **(** **)** const
* [Vector2](class_vector2) **[`get_size`](#get_size)** **(** **)** const
* [Vector2](class_vector2) **[`get_custom_minimum_size`](#get_custom_minimum_size)** **(** **)** const
* [Vector2](class_vector2) **[`get_parent_area_size`](#get_parent_area_size)** **(** **)** const
* [Vector2](class_vector2) **[`get_global_pos`](#get_global_pos)** **(** **)** const
* [Rect2](class_rect2) **[`get_rect`](#get_rect)** **(** **)** const
* [Rect2](class_rect2) **[`get_global_rect`](#get_global_rect)** **(** **)** const
* void **[`set_area_as_parent_rect`](#set_area_as_parent_rect)** **(** [int](class_int) margin=0 **)**
* void **[`show_modal`](#show_modal)** **(** [bool](class_bool) exclusive=false **)**
* void **[`set_focus_mode`](#set_focus_mode)** **(** [int](class_int) mode **)**
* [bool](class_bool) **[`has_focus`](#has_focus)** **(** **)** const
* void **[`grab_focus`](#grab_focus)** **(** **)**
* void **[`release_focus`](#release_focus)** **(** **)**
* [Control](class_control) **[`get_focus_owner`](#get_focus_owner)** **(** **)** const
* void **[`set_h_size_flags`](#set_h_size_flags)** **(** [int](class_int) flags **)**
* [int](class_int) **[`get_h_size_flags`](#get_h_size_flags)** **(** **)** const
* void **[`set_stretch_ratio`](#set_stretch_ratio)** **(** [real](class_real) ratio **)**
* [real](class_real) **[`get_stretch_ratio`](#get_stretch_ratio)** **(** **)** const
* void **[`set_v_size_flags`](#set_v_size_flags)** **(** [int](class_int) flags **)**
* [int](class_int) **[`get_v_size_flags`](#get_v_size_flags)** **(** **)** const
* void **[`set_theme`](#set_theme)** **(** [Theme](class_theme) theme **)**
* [Theme](class_theme) **[`get_theme`](#get_theme)** **(** **)** const
* void **[`add_icon_override`](#add_icon_override)** **(** [String](class_string) name, [Texture](class_texture) texture **)**
* void **[`add_style_override`](#add_style_override)** **(** [String](class_string) name, [StyleBox](class_stylebox) stylebox **)**
* void **[`add_font_override`](#add_font_override)** **(** [String](class_string) name, [Font](class_font) font **)**
* void **[`add_color_override`](#add_color_override)** **(** [String](class_string) name, [Color](class_color) color **)**
* void **[`add_constant_override`](#add_constant_override)** **(** [String](class_string) name, [int](class_int) constant **)**
* [Texture](class_texture) **[`get_icon`](#get_icon)** **(** [String](class_string) name, [String](class_string) type="" **)** const
* [StyleBox](class_stylebox) **[`get_stylebox`](#get_stylebox)** **(** [String](class_string) name, [String](class_string) type="" **)** const
* [Font](class_font) **[`get_font`](#get_font)** **(** [String](class_string) name, [String](class_string) type="" **)** const
* [Color](class_color) **[`get_color`](#get_color)** **(** [String](class_string) name, [String](class_string) type="" **)** const
* [int](class_int) **[`get_constant`](#get_constant)** **(** [String](class_string) name, [String](class_string) type="" **)** const
* [Control](class_control) **[`get_parent_control`](#get_parent_control)** **(** **)** const
* void **[`set_tooltip`](#set_tooltip)** **(** [String](class_string) tooltip **)**
* [String](class_string) **[`get_tooltip`](#get_tooltip)** **(** [Vector2](class_vector2) atpos=Vector2(0,0) **)** const
* void **[`set_default_cursor_shape`](#set_default_cursor_shape)** **(** [int](class_int) shape **)**
* [int](class_int) **[`get_default_cursor_shape`](#get_default_cursor_shape)** **(** **)** const
* [int](class_int) **[`get_cursor_shape`](#get_cursor_shape)** **(** [Vector2](class_vector2) pos=Vector2(0,0) **)** const
* void **[`set_focus_neighbour`](#set_focus_neighbour)** **(** [int](class_int) margin, [NodePath](class_nodepath) neighbour **)**
* [NodePath](class_nodepath) **[`get_focus_neighbour`](#get_focus_neighbour)** **(** [int](class_int) margin **)** const
* void **[`set_ignore_mouse`](#set_ignore_mouse)** **(** [bool](class_bool) ignore **)**
* [bool](class_bool) **[`is_ignoring_mouse`](#is_ignoring_mouse)** **(** **)** const
* void **[`force_drag`](#force_drag)** **(** var data, [Object](class_object) preview **)**
* void **[`set_stop_mouse`](#set_stop_mouse)** **(** [bool](class_bool) stop **)**
* [bool](class_bool) **[`is_stopping_mouse`](#is_stopping_mouse)** **(** **)** const
* void **[`grab_click_focus`](#grab_click_focus)** **(** **)**
* void **[`set_drag_preview`](#set_drag_preview)** **(** [Control](class_control) control **)**
### Signals
* **focus_enter** **(** **)**
* **mouse_enter** **(** **)**
* **resized** **(** **)**
* **minimum_size_changed** **(** **)**
* **size_flags_changed** **(** **)**
* **focus_exit** **(** **)**
* **input_event** **(** **)**
* **mouse_exit** **(** **)**
* **`focus_enter`** **(** **)**
* **`mouse_enter`** **(** **)**
* **`resized`** **(** **)**
* **`minimum_size_changed`** **(** **)**
* **`size_flags_changed`** **(** **)**
* **`focus_exit`** **(** **)**
* **`input_event`** **(** **)**
* **`mouse_exit`** **(** **)**
### Numeric Constants
* **ANCHOR_BEGIN** = **0** - X is relative to MARGIN_LEFT, Y is relative to MARGIN_TOP,
@ -132,251 +133,251 @@ Control is the base class Node for all the GUI components. Every GUI component i
### Member Function Description
#### <a name="_input_event">_input_event</a>
* void **_input_event** **(** [InputEvent](class_inputevent) event **)** virtual
* void **`_input_event`** **(** [InputEvent](class_inputevent) event **)** virtual
Called when an input event reaches the control.
#### <a name="get_minimum_size">get_minimum_size</a>
* [Vector2](class_vector2) **get_minimum_size** **(** **)** virtual
* [Vector2](class_vector2) **`get_minimum_size`** **(** **)** virtual
Return the minimum size this Control can shrink to. A control will never be displayed or resized smaller than its minimum size.
#### <a name="accept_event">accept_event</a>
* void **accept_event** **(** **)**
* void **`accept_event`** **(** **)**
Handles the event, no other control will receive it and it will not be sent to nodes waiting on [[node#_unhandled_input|Node._unhandled_input]] or [[node#_unhandled_key_input|Node._unhandled_key_input]].
#### <a name="get_minimum_size">get_minimum_size</a>
* [Vector2](class_vector2) **get_minimum_size** **(** **)** const
* [Vector2](class_vector2) **`get_minimum_size`** **(** **)** const
Return the minimum size this Control can shrink to. A control will never be displayed or resized smaller than its minimum size.
#### <a name="is_window">is_window</a>
* [bool](class_bool) **is_window** **(** **)** const
* [bool](class_bool) **`is_window`** **(** **)** const
Return wether this control is a //window//. Controls are considered windows when their parent [[node|Node]] is not a Control.
#### <a name="get_window">get_window</a>
* [Object](class_object) **get_window** **(** **)** const
* [Object](class_object) **`get_window`** **(** **)** const
Return the //window// for this control, ascending the scene tree (see [[#is_window|is_window]]).
#### <a name="set_anchor">set_anchor</a>
* void **set_anchor** **(** [int](class_int) margin, [int](class_int) anchor_mode **)**
* void **`set_anchor`** **(** [int](class_int) margin, [int](class_int) anchor_mode **)**
Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Changing the anchor mode converts the current margin offset from the previos anchor mode to the new one, so margin offsets ([[#set_margin|set_margin]]) must be done after setting anchors, or at the same time ([[#set_anchor_and_margin|set_anchor_and_margin]]).
#### <a name="get_anchor">get_anchor</a>
* [int](class_int) **get_anchor** **(** [int](class_int) margin **)** const
* [int](class_int) **`get_anchor`** **(** [int](class_int) margin **)** const
Return the anchor type (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) for a given margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM).
#### <a name="set_margin">set_margin</a>
* void **set_margin** **(** [int](class_int) margin, [real](class_real) offset **)**
* void **`set_margin`** **(** [int](class_int) margin, [real](class_real) offset **)**
Set a margin offset. Margin can be one of (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Offset value being set depends on the anchor mode.
#### <a name="set_anchor_and_margin">set_anchor_and_margin</a>
* void **set_anchor_and_margin** **(** [int](class_int) margin, [int](class_int) anchor_mode, [real](class_real) offset **)**
* void **`set_anchor_and_margin`** **(** [int](class_int) margin, [int](class_int) anchor_mode, [real](class_real) offset **)**
Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM), and also set its offset. This is a helper (see [[#set_anchor|set_anchor]] and [[#set_margin|set_margin]]).
#### <a name="set_begin">set_begin</a>
* void **set_begin** **(** [Vector2](class_vector2) pos **)**
* void **`set_begin`** **(** [Vector2](class_vector2) pos **)**
Sets MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [[#set_margin|set_margin]]).
#### <a name="set_end">set_end</a>
* void **set_end** **(** [Vector2](class_vector2) pos **)**
* void **`set_end`** **(** [Vector2](class_vector2) pos **)**
Sets MARGIN_RIGHT and MARGIN_BOTTOM at the same time. This is a helper (see [[#set_margin|set_margin]]).
#### <a name="set_pos">set_pos</a>
* void **set_pos** **(** [Vector2](class_vector2) pos **)**
* void **`set_pos`** **(** [Vector2](class_vector2) pos **)**
Move the Control to a new position, relative to the top-left corner of the parent Control, changing all margins if needed and without changing current anchor mode. This is a helper (see [[#set_margin|set_margin]]).
#### <a name="set_size">set_size</a>
* void **set_size** **(** [Vector2](class_vector2) size **)**
* void **`set_size`** **(** [Vector2](class_vector2) size **)**
Changes MARGIN_RIGHT and MARGIN_BOTTOM to fit a given size. This is a helper (see [[#set_margin|set_margin]]).
#### <a name="set_global_pos">set_global_pos</a>
* void **set_global_pos** **(** [Vector2](class_vector2) pos **)**
* void **`set_global_pos`** **(** [Vector2](class_vector2) pos **)**
Move the Control to a new position, relative to the top-left corner of the //window// Control, and without changing current anchor mode. (see [[#set_margin|set_margin]]).
#### <a name="get_margin">get_margin</a>
* [real](class_real) **get_margin** **(** [int](class_int) margin **)** const
* [real](class_real) **`get_margin`** **(** [int](class_int) margin **)** const
Return a margin offset. Margin can be one of (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Offset value being returned depends on the anchor mode.
#### <a name="get_end">get_end</a>
* [Vector2](class_vector2) **get_end** **(** **)** const
* [Vector2](class_vector2) **`get_end`** **(** **)** const
Returns MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [[#set_margin|set_margin]]).
#### <a name="get_pos">get_pos</a>
* [Vector2](class_vector2) **get_pos** **(** **)** const
* [Vector2](class_vector2) **`get_pos`** **(** **)** const
Returns the Control position, relative to the top-left corner of the parent Control and independly of the anchor mode.
#### <a name="get_size">get_size</a>
* [Vector2](class_vector2) **get_size** **(** **)** const
* [Vector2](class_vector2) **`get_size`** **(** **)** const
Returns the size of the Control, computed from all margins, however the size returned will **never be smaller than the minimum size reported by [[#get_minimum_size|get_minimum_size]]**. This means that even if end position of the Control rectangle is smaller than the begin position, the Control will still display and interact correctly. (see description, [[#get_minimum_size|get_minimum_size]], [[#set_margin|set_margin]], [[#set_anchor|set_anchor]]).
#### <a name="get_global_pos">get_global_pos</a>
* [Vector2](class_vector2) **get_global_pos** **(** **)** const
* [Vector2](class_vector2) **`get_global_pos`** **(** **)** const
Returns the Control position, relative to the top-left corner of the parent Control and independent of the anchor mode.
#### <a name="get_rect">get_rect</a>
* [Rect2](class_rect2) **get_rect** **(** **)** const
* [Rect2](class_rect2) **`get_rect`** **(** **)** const
Return position and size of the Control, relative to the top-left corner of the parent Control. This is a helper (see [[#get_pos|get_pos]],[[#get_size|get_size]]).
#### <a name="get_global_rect">get_global_rect</a>
* [Rect2](class_rect2) **get_global_rect** **(** **)** const
* [Rect2](class_rect2) **`get_global_rect`** **(** **)** const
Return position and size of the Control, relative to the top-left corner of the //window// Control. This is a helper (see [[#get_global_pos|get_global_pos]],[[#get_size|get_size]]).
#### <a name="set_area_as_parent_rect">set_area_as_parent_rect</a>
* void **set_area_as_parent_rect** **(** [int](class_int) margin=0 **)**
* void **`set_area_as_parent_rect`** **(** [int](class_int) margin=0 **)**
Change all margins and anchors, so this Control always takes up the same area as the parent Control. This is a helper (see [[#set_anchor|set_anchor]],[[#set_margin|set_margin]]).
#### <a name="show_modal">show_modal</a>
* void **show_modal** **(** [bool](class_bool) exclusive=false **)**
* void **`show_modal`** **(** [bool](class_bool) exclusive=false **)**
Display a Control as modal. Control must be a subwindow (see [[#set_as_subwindow|set_as_subwindow]]). Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus.
#### <a name="set_focus_mode">set_focus_mode</a>
* void **set_focus_mode** **(** [int](class_int) mode **)**
* void **`set_focus_mode`** **(** [int](class_int) mode **)**
Set the focus access mode for the control (FOCUS_NONE, FOCUS_CLICK, FOCUS_ALL). Only one Control can be focused at the same time, and it will receive keyboard signals.
#### <a name="has_focus">has_focus</a>
* [bool](class_bool) **has_focus** **(** **)** const
* [bool](class_bool) **`has_focus`** **(** **)** const
Return wether the Control is the current focused control (see [[#set_focus_mode|set_focus_mode]]).
#### <a name="grab_focus">grab_focus</a>
* void **grab_focus** **(** **)**
* void **`grab_focus`** **(** **)**
Steal the focus from another control and become the focused control (see [[#set_focus_mode|set_focus_mode]]).
#### <a name="release_focus">release_focus</a>
* void **release_focus** **(** **)**
* void **`release_focus`** **(** **)**
Give up the focus, no other control will be able to receive keyboard input.
#### <a name="get_focus_owner">get_focus_owner</a>
* [Control](class_control) **get_focus_owner** **(** **)** const
* [Control](class_control) **`get_focus_owner`** **(** **)** const
Return which control is owning the keyboard focus, or null if no one.
#### <a name="set_h_size_flags">set_h_size_flags</a>
* void **set_h_size_flags** **(** [int](class_int) flags **)**
* void **`set_h_size_flags`** **(** [int](class_int) flags **)**
Hint for containers, set horizontal positioning flags.
#### <a name="get_h_size_flags">get_h_size_flags</a>
* [int](class_int) **get_h_size_flags** **(** **)** const
* [int](class_int) **`get_h_size_flags`** **(** **)** const
Hint for containers, return horizontal positioning flags.
#### <a name="set_stretch_ratio">set_stretch_ratio</a>
* void **set_stretch_ratio** **(** [real](class_real) ratio **)**
* void **`set_stretch_ratio`** **(** [real](class_real) ratio **)**
Hint for containers, set the stretch ratio. This value is relative to other stretch ratio, so if this control has 2 and another has 1, this one will be twice as big.
#### <a name="get_stretch_ratio">get_stretch_ratio</a>
* [real](class_real) **get_stretch_ratio** **(** **)** const
* [real](class_real) **`get_stretch_ratio`** **(** **)** const
Hint for containers, return the stretch ratio. This value is relative to other stretch ratio, so if this control has 2 and another has 1, this one will be twice as big.
#### <a name="set_v_size_flags">set_v_size_flags</a>
* void **set_v_size_flags** **(** [int](class_int) flags **)**
* void **`set_v_size_flags`** **(** [int](class_int) flags **)**
Hint for containers, set vertical positioning flags.
#### <a name="get_v_size_flags">get_v_size_flags</a>
* [int](class_int) **get_v_size_flags** **(** **)** const
* [int](class_int) **`get_v_size_flags`** **(** **)** const
Hint for containers, return vertical positioning flags.
#### <a name="set_theme">set_theme</a>
* void **set_theme** **(** [Theme](class_theme) theme **)**
* void **`set_theme`** **(** [Theme](class_theme) theme **)**
Override whole the [[theme|Theme]] for this Control and all its children controls.
#### <a name="get_theme">get_theme</a>
* [Theme](class_theme) **get_theme** **(** **)** const
* [Theme](class_theme) **`get_theme`** **(** **)** const
Return a [[theme|Theme]] override, if one exists (see [[#set_theme|set_theme]]).
#### <a name="add_icon_override">add_icon_override</a>
* void **add_icon_override** **(** [String](class_string) name, [Texture](class_texture) texture **)**
* void **`add_icon_override`** **(** [String](class_string) name, [Texture](class_texture) texture **)**
Override a single icon ([[texture|Texture]]) in the theme of this Control. If texture is empty, override is cleared.
#### <a name="add_style_override">add_style_override</a>
* void **add_style_override** **(** [String](class_string) name, [StyleBox](class_stylebox) stylebox **)**
* void **`add_style_override`** **(** [String](class_string) name, [StyleBox](class_stylebox) stylebox **)**
Override a single stylebox ([Stylebox]) in the theme of this Control. If stylebox is empty, override is cleared.
#### <a name="add_font_override">add_font_override</a>
* void **add_font_override** **(** [String](class_string) name, [Font](class_font) font **)**
* void **`add_font_override`** **(** [String](class_string) name, [Font](class_font) font **)**
Override a single font (font) in the theme of this Control. If font is empty, override is cleared.
#### <a name="add_constant_override">add_constant_override</a>
* void **add_constant_override** **(** [String](class_string) name, [int](class_int) constant **)**
* void **`add_constant_override`** **(** [String](class_string) name, [int](class_int) constant **)**
Override a single constant (integer) in the theme of this Control. If constant equals Theme.INVALID_CONSTANT, override is cleared.
#### <a name="set_tooltip">set_tooltip</a>
* void **set_tooltip** **(** [String](class_string) tooltip **)**
* void **`set_tooltip`** **(** [String](class_string) tooltip **)**
Set a tooltip, which will appear when the cursor is resting over this control.
#### <a name="get_tooltip">get_tooltip</a>
* [String](class_string) **get_tooltip** **(** [Vector2](class_vector2) atpos=Vector2(0,0) **)** const
* [String](class_string) **`get_tooltip`** **(** [Vector2](class_vector2) atpos=Vector2(0,0) **)** const
Return the tooltip, which will appear when the cursor is resting over this control.
#### <a name="set_default_cursor_shape">set_default_cursor_shape</a>
* void **set_default_cursor_shape** **(** [int](class_int) shape **)**
* void **`set_default_cursor_shape`** **(** [int](class_int) shape **)**
Set the default cursor shape for this control. See enum CURSOR_* for the list of shapes.
#### <a name="get_default_cursor_shape">get_default_cursor_shape</a>
* [int](class_int) **get_default_cursor_shape** **(** **)** const
* [int](class_int) **`get_default_cursor_shape`** **(** **)** const
Return the default cursor shape for this control. See enum CURSOR_* for the list of shapes.
#### <a name="get_cursor_shape">get_cursor_shape</a>
* [int](class_int) **get_cursor_shape** **(** [Vector2](class_vector2) pos=Vector2(0,0) **)** const
* [int](class_int) **`get_cursor_shape`** **(** [Vector2](class_vector2) pos=Vector2(0,0) **)** const
Return the cursor shape at a certain position in the control.
#### <a name="set_focus_neighbour">set_focus_neighbour</a>
* void **set_focus_neighbour** **(** [int](class_int) margin, [NodePath](class_nodepath) neighbour **)**
* void **`set_focus_neighbour`** **(** [int](class_int) margin, [NodePath](class_nodepath) neighbour **)**
Force a neighbour for moving the input focus to. When pressing TAB or directional/joypad directions focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function.
#### <a name="get_focus_neighbour">get_focus_neighbour</a>
* [NodePath](class_nodepath) **get_focus_neighbour** **(** [int](class_int) margin **)** const
* [NodePath](class_nodepath) **`get_focus_neighbour`** **(** [int](class_int) margin **)** const
Return the forced neighbour for moving the input focus to. When pressing TAB or directional/joypad directions focus is moved to the next control in that direction. However, the neighbour to move to can be forced with this function.
#### <a name="set_ignore_mouse">set_ignore_mouse</a>
* void **set_ignore_mouse** **(** [bool](class_bool) ignore **)**
* void **`set_ignore_mouse`** **(** [bool](class_bool) ignore **)**
Ignore mouse events on this control (even touchpad events send mouse events).
#### <a name="is_ignoring_mouse">is_ignoring_mouse</a>
* [bool](class_bool) **is_ignoring_mouse** **(** **)** const
* [bool](class_bool) **`is_ignoring_mouse`** **(** **)** const
Return if the control is ignoring mouse events (even touchpad events send mouse events).

@ -1,11 +1,12 @@
# ConvexPolygonShape
**Inherits:** [Shape](class_shape)\\n\\n
#####**Inherits:** [Shape](class_shape)
### Brief Description
Convex Polygon Shape
### Member Functions
* void **[set_points](#set_points)** **(** [Vector3Array](class_vector3array) points **)**
* [Vector3Array](class_vector3array) **[get_points](#get_points)** **(** **)** const
* void **[`set_points`](#set_points)** **(** [Vector3Array](class_vector3array) points **)**
* [Vector3Array](class_vector3array) **[`get_points`](#get_points)** **(** **)** const
### Description
Convex polygon shape resource, which can be set into a [[physicsbody|PhysicsBody]] or area.

@ -1,12 +1,13 @@
# ConvexPolygonShape2D
**Inherits:** [Shape2D](class_shape2d)\\n\\n
#####**Inherits:** [Shape2D](class_shape2d)
### Brief Description
Convex Polygon Shape for 2D physics
### Member Functions
* void **[set_point_cloud](#set_point_cloud)** **(** [Vector2Array](class_vector2array) point_cloud **)**
* void **[set_points](#set_points)** **(** [Vector2Array](class_vector2array) points **)**
* [Vector2Array](class_vector2array) **[get_points](#get_points)** **(** **)** const
* void **[`set_point_cloud`](#set_point_cloud)** **(** [Vector2Array](class_vector2array) point_cloud **)**
* void **[`set_points`](#set_points)** **(** [Vector2Array](class_vector2array) points **)**
* [Vector2Array](class_vector2array) **[`get_points`](#get_points)** **(** **)** const
### Description
Convex Polygon Shape for 2D physics.
@ -14,16 +15,16 @@ Convex Polygon Shape for 2D physics.
### Member Function Description
#### <a name="set_point_cloud">set_point_cloud</a>
* void **set_point_cloud** **(** [Vector2Array](class_vector2array) point_cloud **)**
* void **`set_point_cloud`** **(** [Vector2Array](class_vector2array) point_cloud **)**
Create the point set from a point cloud. The resulting convex hull will be set as the shape.
#### <a name="set_points">set_points</a>
* void **set_points** **(** [Vector2Array](class_vector2array) points **)**
* void **`set_points`** **(** [Vector2Array](class_vector2array) points **)**
Set a list of points in either clockwise or counter clockwise order, forming a convex polygon.
#### <a name="get_points">get_points</a>
* [Vector2Array](class_vector2array) **get_points** **(** **)** const
* [Vector2Array](class_vector2array) **`get_points`** **(** **)** const
Return a list of points in either clockwise or counter clockwise order, forming a convex polygon.

@ -1,20 +1,21 @@
# CubeMap
**Inherits:** [Resource](class_resource)\\n\\n
#####**Inherits:** [Resource](class_resource)
### Brief Description
### Member Functions
* [int](class_int) **[get_width](#get_width)** **(** **)** const
* [int](class_int) **[get_height](#get_height)** **(** **)** const
* [RID](class_rid) **[get_rid](#get_rid)** **(** **)** const
* void **[set_flags](#set_flags)** **(** [int](class_int) flags **)**
* [int](class_int) **[get_flags](#get_flags)** **(** **)** const
* void **[set_side](#set_side)** **(** [int](class_int) side, [Image](class_image) image **)**
* [Image](class_image) **[get_side](#get_side)** **(** [int](class_int) side **)** const
* void **[set_storage](#set_storage)** **(** [int](class_int) mode **)**
* [int](class_int) **[get_storage](#get_storage)** **(** **)** const
* void **[set_lossy_storage_quality](#set_lossy_storage_quality)** **(** [real](class_real) quality **)**
* [real](class_real) **[get_lossy_storage_quality](#get_lossy_storage_quality)** **(** **)** const
* [int](class_int) **[`get_width`](#get_width)** **(** **)** const
* [int](class_int) **[`get_height`](#get_height)** **(** **)** const
* [RID](class_rid) **[`get_rid`](#get_rid)** **(** **)** const
* void **[`set_flags`](#set_flags)** **(** [int](class_int) flags **)**
* [int](class_int) **[`get_flags`](#get_flags)** **(** **)** const
* void **[`set_side`](#set_side)** **(** [int](class_int) side, [Image](class_image) image **)**
* [Image](class_image) **[`get_side`](#get_side)** **(** [int](class_int) side **)** const
* void **[`set_storage`](#set_storage)** **(** [int](class_int) mode **)**
* [int](class_int) **[`get_storage`](#get_storage)** **(** **)** const
* void **[`set_lossy_storage_quality`](#set_lossy_storage_quality)** **(** [real](class_real) quality **)**
* [real](class_real) **[`get_lossy_storage_quality`](#get_lossy_storage_quality)** **(** **)** const
### Numeric Constants
* **STORAGE_RAW** = **0**

@ -1,25 +1,26 @@
# Curve2D
**Inherits:** [Resource](class_resource)\\n\\n
#####**Inherits:** [Resource](class_resource)
### Brief Description
### Member Functions
* [int](class_int) **[get_point_count](#get_point_count)** **(** **)** const
* void **[add_point](#add_point)** **(** [Vector2](class_vector2) pos, [Vector2](class_vector2) in=Vector2(0,0), [Vector2](class_vector2) out=Vector2(0,0) **)**
* void **[set_point_pos](#set_point_pos)** **(** [int](class_int) idx, [Vector2](class_vector2) pos **)**
* [Vector2](class_vector2) **[get_point_pos](#get_point_pos)** **(** [int](class_int) idx **)** const
* void **[set_point_in](#set_point_in)** **(** [int](class_int) idx, [Vector2](class_vector2) pos **)**
* [Vector2](class_vector2) **[get_point_in](#get_point_in)** **(** [int](class_int) idx **)** const
* void **[set_point_out](#set_point_out)** **(** [int](class_int) idx, [Vector2](class_vector2) pos **)**
* [Vector2](class_vector2) **[get_point_out](#get_point_out)** **(** [int](class_int) idx **)** const
* void **[remove_point](#remove_point)** **(** [int](class_int) idx **)**
* [Vector2](class_vector2) **[interpolate](#interpolate)** **(** [int](class_int) idx, [real](class_real) t **)** const
* [Vector2Array](class_vector2array) **[bake](#bake)** **(** [int](class_int) subdivs=10 **)** const
* void **[set_points_in](#set_points_in)** **(** [Vector2Array](class_vector2array) arg0 **)**
* void **[set_points_out](#set_points_out)** **(** [Vector2Array](class_vector2array) arg0 **)**
* void **[set_points_pos](#set_points_pos)** **(** [Vector2Array](class_vector2array) arg0 **)**
* [Vector2Array](class_vector2array) **[get_points_in](#get_points_in)** **(** **)** const
* [Vector2Array](class_vector2array) **[get_points_out](#get_points_out)** **(** **)** const
* [Vector2Array](class_vector2array) **[get_points_pos](#get_points_pos)** **(** **)** const
* [int](class_int) **[`get_point_count`](#get_point_count)** **(** **)** const
* void **[`add_point`](#add_point)** **(** [Vector2](class_vector2) pos, [Vector2](class_vector2) in=Vector2(0,0), [Vector2](class_vector2) out=Vector2(0,0) **)**
* void **[`set_point_pos`](#set_point_pos)** **(** [int](class_int) idx, [Vector2](class_vector2) pos **)**
* [Vector2](class_vector2) **[`get_point_pos`](#get_point_pos)** **(** [int](class_int) idx **)** const
* void **[`set_point_in`](#set_point_in)** **(** [int](class_int) idx, [Vector2](class_vector2) pos **)**
* [Vector2](class_vector2) **[`get_point_in`](#get_point_in)** **(** [int](class_int) idx **)** const
* void **[`set_point_out`](#set_point_out)** **(** [int](class_int) idx, [Vector2](class_vector2) pos **)**
* [Vector2](class_vector2) **[`get_point_out`](#get_point_out)** **(** [int](class_int) idx **)** const
* void **[`remove_point`](#remove_point)** **(** [int](class_int) idx **)**
* [Vector2](class_vector2) **[`interpolate`](#interpolate)** **(** [int](class_int) idx, [real](class_real) t **)** const
* [Vector2Array](class_vector2array) **[`bake`](#bake)** **(** [int](class_int) subdivs=10 **)** const
* void **[`set_points_in`](#set_points_in)** **(** [Vector2Array](class_vector2array) arg0 **)**
* void **[`set_points_out`](#set_points_out)** **(** [Vector2Array](class_vector2array) arg0 **)**
* void **[`set_points_pos`](#set_points_pos)** **(** [Vector2Array](class_vector2array) arg0 **)**
* [Vector2Array](class_vector2array) **[`get_points_in`](#get_points_in)** **(** **)** const
* [Vector2Array](class_vector2array) **[`get_points_out`](#get_points_out)** **(** **)** const
* [Vector2Array](class_vector2array) **[`get_points_pos`](#get_points_pos)** **(** **)** const
### Member Function Description

@ -1,27 +1,28 @@
# Curve3D
**Inherits:** [Resource](class_resource)\\n\\n
#####**Inherits:** [Resource](class_resource)
### Brief Description
### Member Functions
* [int](class_int) **[get_point_count](#get_point_count)** **(** **)** const
* void **[add_point](#add_point)** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) in=Vector3(0, 0, 0), [Vector3](class_vector3) out=Vector3(0, 0, 0), [int](class_int) atpos=-1 **)**
* void **[set_point_pos](#set_point_pos)** **(** [int](class_int) idx, [Vector3](class_vector3) pos **)**
* [Vector3](class_vector3) **[get_point_pos](#get_point_pos)** **(** [int](class_int) idx **)** const
* void **[set_point_tilt](#set_point_tilt)** **(** [int](class_int) idx, [real](class_real) tilt **)**
* [real](class_real) **[get_point_tilt](#get_point_tilt)** **(** [int](class_int) idx **)** const
* void **[set_point_in](#set_point_in)** **(** [int](class_int) idx, [Vector3](class_vector3) pos **)**
* [Vector3](class_vector3) **[get_point_in](#get_point_in)** **(** [int](class_int) idx **)** const
* void **[set_point_out](#set_point_out)** **(** [int](class_int) idx, [Vector3](class_vector3) pos **)**
* [Vector3](class_vector3) **[get_point_out](#get_point_out)** **(** [int](class_int) idx **)** const
* void **[remove_point](#remove_point)** **(** [int](class_int) idx **)**
* [Vector3](class_vector3) **[interpolate](#interpolate)** **(** [int](class_int) idx, [real](class_real) t **)** const
* [Vector3](class_vector3) **[interpolatef](#interpolatef)** **(** [real](class_real) fofs **)** const
* void **[set_bake_interval](#set_bake_interval)** **(** [real](class_real) distance **)**
* [real](class_real) **[get_bake_interval](#get_bake_interval)** **(** **)** const
* [real](class_real) **[get_baked_length](#get_baked_length)** **(** **)** const
* [Vector3](class_vector3) **[interpolate_baked](#interpolate_baked)** **(** [real](class_real) offset, [bool](class_bool) cubic=false **)** const
* [Vector3Array](class_vector3array) **[get_baked_points](#get_baked_points)** **(** **)** const
* [RealArray](class_realarray) **[get_baked_tilts](#get_baked_tilts)** **(** **)** const
* [int](class_int) **[`get_point_count`](#get_point_count)** **(** **)** const
* void **[`add_point`](#add_point)** **(** [Vector3](class_vector3) pos, [Vector3](class_vector3) in=Vector3(0, 0, 0), [Vector3](class_vector3) out=Vector3(0, 0, 0), [int](class_int) atpos=-1 **)**
* void **[`set_point_pos`](#set_point_pos)** **(** [int](class_int) idx, [Vector3](class_vector3) pos **)**
* [Vector3](class_vector3) **[`get_point_pos`](#get_point_pos)** **(** [int](class_int) idx **)** const
* void **[`set_point_tilt`](#set_point_tilt)** **(** [int](class_int) idx, [real](class_real) tilt **)**
* [real](class_real) **[`get_point_tilt`](#get_point_tilt)** **(** [int](class_int) idx **)** const
* void **[`set_point_in`](#set_point_in)** **(** [int](class_int) idx, [Vector3](class_vector3) pos **)**
* [Vector3](class_vector3) **[`get_point_in`](#get_point_in)** **(** [int](class_int) idx **)** const
* void **[`set_point_out`](#set_point_out)** **(** [int](class_int) idx, [Vector3](class_vector3) pos **)**
* [Vector3](class_vector3) **[`get_point_out`](#get_point_out)** **(** [int](class_int) idx **)** const
* void **[`remove_point`](#remove_point)** **(** [int](class_int) idx **)**
* [Vector3](class_vector3) **[`interpolate`](#interpolate)** **(** [int](class_int) idx, [real](class_real) t **)** const
* [Vector3](class_vector3) **[`interpolatef`](#interpolatef)** **(** [real](class_real) fofs **)** const
* void **[`set_bake_interval`](#set_bake_interval)** **(** [real](class_real) distance **)**
* [real](class_real) **[`get_bake_interval`](#get_bake_interval)** **(** **)** const
* [real](class_real) **[`get_baked_length`](#get_baked_length)** **(** **)** const
* [Vector3](class_vector3) **[`interpolate_baked`](#interpolate_baked)** **(** [real](class_real) offset, [bool](class_bool) cubic=false **)** const
* [Vector3Array](class_vector3array) **[`get_baked_points`](#get_baked_points)** **(** **)** const
* [RealArray](class_realarray) **[`get_baked_tilts`](#get_baked_tilts)** **(** **)** const
### Member Function Description

@ -1,17 +1,18 @@
# DampedSpringJoint2D
**Inherits:** [Joint2D](class_joint2d)\\n\\n
#####**Inherits:** [Joint2D](class_joint2d)
### Brief Description
Damped sprint constraint for 2D physics.
### Member Functions
* void **[set_length](#set_length)** **(** [real](class_real) length **)**
* [real](class_real) **[get_length](#get_length)** **(** **)** const
* void **[set_rest_length](#set_rest_length)** **(** [real](class_real) rest_length **)**
* [real](class_real) **[get_rest_length](#get_rest_length)** **(** **)** const
* void **[set_stiffness](#set_stiffness)** **(** [real](class_real) stiffness **)**
* [real](class_real) **[get_stiffness](#get_stiffness)** **(** **)** const
* void **[set_damping](#set_damping)** **(** [real](class_real) damping **)**
* [real](class_real) **[get_damping](#get_damping)** **(** **)** const
* void **[`set_length`](#set_length)** **(** [real](class_real) length **)**
* [real](class_real) **[`get_length`](#get_length)** **(** **)** const
* void **[`set_rest_length`](#set_rest_length)** **(** [real](class_real) rest_length **)**
* [real](class_real) **[`get_rest_length`](#get_rest_length)** **(** **)** const
* void **[`set_stiffness`](#set_stiffness)** **(** [real](class_real) stiffness **)**
* [real](class_real) **[`get_stiffness`](#get_stiffness)** **(** **)** const
* void **[`set_damping`](#set_damping)** **(** [real](class_real) damping **)**
* [real](class_real) **[`get_damping`](#get_damping)** **(** **)** const
### Description
Damped sprint constraint for 2D physics. This resembles a sprint joint that always want to go back to a given length.
@ -19,41 +20,41 @@ Damped sprint constraint for 2D physics. This resembles a sprint joint that alwa
### Member Function Description
#### <a name="set_length">set_length</a>
* void **set_length** **(** [real](class_real) length **)**
* void **`set_length`** **(** [real](class_real) length **)**
Set the maximum length of the sprint joint.
#### <a name="get_length">get_length</a>
* [real](class_real) **get_length** **(** **)** const
* [real](class_real) **`get_length`** **(** **)** const
Return the maximum length of the sprint joint.
#### <a name="set_rest_length">set_rest_length</a>
* void **set_rest_length** **(** [real](class_real) rest_length **)**
* void **`set_rest_length`** **(** [real](class_real) rest_length **)**
Set the resting length of the sprint joint. The joint will always try to go to back this length when pulled apart.
#### <a name="get_rest_length">get_rest_length</a>
* [real](class_real) **get_rest_length** **(** **)** const
* [real](class_real) **`get_rest_length`** **(** **)** const
Return the resting length of the sprint joint. The joint will always try to go to back this length when pulled apart.
#### <a name="set_stiffness">set_stiffness</a>
* void **set_stiffness** **(** [real](class_real) stiffness **)**
* void **`set_stiffness`** **(** [real](class_real) stiffness **)**
Set the stiffness of the spring joint.
#### <a name="get_stiffness">get_stiffness</a>
* [real](class_real) **get_stiffness** **(** **)** const
* [real](class_real) **`get_stiffness`** **(** **)** const
Return the stiffness of the spring joint.
#### <a name="set_damping">set_damping</a>
* void **set_damping** **(** [real](class_real) damping **)**
* void **`set_damping`** **(** [real](class_real) damping **)**
Set the damping of the spring joint.
#### <a name="get_damping">get_damping</a>
* [real](class_real) **get_damping** **(** **)** const
* [real](class_real) **`get_damping`** **(** **)** const
Return the damping of the spring joint.

@ -4,15 +4,15 @@
Dictionary type.
### Member Functions
* void **[clear](#clear)** **(** **)**
* [bool](class_bool) **[empty](#empty)** **(** **)**
* void **[erase](#erase)** **(** var value **)**
* [bool](class_bool) **[has](#has)** **(** var value **)**
* [int](class_int) **[hash](#hash)** **(** **)**
* [Array](class_array) **[keys](#keys)** **(** **)**
* [int](class_int) **[parse_json](#parse_json)** **(** [String](class_string) json **)**
* [int](class_int) **[size](#size)** **(** **)**
* [String](class_string) **[to_json](#to_json)** **(** **)**
* void **[`clear`](#clear)** **(** **)**
* [bool](class_bool) **[`empty`](#empty)** **(** **)**
* void **[`erase`](#erase)** **(** var value **)**
* [bool](class_bool) **[`has`](#has)** **(** var value **)**
* [int](class_int) **[`hash`](#hash)** **(** **)**
* [Array](class_array) **[`keys`](#keys)** **(** **)**
* [int](class_int) **[`parse_json`](#parse_json)** **(** [String](class_string) json **)**
* [int](class_int) **[`size`](#size)** **(** **)**
* [String](class_string) **[`to_json`](#to_json)** **(** **)**
### Description
Dictionary type. Associative container which contains values referenced by unique keys. Dictionaries are always passed by reference.
@ -20,36 +20,36 @@ Dictionary type. Associative container which contains values referenced by uniqu
### Member Function Description
#### <a name="clear">clear</a>
* void **clear** **(** **)**
* void **`clear`** **(** **)**
Clear the dictionary, removing all key/value pairs.
#### <a name="empty">empty</a>
* [bool](class_bool) **empty** **(** **)**
* [bool](class_bool) **`empty`** **(** **)**
Return true if the dictionary is empty.
#### <a name="erase">erase</a>
* void **erase** **(** var value **)**
* void **`erase`** **(** var value **)**
Erase a dictionary key/value pair by key.
#### <a name="has">has</a>
* [bool](class_bool) **has** **(** var value **)**
* [bool](class_bool) **`has`** **(** var value **)**
Return true if the dictionary has a given key.
#### <a name="hash">hash</a>
* [int](class_int) **hash** **(** **)**
* [int](class_int) **`hash`** **(** **)**
Return a hashed integer value representing the dictionary contents.
#### <a name="keys">keys</a>
* [Array](class_array) **keys** **(** **)**
* [Array](class_array) **`keys`** **(** **)**
Return the list of keys in the dictionary.
#### <a name="size">size</a>
* [int](class_int) **size** **(** **)**
* [int](class_int) **`size`** **(** **)**
Return the size of the dictionary (in pairs).

@ -1,13 +1,14 @@
# DirectionalLight
**Inherits:** [Light](class_light)\\n\\n
#####**Inherits:** [Light](class_light)
### Brief Description
Directional Light, such as the Sun or the Moon.
### Member Functions
* void **[set_shadow_mode](#set_shadow_mode)** **(** [int](class_int) mode **)**
* [int](class_int) **[get_shadow_mode](#get_shadow_mode)** **(** **)** const
* void **[set_shadow_param](#set_shadow_param)** **(** [int](class_int) param, [real](class_real) value **)**
* [real](class_real) **[get_shadow_param](#get_shadow_param)** **(** [int](class_int) param **)** const
* void **[`set_shadow_mode`](#set_shadow_mode)** **(** [int](class_int) mode **)**
* [int](class_int) **[`get_shadow_mode`](#get_shadow_mode)** **(** **)** const
* void **[`set_shadow_param`](#set_shadow_param)** **(** [int](class_int) param, [real](class_real) value **)**
* [real](class_real) **[`get_shadow_param`](#get_shadow_param)** **(** [int](class_int) param **)** const
### Numeric Constants
* **SHADOW_ORTHOGONAL** = **0**

@ -1,24 +1,25 @@
# Directory
**Inherits:** [Reference](class_reference)\\n\\n
#####**Inherits:** [Reference](class_reference)
### Brief Description
### Member Functions
* [int](class_int) **[open](#open)** **(** [String](class_string) path **)**
* [bool](class_bool) **[list_dir_begin](#list_dir_begin)** **(** **)**
* [String](class_string) **[get_next](#get_next)** **(** **)**
* [bool](class_bool) **[current_is_dir](#current_is_dir)** **(** **)** const
* void **[list_dir_end](#list_dir_end)** **(** **)**
* [int](class_int) **[get_drive_count](#get_drive_count)** **(** **)**
* [String](class_string) **[get_drive](#get_drive)** **(** [int](class_int) idx **)**
* [int](class_int) **[change_dir](#change_dir)** **(** [String](class_string) todir **)**
* [String](class_string) **[get_current_dir](#get_current_dir)** **(** **)**
* [int](class_int) **[make_dir](#make_dir)** **(** [String](class_string) name **)**
* [int](class_int) **[make_dir_recursive](#make_dir_recursive)** **(** [String](class_string) name **)**
* [bool](class_bool) **[file_exists](#file_exists)** **(** [String](class_string) name **)**
* [int](class_int) **[get_space_left](#get_space_left)** **(** **)**
* [int](class_int) **[copy](#copy)** **(** [String](class_string) from, [String](class_string) to **)**
* [int](class_int) **[rename](#rename)** **(** [String](class_string) from, [String](class_string) to **)**
* [int](class_int) **[remove](#remove)** **(** [String](class_string) file **)**
* [int](class_int) **[`open`](#open)** **(** [String](class_string) path **)**
* [bool](class_bool) **[`list_dir_begin`](#list_dir_begin)** **(** **)**
* [String](class_string) **[`get_next`](#get_next)** **(** **)**
* [bool](class_bool) **[`current_is_dir`](#current_is_dir)** **(** **)** const
* void **[`list_dir_end`](#list_dir_end)** **(** **)**
* [int](class_int) **[`get_drive_count`](#get_drive_count)** **(** **)**
* [String](class_string) **[`get_drive`](#get_drive)** **(** [int](class_int) idx **)**
* [int](class_int) **[`change_dir`](#change_dir)** **(** [String](class_string) todir **)**
* [String](class_string) **[`get_current_dir`](#get_current_dir)** **(** **)**
* [int](class_int) **[`make_dir`](#make_dir)** **(** [String](class_string) name **)**
* [int](class_int) **[`make_dir_recursive`](#make_dir_recursive)** **(** [String](class_string) name **)**
* [bool](class_bool) **[`file_exists`](#file_exists)** **(** [String](class_string) name **)**
* [int](class_int) **[`get_space_left`](#get_space_left)** **(** **)**
* [int](class_int) **[`copy`](#copy)** **(** [String](class_string) from, [String](class_string) to **)**
* [int](class_int) **[`rename`](#rename)** **(** [String](class_string) from, [String](class_string) to **)**
* [int](class_int) **[`remove`](#remove)** **(** [String](class_string) file **)**
### Member Function Description

@ -1,4 +1,5 @@
# EditableShape
**Inherits:** [Spatial](class_spatial)\\n\\n
#####**Inherits:** [Spatial](class_spatial)
### Brief Description

@ -1,10 +1,11 @@
# EditableSphere
**Inherits:** [EditableShape](class_editableshape)\\n\\n
#####**Inherits:** [EditableShape](class_editableshape)
### Brief Description
### Member Functions
* void **[set_radius](#set_radius)** **(** [real](class_real) radius **)**
* [real](class_real) **[get_radius](#get_radius)** **(** **)** const
* void **[`set_radius`](#set_radius)** **(** [real](class_real) radius **)**
* [real](class_real) **[`get_radius`](#get_radius)** **(** **)** const
### Member Function Description

@ -1,13 +1,14 @@
# EditorImportPlugin
**Inherits:** [Reference](class_reference)\\n\\n
#####**Inherits:** [Reference](class_reference)
### Brief Description
### Member Functions
* [RawArray](class_rawarray) **[custom_export](#custom_export)** **(** [String](class_string) path **)** virtual
* [String](class_string) **[get_name](#get_name)** **(** **)** virtual
* [String](class_string) **[get_visible_name](#get_visible_name)** **(** **)** virtual
* [int](class_int) **[import](#import)** **(** [String](class_string) path, ResourceImportMetaData from **)** virtual
* void **[import_dialog](#import_dialog)** **(** [String](class_string) from **)** virtual
* [RawArray](class_rawarray) **[`custom_export`](#custom_export)** **(** [String](class_string) path **)** virtual
* [String](class_string) **[`get_name`](#get_name)** **(** **)** virtual
* [String](class_string) **[`get_visible_name`](#get_visible_name)** **(** **)** virtual
* [int](class_int) **[`import`](#import)** **(** [String](class_string) path, ResourceImportMetaData from **)** virtual
* void **[`import_dialog`](#import_dialog)** **(** [String](class_string) from **)** virtual
### Member Function Description

@ -1,25 +1,26 @@
# EditorPlugin
**Inherits:** [Node](class_node)\\n\\n
#####**Inherits:** [Node](class_node)
### Brief Description
### Member Functions
* void **[apply_changes](#apply_changes)** **(** **)** virtual
* void **[clear](#clear)** **(** **)** virtual
* void **[edit](#edit)** **(** [Object](class_object) object **)** virtual
* [bool](class_bool) **[forward_input_event](#forward_input_event)** **(** [InputEvent](class_inputevent) event **)** virtual
* [bool](class_bool) **[forward_spatial_input_event](#forward_spatial_input_event)** **(** [Camera](class_camera) camera, [InputEvent](class_inputevent) event **)** virtual
* [StringArray](class_stringarray) **[get_breakpoints](#get_breakpoints)** **(** **)** virtual
* [String](class_string) **[get_name](#get_name)** **(** **)** virtual
* [Dictionary](class_dictionary) **[get_state](#get_state)** **(** **)** virtual
* [bool](class_bool) **[handles](#handles)** **(** [Object](class_object) object **)** virtual
* [bool](class_bool) **[has_main_screen](#has_main_screen)** **(** **)** virtual
* void **[make_visible](#make_visible)** **(** [bool](class_bool) visible **)** virtual
* void **[set_state](#set_state)** **(** [Dictionary](class_dictionary) state **)** virtual
* [Object](class_object) **[get_undo_redo](#get_undo_redo)** **(** **)**
* void **[add_custom_control](#add_custom_control)** **(** [int](class_int) container, [Object](class_object) control **)**
* void **[add_custom_type](#add_custom_type)** **(** [String](class_string) type, [String](class_string) base, [Script](class_script) script, [Texture](class_texture) icon **)**
* void **[remove_custom_type](#remove_custom_type)** **(** [String](class_string) type **)**
* void **[`apply_changes`](#apply_changes)** **(** **)** virtual
* void **[`clear`](#clear)** **(** **)** virtual
* void **[`edit`](#edit)** **(** [Object](class_object) object **)** virtual
* [bool](class_bool) **[`forward_input_event`](#forward_input_event)** **(** [InputEvent](class_inputevent) event **)** virtual
* [bool](class_bool) **[`forward_spatial_input_event`](#forward_spatial_input_event)** **(** [Camera](class_camera) camera, [InputEvent](class_inputevent) event **)** virtual
* [StringArray](class_stringarray) **[`get_breakpoints`](#get_breakpoints)** **(** **)** virtual
* [String](class_string) **[`get_name`](#get_name)** **(** **)** virtual
* [Dictionary](class_dictionary) **[`get_state`](#get_state)** **(** **)** virtual
* [bool](class_bool) **[`handles`](#handles)** **(** [Object](class_object) object **)** virtual
* [bool](class_bool) **[`has_main_screen`](#has_main_screen)** **(** **)** virtual
* void **[`make_visible`](#make_visible)** **(** [bool](class_bool) visible **)** virtual
* void **[`set_state`](#set_state)** **(** [Dictionary](class_dictionary) state **)** virtual
* [Object](class_object) **[`get_undo_redo`](#get_undo_redo)** **(** **)**
* void **[`add_custom_control`](#add_custom_control)** **(** [int](class_int) container, [Object](class_object) control **)**
* void **[`add_custom_type`](#add_custom_type)** **(** [String](class_string) type, [String](class_string) base, [Script](class_script) script, [Texture](class_texture) icon **)**
* void **[`remove_custom_type`](#remove_custom_type)** **(** [String](class_string) type **)**
### Numeric Constants
* **CONTAINER_TOOLBAR** = **0**

@ -1,9 +1,10 @@
# EditorScenePostImport
**Inherits:** [Reference](class_reference)\\n\\n
#####**Inherits:** [Reference](class_reference)
### Brief Description
### Member Functions
* void **[post_import](#post_import)** **(** [Object](class_object) scene **)** virtual
* void **[`post_import`](#post_import)** **(** [Object](class_object) scene **)** virtual
### Member Function Description

@ -1,10 +1,11 @@
# EmptyControl
**Inherits:** [Control](class_control)\\n\\n
#####**Inherits:** [Control](class_control)
### Brief Description
### Member Functions
* void **[set_minsize](#set_minsize)** **(** [Vector2](class_vector2) minsize **)**
* [Vector2](class_vector2) **[get_minsize](#get_minsize)** **(** **)** const
* void **[`set_minsize`](#set_minsize)** **(** [Vector2](class_vector2) minsize **)**
* [Vector2](class_vector2) **[`get_minsize`](#get_minsize)** **(** **)** const
### Member Function Description

@ -1,17 +1,18 @@
# Environment
**Inherits:** [Resource](class_resource)\\n\\n
#####**Inherits:** [Resource](class_resource)
### Brief Description
### Member Functions
* void **[set_background](#set_background)** **(** [int](class_int) bgmode **)**
* [int](class_int) **[get_background](#get_background)** **(** **)** const
* void **[set_background_param](#set_background_param)** **(** [int](class_int) param, var value **)**
* void **[get_background_param](#get_background_param)** **(** [int](class_int) param **)** const
* void **[set_enable_fx](#set_enable_fx)** **(** [int](class_int) effect, [bool](class_bool) enabled **)**
* [bool](class_bool) **[is_fx_enabled](#is_fx_enabled)** **(** [int](class_int) effect **)** const
* void **[fx_set_param](#fx_set_param)** **(** [int](class_int) param, var value **)**
* void **[fx_get_param](#fx_get_param)** **(** [int](class_int) param **)** const
* void **[`set_background`](#set_background)** **(** [int](class_int) bgmode **)**
* [int](class_int) **[`get_background`](#get_background)** **(** **)** const
* void **[`set_background_param`](#set_background_param)** **(** [int](class_int) param, var value **)**
* void **[`get_background_param`](#get_background_param)** **(** [int](class_int) param **)** const
* void **[`set_enable_fx`](#set_enable_fx)** **(** [int](class_int) effect, [bool](class_bool) enabled **)**
* [bool](class_bool) **[`is_fx_enabled`](#is_fx_enabled)** **(** [int](class_int) effect **)** const
* void **[`fx_set_param`](#fx_set_param)** **(** [int](class_int) param, var value **)**
* void **[`fx_get_param`](#fx_get_param)** **(** [int](class_int) param **)** const
### Numeric Constants
* **BG_KEEP** = **0**

@ -1,35 +1,36 @@
# EventPlayer
**Inherits:** [Node](class_node)\\n\\n
#####**Inherits:** [Node](class_node)
### Brief Description
### Member Functions
* void **[set_stream](#set_stream)** **(** Stream stream **)**
* Stream **[get_stream](#get_stream)** **(** **)** const
* void **[play](#play)** **(** **)**
* void **[stop](#stop)** **(** **)**
* [bool](class_bool) **[is_playing](#is_playing)** **(** **)** const
* void **[set_paused](#set_paused)** **(** [bool](class_bool) paused **)**
* [bool](class_bool) **[is_paused](#is_paused)** **(** **)** const
* void **[set_loop](#set_loop)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[has_loop](#has_loop)** **(** **)** const
* void **[set_volume](#set_volume)** **(** [real](class_real) volume **)**
* [real](class_real) **[get_volume](#get_volume)** **(** **)** const
* void **[set_pitch_scale](#set_pitch_scale)** **(** [real](class_real) pitch_scale **)**
* [real](class_real) **[get_pitch_scale](#get_pitch_scale)** **(** **)** const
* void **[set_tempo_scale](#set_tempo_scale)** **(** [real](class_real) tempo_scale **)**
* [real](class_real) **[get_tempo_scale](#get_tempo_scale)** **(** **)** const
* void **[set_volume_db](#set_volume_db)** **(** [real](class_real) db **)**
* [real](class_real) **[get_volume_db](#get_volume_db)** **(** **)** const
* [String](class_string) **[get_stream_name](#get_stream_name)** **(** **)** const
* [int](class_int) **[get_loop_count](#get_loop_count)** **(** **)** const
* [real](class_real) **[get_pos](#get_pos)** **(** **)** const
* void **[seek_pos](#seek_pos)** **(** [real](class_real) time **)**
* void **[set_autoplay](#set_autoplay)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[has_autoplay](#has_autoplay)** **(** **)** const
* void **[set_channel_volume](#set_channel_volume)** **(** [int](class_int) idx, [real](class_real) channel_volume **)**
* [real](class_real) **[get_channel_volumeidx](#get_channel_volumeidx)** **(** [int](class_int) arg0 **)** const
* [real](class_real) **[get_length](#get_length)** **(** **)** const
* [real](class_real) **[get_channel_last_note_time](#get_channel_last_note_time)** **(** [int](class_int) arg0 **)** const
* void **[`set_stream`](#set_stream)** **(** Stream stream **)**
* Stream **[`get_stream`](#get_stream)** **(** **)** const
* void **[`play`](#play)** **(** **)**
* void **[`stop`](#stop)** **(** **)**
* [bool](class_bool) **[`is_playing`](#is_playing)** **(** **)** const
* void **[`set_paused`](#set_paused)** **(** [bool](class_bool) paused **)**
* [bool](class_bool) **[`is_paused`](#is_paused)** **(** **)** const
* void **[`set_loop`](#set_loop)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[`has_loop`](#has_loop)** **(** **)** const
* void **[`set_volume`](#set_volume)** **(** [real](class_real) volume **)**
* [real](class_real) **[`get_volume`](#get_volume)** **(** **)** const
* void **[`set_pitch_scale`](#set_pitch_scale)** **(** [real](class_real) pitch_scale **)**
* [real](class_real) **[`get_pitch_scale`](#get_pitch_scale)** **(** **)** const
* void **[`set_tempo_scale`](#set_tempo_scale)** **(** [real](class_real) tempo_scale **)**
* [real](class_real) **[`get_tempo_scale`](#get_tempo_scale)** **(** **)** const
* void **[`set_volume_db`](#set_volume_db)** **(** [real](class_real) db **)**
* [real](class_real) **[`get_volume_db`](#get_volume_db)** **(** **)** const
* [String](class_string) **[`get_stream_name`](#get_stream_name)** **(** **)** const
* [int](class_int) **[`get_loop_count`](#get_loop_count)** **(** **)** const
* [real](class_real) **[`get_pos`](#get_pos)** **(** **)** const
* void **[`seek_pos`](#seek_pos)** **(** [real](class_real) time **)**
* void **[`set_autoplay`](#set_autoplay)** **(** [bool](class_bool) enabled **)**
* [bool](class_bool) **[`has_autoplay`](#has_autoplay)** **(** **)** const
* void **[`set_channel_volume`](#set_channel_volume)** **(** [int](class_int) idx, [real](class_real) channel_volume **)**
* [real](class_real) **[`get_channel_volumeidx`](#get_channel_volumeidx)** **(** [int](class_int) arg0 **)** const
* [real](class_real) **[`get_length`](#get_length)** **(** **)** const
* [real](class_real) **[`get_channel_last_note_time`](#get_channel_last_note_time)** **(** [int](class_int) arg0 **)** const
### Member Function Description

@ -1,4 +1,5 @@
# EventStream
**Inherits:** [Resource](class_resource)\\n\\n
#####**Inherits:** [Resource](class_resource)
### Brief Description

@ -1,4 +1,5 @@
# EventStreamChibi
**Inherits:** [EventStream](class_eventstream)\\n\\n
#####**Inherits:** [EventStream](class_eventstream)
### Brief Description

@ -1,44 +1,45 @@
# File
**Inherits:** [Reference](class_reference)\\n\\n
#####**Inherits:** [Reference](class_reference)
### Brief Description
### Member Functions
* [int](class_int) **[open](#open)** **(** [String](class_string) path, [int](class_int) flags **)**
* void **[close](#close)** **(** **)**
* [bool](class_bool) **[is_open](#is_open)** **(** **)** const
* void **[seek](#seek)** **(** [int](class_int) pos **)**
* void **[seek_end](#seek_end)** **(** [int](class_int) pos=0 **)**
* [int](class_int) **[get_pos](#get_pos)** **(** **)** const
* [int](class_int) **[get_len](#get_len)** **(** **)** const
* [bool](class_bool) **[eof_reached](#eof_reached)** **(** **)** const
* [int](class_int) **[get_8](#get_8)** **(** **)** const
* [int](class_int) **[get_16](#get_16)** **(** **)** const
* [int](class_int) **[get_32](#get_32)** **(** **)** const
* [int](class_int) **[get_64](#get_64)** **(** **)** const
* [real](class_real) **[get_float](#get_float)** **(** **)** const
* [real](class_real) **[get_double](#get_double)** **(** **)** const
* [real](class_real) **[get_real](#get_real)** **(** **)** const
* [RawArray](class_rawarray) **[get_buffer](#get_buffer)** **(** [int](class_int) len **)** const
* [String](class_string) **[get_line](#get_line)** **(** **)** const
* [String](class_string) **[get_as_text](#get_as_text)** **(** **)** const
* [bool](class_bool) **[get_endian_swap](#get_endian_swap)** **(** **)**
* void **[set_endian_swap](#set_endian_swap)** **(** [bool](class_bool) enable **)**
* [int](class_int) **[get_error](#get_error)** **(** **)** const
* void **[get_var](#get_var)** **(** **)** const
* [StringArray](class_stringarray) **[get_csv_line](#get_csv_line)** **(** **)** const
* void **[store_8](#store_8)** **(** [int](class_int) value **)**
* void **[store_16](#store_16)** **(** [int](class_int) value **)**
* void **[store_32](#store_32)** **(** [int](class_int) value **)**
* void **[store_64](#store_64)** **(** [int](class_int) value **)**
* void **[store_float](#store_float)** **(** [real](class_real) value **)**
* void **[store_double](#store_double)** **(** [real](class_real) value **)**
* void **[store_real](#store_real)** **(** [real](class_real) value **)**
* void **[store_buffer](#store_buffer)** **(** [RawArray](class_rawarray) buffer **)**
* void **[store_line](#store_line)** **(** [String](class_string) line **)**
* void **[store_string](#store_string)** **(** [String](class_string) string **)**
* void **[store_var](#store_var)** **(** var value **)**
* [bool](class_bool) **[file_exists](#file_exists)** **(** [String](class_string) path **)** const
* [int](class_int) **[`open`](#open)** **(** [String](class_string) path, [int](class_int) flags **)**
* void **[`close`](#close)** **(** **)**
* [bool](class_bool) **[`is_open`](#is_open)** **(** **)** const
* void **[`seek`](#seek)** **(** [int](class_int) pos **)**
* void **[`seek_end`](#seek_end)** **(** [int](class_int) pos=0 **)**
* [int](class_int) **[`get_pos`](#get_pos)** **(** **)** const
* [int](class_int) **[`get_len`](#get_len)** **(** **)** const
* [bool](class_bool) **[`eof_reached`](#eof_reached)** **(** **)** const
* [int](class_int) **[`get_8`](#get_8)** **(** **)** const
* [int](class_int) **[`get_16`](#get_16)** **(** **)** const
* [int](class_int) **[`get_32`](#get_32)** **(** **)** const
* [int](class_int) **[`get_64`](#get_64)** **(** **)** const
* [real](class_real) **[`get_float`](#get_float)** **(** **)** const
* [real](class_real) **[`get_double`](#get_double)** **(** **)** const
* [real](class_real) **[`get_real`](#get_real)** **(** **)** const
* [RawArray](class_rawarray) **[`get_buffer`](#get_buffer)** **(** [int](class_int) len **)** const
* [String](class_string) **[`get_line`](#get_line)** **(** **)** const
* [String](class_string) **[`get_as_text`](#get_as_text)** **(** **)** const
* [bool](class_bool) **[`get_endian_swap`](#get_endian_swap)** **(** **)**
* void **[`set_endian_swap`](#set_endian_swap)** **(** [bool](class_bool) enable **)**
* [int](class_int) **[`get_error`](#get_error)** **(** **)** const
* void **[`get_var`](#get_var)** **(** **)** const
* [StringArray](class_stringarray) **[`get_csv_line`](#get_csv_line)** **(** **)** const
* void **[`store_8`](#store_8)** **(** [int](class_int) value **)**
* void **[`store_16`](#store_16)** **(** [int](class_int) value **)**
* void **[`store_32`](#store_32)** **(** [int](class_int) value **)**
* void **[`store_64`](#store_64)** **(** [int](class_int) value **)**
* void **[`store_float`](#store_float)** **(** [real](class_real) value **)**
* void **[`store_double`](#store_double)** **(** [real](class_real) value **)**
* void **[`store_real`](#store_real)** **(** [real](class_real) value **)**
* void **[`store_buffer`](#store_buffer)** **(** [RawArray](class_rawarray) buffer **)**
* void **[`store_line`](#store_line)** **(** [String](class_string) line **)**
* void **[`store_string`](#store_string)** **(** [String](class_string) string **)**
* void **[`store_var`](#store_var)** **(** var value **)**
* [bool](class_bool) **[`file_exists`](#file_exists)** **(** [String](class_string) path **)** const
### Numeric Constants
* **READ** = **1**

@ -1,28 +1,29 @@
# FileDialog
**Inherits:** [ConfirmationDialog](class_confirmationdialog)\\n\\n
#####**Inherits:** [ConfirmationDialog](class_confirmationdialog)
### Brief Description
Dialog for selecting files or directories in the filesystem.
### Member Functions
* void **[clear_filters](#clear_filters)** **(** **)**
* void **[add_filter](#add_filter)** **(** [String](class_string) filter **)**
* [String](class_string) **[get_current_dir](#get_current_dir)** **(** **)** const
* [String](class_string) **[get_current_file](#get_current_file)** **(** **)** const
* [String](class_string) **[get_current_path](#get_current_path)** **(** **)** const
* void **[set_current_dir](#set_current_dir)** **(** [String](class_string) dir **)**
* void **[set_current_file](#set_current_file)** **(** [String](class_string) file **)**
* void **[set_current_path](#set_current_path)** **(** [String](class_string) path **)**
* void **[set_mode](#set_mode)** **(** [int](class_int) mode **)**
* [int](class_int) **[get_mode](#get_mode)** **(** **)** const
* [VBoxContainer](class_vboxcontainer) **[get_vbox](#get_vbox)** **(** **)**
* void **[set_access](#set_access)** **(** [int](class_int) access **)**
* [int](class_int) **[get_access](#get_access)** **(** **)** const
* void **[invalidate](#invalidate)** **(** **)**
* void **[`clear_filters`](#clear_filters)** **(** **)**
* void **[`add_filter`](#add_filter)** **(** [String](class_string) filter **)**
* [String](class_string) **[`get_current_dir`](#get_current_dir)** **(** **)** const
* [String](class_string) **[`get_current_file`](#get_current_file)** **(** **)** const
* [String](class_string) **[`get_current_path`](#get_current_path)** **(** **)** const
* void **[`set_current_dir`](#set_current_dir)** **(** [String](class_string) dir **)**
* void **[`set_current_file`](#set_current_file)** **(** [String](class_string) file **)**
* void **[`set_current_path`](#set_current_path)** **(** [String](class_string) path **)**
* void **[`set_mode`](#set_mode)** **(** [int](class_int) mode **)**
* [int](class_int) **[`get_mode`](#get_mode)** **(** **)** const
* [VBoxContainer](class_vboxcontainer) **[`get_vbox`](#get_vbox)** **(** **)**
* void **[`set_access`](#set_access)** **(** [int](class_int) access **)**
* [int](class_int) **[`get_access`](#get_access)** **(** **)** const
* void **[`invalidate`](#invalidate)** **(** **)**
### Signals
* **files_selected** **(** [StringArray](class_stringarray) paths **)**
* **dir_selected** **(** [String](class_string) dir **)**
* **file_selected** **(** [String](class_string) path **)**
* **`files_selected`** **(** [StringArray](class_stringarray) paths **)**
* **`dir_selected`** **(** [String](class_string) dir **)**
* **`file_selected`** **(** [String](class_string) path **)**
### Numeric Constants
* **MODE_OPEN_FILE** = **0** - Editor will not allow to select unexisting files.
@ -39,36 +40,36 @@ FileDialog is a preset dialog used to choose files and directories in the filesy
### Member Function Description
#### <a name="clear_filters">clear_filters</a>
* void **clear_filters** **(** **)**
* void **`clear_filters`** **(** **)**
Clear all the added filters in the dialog.
#### <a name="add_filter">add_filter</a>
* void **add_filter** **(** [String](class_string) filter **)**
* void **`add_filter`** **(** [String](class_string) filter **)**
Add a custom filter. Filter format is: "mask ; description", example (C++): dialog-"lt;add_filter("*.png ; PNG Images");
#### <a name="get_current_dir">get_current_dir</a>
* [String](class_string) **get_current_dir** **(** **)** const
* [String](class_string) **`get_current_dir`** **(** **)** const
Get the current working directory of the file dialog.
#### <a name="get_current_file">get_current_file</a>
* [String](class_string) **get_current_file** **(** **)** const
* [String](class_string) **`get_current_file`** **(** **)** const
Get the current selected file of the file dialog (empty if none).
#### <a name="get_current_path">get_current_path</a>
* [String](class_string) **get_current_path** **(** **)** const
* [String](class_string) **`get_current_path`** **(** **)** const
Get the current selected path (directory and file) of the file dialog (empty if none).
#### <a name="set_mode">set_mode</a>
* void **set_mode** **(** [int](class_int) mode **)**
* void **`set_mode`** **(** [int](class_int) mode **)**
Set the file dialog mode from the MODE_* enum.
#### <a name="get_mode">get_mode</a>
* [int](class_int) **get_mode** **(** **)** const
* [int](class_int) **`get_mode`** **(** **)** const
Get the file dialog mode from the MODE_* enum.

@ -1,23 +1,24 @@
# FixedMaterial
**Inherits:** [Material](class_material)\\n\\n
#####**Inherits:** [Material](class_material)
### Brief Description
Simple Material with a fixed parameter set.
### Member Functions
* void **[set_parameter](#set_parameter)** **(** [int](class_int) param, var value **)**
* void **[get_parameter](#get_parameter)** **(** [int](class_int) param **)** const
* void **[set_texture](#set_texture)** **(** [int](class_int) param, [Texture](class_texture) texture **)**
* [Texture](class_texture) **[get_texture](#get_texture)** **(** [int](class_int) param **)** const
* void **[set_texcoord_mode](#set_texcoord_mode)** **(** [int](class_int) param, [int](class_int) mode **)**
* [int](class_int) **[get_texcoord_mode](#get_texcoord_mode)** **(** [int](class_int) param **)** const
* void **[set_fixed_flag](#set_fixed_flag)** **(** [int](class_int) flag, [bool](class_bool) value **)**
* [bool](class_bool) **[get_fixed_flag](#get_fixed_flag)** **(** [int](class_int) flag **)** const
* void **[set_uv_transform](#set_uv_transform)** **(** [Transform](class_transform) transform **)**
* [Transform](class_transform) **[get_uv_transform](#get_uv_transform)** **(** **)** const
* void **[set_point_size](#set_point_size)** **(** [real](class_real) size **)**
* [real](class_real) **[get_point_size](#get_point_size)** **(** **)** const
* void **[set_detail_blend_mode](#set_detail_blend_mode)** **(** [int](class_int) mode **)**
* [int](class_int) **[get_detail_blend_mode](#get_detail_blend_mode)** **(** **)** const
* void **[`set_parameter`](#set_parameter)** **(** [int](class_int) param, var value **)**
* void **[`get_parameter`](#get_parameter)** **(** [int](class_int) param **)** const
* void **[`set_texture`](#set_texture)** **(** [int](class_int) param, [Texture](class_texture) texture **)**
* [Texture](class_texture) **[`get_texture`](#get_texture)** **(** [int](class_int) param **)** const
* void **[`set_texcoord_mode`](#set_texcoord_mode)** **(** [int](class_int) param, [int](class_int) mode **)**
* [int](class_int) **[`get_texcoord_mode`](#get_texcoord_mode)** **(** [int](class_int) param **)** const
* void **[`set_fixed_flag`](#set_fixed_flag)** **(** [int](class_int) flag, [bool](class_bool) value **)**
* [bool](class_bool) **[`get_fixed_flag`](#get_fixed_flag)** **(** [int](class_int) flag **)** const
* void **[`set_uv_transform`](#set_uv_transform)** **(** [Transform](class_transform) transform **)**
* [Transform](class_transform) **[`get_uv_transform`](#get_uv_transform)** **(** **)** const
* void **[`set_point_size`](#set_point_size)** **(** [real](class_real) size **)**
* [real](class_real) **[`get_point_size`](#get_point_size)** **(** **)** const
* void **[`set_detail_blend_mode`](#set_detail_blend_mode)** **(** [int](class_int) mode **)**
* [int](class_int) **[`get_detail_blend_mode`](#get_detail_blend_mode)** **(** **)** const
### Numeric Constants
* **PARAM_DIFFUSE** = **0** - Diffuse Lighting (light scattered from surface).
@ -43,41 +44,41 @@ FixedMaterial is a simple type of material [[resource|Resource]], which contains
### Member Function Description
#### <a name="set_parameter">set_parameter</a>
* void **set_parameter** **(** [int](class_int) param, var value **)**
* void **`set_parameter`** **(** [int](class_int) param, var value **)**
Set a parameter, parameters are defined in the PARAM_* enum. The type of each parameter may change, so it"apos;s best to check the enum.
#### <a name="get_parameter">get_parameter</a>
* void **get_parameter** **(** [int](class_int) param **)** const
* void **`get_parameter`** **(** [int](class_int) param **)** const
Return a parameter, parameters are defined in the PARAM_* enum. The type of each parameter may change, so it"apos;s best to check the enum.
#### <a name="set_texture">set_texture</a>
* void **set_texture** **(** [int](class_int) param, [Texture](class_texture) texture **)**
* void **`set_texture`** **(** [int](class_int) param, [Texture](class_texture) texture **)**
Set a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see [[#set_texcoord_mode|set_texcoord_mode]]).
#### <a name="get_texture">get_texture</a>
* [Texture](class_texture) **get_texture** **(** [int](class_int) param **)** const
* [Texture](class_texture) **`get_texture`** **(** [int](class_int) param **)** const
Return a texture. Textures change parameters per texel and are mapped to the model depending on the texcoord mode (see [[#set_texcoord_mode|set_texcoord_mode]]).
#### <a name="set_texcoord_mode">set_texcoord_mode</a>
* void **set_texcoord_mode** **(** [int](class_int) param, [int](class_int) mode **)**
* void **`set_texcoord_mode`** **(** [int](class_int) param, [int](class_int) mode **)**
Set the texture coordinate mode. Each texture param (from the PARAM_* enum) has one. It defines how the textures are mapped to the object.
#### <a name="get_texcoord_mode">get_texcoord_mode</a>
* [int](class_int) **get_texcoord_mode** **(** [int](class_int) param **)** const
* [int](class_int) **`get_texcoord_mode`** **(** [int](class_int) param **)** const
Return the texture coordinate mode. Each texture param (from the PARAM_* enum) has one. It defines how the textures are mapped to the object.
#### <a name="set_uv_transform">set_uv_transform</a>
* void **set_uv_transform** **(** [Transform](class_transform) transform **)**
* void **`set_uv_transform`** **(** [Transform](class_transform) transform **)**
Sets a special transform used to post-transform UV coordinates of the uv_xfrom tecoord mode: TEXCOORD_UV_TRANSFORM
#### <a name="get_uv_transform">get_uv_transform</a>
* [Transform](class_transform) **get_uv_transform** **(** **)** const
* [Transform](class_transform) **`get_uv_transform`** **(** **)** const
Returns the special transform used to post-transform UV coordinates of the uv_xfrom tecoord mode: TEXCOORD_UV_TRANSFORM

@ -1,11 +1,12 @@
# Flurry
**Inherits:** [Object](class_object)\\n\\n
#####**Inherits:** [Object](class_object)
### Brief Description
### Member Functions
* void **[log_event](#log_event)** **(** [String](class_string) name, [Dictionary](class_dictionary) params **)**
* void **[log_timed_event](#log_timed_event)** **(** [String](class_string) name, [Dictionary](class_dictionary) params **)**
* void **[end_timed_event](#end_timed_event)** **(** [String](class_string) name **)**
* void **[`log_event`](#log_event)** **(** [String](class_string) name, [Dictionary](class_dictionary) params **)**
* void **[`log_timed_event`](#log_timed_event)** **(** [String](class_string) name, [Dictionary](class_dictionary) params **)**
* void **[`end_timed_event`](#end_timed_event)** **(** [String](class_string) name **)**
### Member Function Description

@ -1,44 +1,45 @@
# FollowCamera
**Inherits:** [Camera](class_camera)\\n\\n
#####**Inherits:** [Camera](class_camera)
### Brief Description
### Member Functions
* void **[set_orbit](#set_orbit)** **(** [Vector2](class_vector2) orbit **)**
* [Vector2](class_vector2) **[get_orbit](#get_orbit)** **(** **)** const
* void **[set_orbit_x](#set_orbit_x)** **(** [real](class_real) x **)**
* void **[set_orbit_y](#set_orbit_y)** **(** [real](class_real) y **)**
* void **[set_min_orbit_x](#set_min_orbit_x)** **(** [real](class_real) x **)**
* [real](class_real) **[get_min_orbit_x](#get_min_orbit_x)** **(** **)** const
* void **[set_max_orbit_x](#set_max_orbit_x)** **(** [real](class_real) x **)**
* [real](class_real) **[get_max_orbit_x](#get_max_orbit_x)** **(** **)** const
* void **[set_height](#set_height)** **(** [real](class_real) height **)**
* [real](class_real) **[get_height](#get_height)** **(** **)** const
* void **[set_inclination](#set_inclination)** **(** [real](class_real) inclination **)**
* [real](class_real) **[get_inclination](#get_inclination)** **(** **)** const
* void **[rotate_orbit](#rotate_orbit)** **(** [Vector2](class_vector2) arg0 **)**
* void **[set_distance](#set_distance)** **(** [real](class_real) distance **)**
* [real](class_real) **[get_distance](#get_distance)** **(** **)** const
* void **[set_max_distance](#set_max_distance)** **(** [real](class_real) max_distance **)**
* [real](class_real) **[get_max_distance](#get_max_distance)** **(** **)** const
* void **[set_min_distance](#set_min_distance)** **(** [real](class_real) min_distance **)**
* [real](class_real) **[get_min_distance](#get_min_distance)** **(** **)** const
* void **[set_clip](#set_clip)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[has_clip](#has_clip)** **(** **)** const
* void **[set_autoturn](#set_autoturn)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[has_autoturn](#has_autoturn)** **(** **)** const
* void **[set_autoturn_tolerance](#set_autoturn_tolerance)** **(** [real](class_real) degrees **)**
* [real](class_real) **[get_autoturn_tolerance](#get_autoturn_tolerance)** **(** **)** const
* void **[set_autoturn_speed](#set_autoturn_speed)** **(** [real](class_real) speed **)**
* [real](class_real) **[get_autoturn_speed](#get_autoturn_speed)** **(** **)** const
* void **[set_smoothing](#set_smoothing)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[has_smoothing](#has_smoothing)** **(** **)** const
* void **[set_rotation_smoothing](#set_rotation_smoothing)** **(** [real](class_real) amount **)**
* [real](class_real) **[get_rotation_smoothing](#get_rotation_smoothing)** **(** **)** const
* void **[set_translation_smoothing](#set_translation_smoothing)** **(** [real](class_real) amount **)**
* [real](class_real) **[get_translation_smoothing](#get_translation_smoothing)** **(** **)** const
* void **[set_use_lookat_target](#set_use_lookat_target)** **(** [bool](class_bool) use, [Vector3](class_vector3) lookat=Vector3(0, 0, 0) **)**
* void **[set_up_vector](#set_up_vector)** **(** [Vector3](class_vector3) vector **)**
* [Vector3](class_vector3) **[get_up_vector](#get_up_vector)** **(** **)** const
* void **[`set_orbit`](#set_orbit)** **(** [Vector2](class_vector2) orbit **)**
* [Vector2](class_vector2) **[`get_orbit`](#get_orbit)** **(** **)** const
* void **[`set_orbit_x`](#set_orbit_x)** **(** [real](class_real) x **)**
* void **[`set_orbit_y`](#set_orbit_y)** **(** [real](class_real) y **)**
* void **[`set_min_orbit_x`](#set_min_orbit_x)** **(** [real](class_real) x **)**
* [real](class_real) **[`get_min_orbit_x`](#get_min_orbit_x)** **(** **)** const
* void **[`set_max_orbit_x`](#set_max_orbit_x)** **(** [real](class_real) x **)**
* [real](class_real) **[`get_max_orbit_x`](#get_max_orbit_x)** **(** **)** const
* void **[`set_height`](#set_height)** **(** [real](class_real) height **)**
* [real](class_real) **[`get_height`](#get_height)** **(** **)** const
* void **[`set_inclination`](#set_inclination)** **(** [real](class_real) inclination **)**
* [real](class_real) **[`get_inclination`](#get_inclination)** **(** **)** const
* void **[`rotate_orbit`](#rotate_orbit)** **(** [Vector2](class_vector2) arg0 **)**
* void **[`set_distance`](#set_distance)** **(** [real](class_real) distance **)**
* [real](class_real) **[`get_distance`](#get_distance)** **(** **)** const
* void **[`set_max_distance`](#set_max_distance)** **(** [real](class_real) max_distance **)**
* [real](class_real) **[`get_max_distance`](#get_max_distance)** **(** **)** const
* void **[`set_min_distance`](#set_min_distance)** **(** [real](class_real) min_distance **)**
* [real](class_real) **[`get_min_distance`](#get_min_distance)** **(** **)** const
* void **[`set_clip`](#set_clip)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`has_clip`](#has_clip)** **(** **)** const
* void **[`set_autoturn`](#set_autoturn)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`has_autoturn`](#has_autoturn)** **(** **)** const
* void **[`set_autoturn_tolerance`](#set_autoturn_tolerance)** **(** [real](class_real) degrees **)**
* [real](class_real) **[`get_autoturn_tolerance`](#get_autoturn_tolerance)** **(** **)** const
* void **[`set_autoturn_speed`](#set_autoturn_speed)** **(** [real](class_real) speed **)**
* [real](class_real) **[`get_autoturn_speed`](#get_autoturn_speed)** **(** **)** const
* void **[`set_smoothing`](#set_smoothing)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`has_smoothing`](#has_smoothing)** **(** **)** const
* void **[`set_rotation_smoothing`](#set_rotation_smoothing)** **(** [real](class_real) amount **)**
* [real](class_real) **[`get_rotation_smoothing`](#get_rotation_smoothing)** **(** **)** const
* void **[`set_translation_smoothing`](#set_translation_smoothing)** **(** [real](class_real) amount **)**
* [real](class_real) **[`get_translation_smoothing`](#get_translation_smoothing)** **(** **)** const
* void **[`set_use_lookat_target`](#set_use_lookat_target)** **(** [bool](class_bool) use, [Vector3](class_vector3) lookat=Vector3(0, 0, 0) **)**
* void **[`set_up_vector`](#set_up_vector)** **(** [Vector3](class_vector3) vector **)**
* [Vector3](class_vector3) **[`get_up_vector`](#get_up_vector)** **(** **)** const
### Member Function Description

@ -1,23 +1,24 @@
# Font
**Inherits:** [Resource](class_resource)\\n\\n
#####**Inherits:** [Resource](class_resource)
### Brief Description
Internationalized font and text drawing support.
### Member Functions
* void **[set_height](#set_height)** **(** [real](class_real) px **)**
* [real](class_real) **[get_height](#get_height)** **(** **)** const
* void **[set_ascent](#set_ascent)** **(** [real](class_real) px **)**
* [real](class_real) **[get_ascent](#get_ascent)** **(** **)** const
* [real](class_real) **[get_descent](#get_descent)** **(** **)** const
* void **[add_kerning_pair](#add_kerning_pair)** **(** [int](class_int) char_a, [int](class_int) char_b, [int](class_int) kerning **)**
* [int](class_int) **[get_kerning_pair](#get_kerning_pair)** **(** [int](class_int) arg0, [int](class_int) arg1 **)** const
* void **[add_texture](#add_texture)** **(** [Texture](class_texture) texture **)**
* void **[add_char](#add_char)** **(** [int](class_int) character, [int](class_int) texture, [Rect2](class_rect2) rect, [Vector2](class_vector2) align=Vector2(0,0), [real](class_real) advance=-1 **)**
* [Vector2](class_vector2) **[get_char_size](#get_char_size)** **(** [int](class_int) char, [int](class_int) next=0 **)** const
* [Vector2](class_vector2) **[get_string_size](#get_string_size)** **(** [String](class_string) string **)** const
* void **[clear](#clear)** **(** **)**
* void **[draw](#draw)** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [String](class_string) string, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)** const
* [real](class_real) **[draw_char](#draw_char)** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [int](class_int) char, [int](class_int) next=-1, [Color](class_color) modulate=Color(1,1,1,1) **)** const
* void **[`set_height`](#set_height)** **(** [real](class_real) px **)**
* [real](class_real) **[`get_height`](#get_height)** **(** **)** const
* void **[`set_ascent`](#set_ascent)** **(** [real](class_real) px **)**
* [real](class_real) **[`get_ascent`](#get_ascent)** **(** **)** const
* [real](class_real) **[`get_descent`](#get_descent)** **(** **)** const
* void **[`add_kerning_pair`](#add_kerning_pair)** **(** [int](class_int) char_a, [int](class_int) char_b, [int](class_int) kerning **)**
* [int](class_int) **[`get_kerning_pair`](#get_kerning_pair)** **(** [int](class_int) arg0, [int](class_int) arg1 **)** const
* void **[`add_texture`](#add_texture)** **(** [Texture](class_texture) texture **)**
* void **[`add_char`](#add_char)** **(** [int](class_int) character, [int](class_int) texture, [Rect2](class_rect2) rect, [Vector2](class_vector2) align=Vector2(0,0), [real](class_real) advance=-1 **)**
* [Vector2](class_vector2) **[`get_char_size`](#get_char_size)** **(** [int](class_int) char, [int](class_int) next=0 **)** const
* [Vector2](class_vector2) **[`get_string_size`](#get_string_size)** **(** [String](class_string) string **)** const
* void **[`clear`](#clear)** **(** **)**
* void **[`draw`](#draw)** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [String](class_string) string, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)** const
* [real](class_real) **[`draw_char`](#draw_char)** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [int](class_int) char, [int](class_int) next=-1, [Color](class_color) modulate=Color(1,1,1,1) **)** const
### Description
Font contains an unicode compatible character set, as well as the ability to draw it with variable width, ascent, descent and kerning. For creating fonts from TTF files (or other font formats), see the editor support for fonts. TODO check wikipedia for graph of ascent/baseline/descent/height/etc.
@ -25,71 +26,71 @@ Font contains an unicode compatible character set, as well as the ability to dra
### Member Function Description
#### <a name="set_height">set_height</a>
* void **set_height** **(** [real](class_real) px **)**
* void **`set_height`** **(** [real](class_real) px **)**
Set the total font height (ascent plus descent) in pixels.
#### <a name="get_height">get_height</a>
* [real](class_real) **get_height** **(** **)** const
* [real](class_real) **`get_height`** **(** **)** const
Return the total font height (ascent plus descent) in pixels.
#### <a name="set_ascent">set_ascent</a>
* void **set_ascent** **(** [real](class_real) px **)**
* void **`set_ascent`** **(** [real](class_real) px **)**
Set the font ascent (number of pixels above the baseline).
#### <a name="get_ascent">get_ascent</a>
* [real](class_real) **get_ascent** **(** **)** const
* [real](class_real) **`get_ascent`** **(** **)** const
Return the font ascent (number of pixels above the baseline).
#### <a name="get_descent">get_descent</a>
* [real](class_real) **get_descent** **(** **)** const
* [real](class_real) **`get_descent`** **(** **)** const
Return the font descent (number of pixels below the baseline).
#### <a name="add_kerning_pair">add_kerning_pair</a>
* void **add_kerning_pair** **(** [int](class_int) char_a, [int](class_int) char_b, [int](class_int) kerning **)**
* void **`add_kerning_pair`** **(** [int](class_int) char_a, [int](class_int) char_b, [int](class_int) kerning **)**
Add a kerning pair to the [[font|Font]] as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character.
#### <a name="get_kerning_pair">get_kerning_pair</a>
* [int](class_int) **get_kerning_pair** **(** [int](class_int) arg0, [int](class_int) arg1 **)** const
* [int](class_int) **`get_kerning_pair`** **(** [int](class_int) arg0, [int](class_int) arg1 **)** const
Return a kerning pair as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character.
#### <a name="add_texture">add_texture</a>
* void **add_texture** **(** [Texture](class_texture) texture **)**
* void **`add_texture`** **(** [Texture](class_texture) texture **)**
Add a texture to the [[font|Font]].
#### <a name="add_char">add_char</a>
* void **add_char** **(** [int](class_int) character, [int](class_int) texture, [Rect2](class_rect2) rect, [Vector2](class_vector2) align=Vector2(0,0), [real](class_real) advance=-1 **)**
* void **`add_char`** **(** [int](class_int) character, [int](class_int) texture, [Rect2](class_rect2) rect, [Vector2](class_vector2) align=Vector2(0,0), [real](class_real) advance=-1 **)**
Add a character to the font, where "character" is the unicode value, "texture" is the texture index, "rect" is the region in the texture (in pixels!), "align" is the (optional) alignment for the character and "advance" is the (optional) advance.
#### <a name="get_char_size">get_char_size</a>
* [Vector2](class_vector2) **get_char_size** **(** [int](class_int) char, [int](class_int) next=0 **)** const
* [Vector2](class_vector2) **`get_char_size`** **(** [int](class_int) char, [int](class_int) next=0 **)** const
Return the size of a character, optionally taking kerning into account if the next character is provided.
#### <a name="get_string_size">get_string_size</a>
* [Vector2](class_vector2) **get_string_size** **(** [String](class_string) string **)** const
* [Vector2](class_vector2) **`get_string_size`** **(** [String](class_string) string **)** const
Return the size of a string, taking kerning and advance into account.
#### <a name="clear">clear</a>
* void **clear** **(** **)**
* void **`clear`** **(** **)**
Clear all the font data.
#### <a name="draw">draw</a>
* void **draw** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [String](class_string) string, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)** const
* void **`draw`** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [String](class_string) string, [Color](class_color) modulate=Color(1,1,1,1), [int](class_int) clip_w=-1 **)** const
Draw "string" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally clipping the width. "pos" specifies te baseline, not the top. To draw from the top, //ascent// must be added to the Y axis.
#### <a name="draw_char">draw_char</a>
* [real](class_real) **draw_char** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [int](class_int) char, [int](class_int) next=-1, [Color](class_color) modulate=Color(1,1,1,1) **)** const
* [real](class_real) **`draw_char`** **(** [RID](class_rid) canvas_item, [Vector2](class_vector2) pos, [int](class_int) char, [int](class_int) next=-1, [Color](class_color) modulate=Color(1,1,1,1) **)** const
Draw character "char" into a canvas item using the font at a given "pos" position, with "modulate" color, and optionally kerning if "next" is apassed. clipping the width. "pos" specifies te baseline, not the top. To draw from the top, //ascent// must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character.

@ -1,9 +1,10 @@
# GDNativeClass
**Inherits:** [Reference](class_reference)\\n\\n
#####**Inherits:** [Reference](class_reference)
### Brief Description
### Member Functions
* void **[new](#new)** **(** **)**
* void **[`new`](#new)** **(** **)**
### Member Function Description

@ -1,9 +1,10 @@
# GDScript
**Inherits:** [Script](class_script)\\n\\n
#####**Inherits:** [Script](class_script)
### Brief Description
### Member Functions
* void **[new](#new)** **(** **)**
* void **[`new`](#new)** **(** **)**
### Member Function Description

@ -1,22 +1,23 @@
# Geometry
**Inherits:** [Object](class_object)\\n\\n
#####**Inherits:** [Object](class_object)
### Brief Description
### Member Functions
* [Array](class_array) **[build_box_planes](#build_box_planes)** **(** [Vector3](class_vector3) extents **)**
* [Array](class_array) **[build_cylinder_planes](#build_cylinder_planes)** **(** [real](class_real) radius, [real](class_real) height, [int](class_int) sides, [int](class_int) axis=2 **)**
* [Array](class_array) **[build_capsule_planes](#build_capsule_planes)** **(** [real](class_real) radius, [real](class_real) height, [int](class_int) sides, [int](class_int) lats, [int](class_int) axis=2 **)**
* [real](class_real) **[segment_intersects_circle](#segment_intersects_circle)** **(** [Vector2](class_vector2) segment_from, [Vector2](class_vector2) segment_to, [Vector2](class_vector2) circle_pos, [real](class_real) circle_radius **)**
* void **[segment_intersects_segment_2d](#segment_intersects_segment_2d)** **(** [Vector2](class_vector2) from_a, [Vector2](class_vector2) to_a, [Vector2](class_vector2) from_b, [Vector2](class_vector2) to_b **)**
* [Vector2Array](class_vector2array) **[get_closest_points_between_segments_2d](#get_closest_points_between_segments_2d)** **(** [Vector2](class_vector2) p1, [Vector2](class_vector2) q1, [Vector2](class_vector2) p2, [Vector2](class_vector2) q2 **)**
* [Vector3Array](class_vector3array) **[get_closest_points_between_segments](#get_closest_points_between_segments)** **(** [Vector3](class_vector3) p1, [Vector3](class_vector3) p2, [Vector3](class_vector3) q1, [Vector3](class_vector3) q2 **)**
* [Vector3](class_vector3) **[get_closest_point_to_segment](#get_closest_point_to_segment)** **(** [Vector3](class_vector3) point, [Vector3](class_vector3) s1, [Vector3](class_vector3) s2 **)**
* void **[ray_intersects_triangle](#ray_intersects_triangle)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) dir, [Vector3](class_vector3) a, [Vector3](class_vector3) b, [Vector3](class_vector3) c **)**
* void **[segment_intersects_triangle](#segment_intersects_triangle)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [Vector3](class_vector3) a, [Vector3](class_vector3) b, [Vector3](class_vector3) c **)**
* [Vector3Array](class_vector3array) **[segment_intersects_sphere](#segment_intersects_sphere)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [Vector3](class_vector3) spos, [real](class_real) sradius **)**
* [Vector3Array](class_vector3array) **[segment_intersects_cylinder](#segment_intersects_cylinder)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [real](class_real) height, [real](class_real) radius **)**
* [Vector3Array](class_vector3array) **[segment_intersects_convex](#segment_intersects_convex)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [Array](class_array) planes **)**
* [IntArray](class_intarray) **[triangulate_polygon](#triangulate_polygon)** **(** [Vector2Array](class_vector2array) polygon **)**
* [Array](class_array) **[`build_box_planes`](#build_box_planes)** **(** [Vector3](class_vector3) extents **)**
* [Array](class_array) **[`build_cylinder_planes`](#build_cylinder_planes)** **(** [real](class_real) radius, [real](class_real) height, [int](class_int) sides, [int](class_int) axis=2 **)**
* [Array](class_array) **[`build_capsule_planes`](#build_capsule_planes)** **(** [real](class_real) radius, [real](class_real) height, [int](class_int) sides, [int](class_int) lats, [int](class_int) axis=2 **)**
* [real](class_real) **[`segment_intersects_circle`](#segment_intersects_circle)** **(** [Vector2](class_vector2) segment_from, [Vector2](class_vector2) segment_to, [Vector2](class_vector2) circle_pos, [real](class_real) circle_radius **)**
* void **[`segment_intersects_segment_2d`](#segment_intersects_segment_2d)** **(** [Vector2](class_vector2) from_a, [Vector2](class_vector2) to_a, [Vector2](class_vector2) from_b, [Vector2](class_vector2) to_b **)**
* [Vector2Array](class_vector2array) **[`get_closest_points_between_segments_2d`](#get_closest_points_between_segments_2d)** **(** [Vector2](class_vector2) p1, [Vector2](class_vector2) q1, [Vector2](class_vector2) p2, [Vector2](class_vector2) q2 **)**
* [Vector3Array](class_vector3array) **[`get_closest_points_between_segments`](#get_closest_points_between_segments)** **(** [Vector3](class_vector3) p1, [Vector3](class_vector3) p2, [Vector3](class_vector3) q1, [Vector3](class_vector3) q2 **)**
* [Vector3](class_vector3) **[`get_closest_point_to_segment`](#get_closest_point_to_segment)** **(** [Vector3](class_vector3) point, [Vector3](class_vector3) s1, [Vector3](class_vector3) s2 **)**
* void **[`ray_intersects_triangle`](#ray_intersects_triangle)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) dir, [Vector3](class_vector3) a, [Vector3](class_vector3) b, [Vector3](class_vector3) c **)**
* void **[`segment_intersects_triangle`](#segment_intersects_triangle)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [Vector3](class_vector3) a, [Vector3](class_vector3) b, [Vector3](class_vector3) c **)**
* [Vector3Array](class_vector3array) **[`segment_intersects_sphere`](#segment_intersects_sphere)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [Vector3](class_vector3) spos, [real](class_real) sradius **)**
* [Vector3Array](class_vector3array) **[`segment_intersects_cylinder`](#segment_intersects_cylinder)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [real](class_real) height, [real](class_real) radius **)**
* [Vector3Array](class_vector3array) **[`segment_intersects_convex`](#segment_intersects_convex)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) to, [Array](class_array) planes **)**
* [IntArray](class_intarray) **[`triangulate_polygon`](#triangulate_polygon)** **(** [Vector2Array](class_vector2array) polygon **)**
### Member Function Description

@ -1,20 +1,21 @@
# GeometryInstance
**Inherits:** [VisualInstance](class_visualinstance)\\n\\n
#####**Inherits:** [VisualInstance](class_visualinstance)
### Brief Description
Base node for geometry based visual instances.
### Member Functions
* void **[set_material_override](#set_material_override)** **(** [Object](class_object) material **)**
* [Object](class_object) **[get_material_override](#get_material_override)** **(** **)** const
* void **[set_flag](#set_flag)** **(** [int](class_int) flag, [bool](class_bool) value **)**
* [bool](class_bool) **[get_flag](#get_flag)** **(** [int](class_int) flag **)** const
* void **[set_draw_range_begin](#set_draw_range_begin)** **(** [real](class_real) mode **)**
* [real](class_real) **[get_draw_range_begin](#get_draw_range_begin)** **(** **)** const
* void **[set_draw_range_end](#set_draw_range_end)** **(** [real](class_real) mode **)**
* [real](class_real) **[get_draw_range_end](#get_draw_range_end)** **(** **)** const
* void **[`set_material_override`](#set_material_override)** **(** [Object](class_object) material **)**
* [Object](class_object) **[`get_material_override`](#get_material_override)** **(** **)** const
* void **[`set_flag`](#set_flag)** **(** [int](class_int) flag, [bool](class_bool) value **)**
* [bool](class_bool) **[`get_flag`](#get_flag)** **(** [int](class_int) flag **)** const
* void **[`set_draw_range_begin`](#set_draw_range_begin)** **(** [real](class_real) mode **)**
* [real](class_real) **[`get_draw_range_begin`](#get_draw_range_begin)** **(** **)** const
* void **[`set_draw_range_end`](#set_draw_range_end)** **(** [real](class_real) mode **)**
* [real](class_real) **[`get_draw_range_end`](#get_draw_range_end)** **(** **)** const
### Signals
* **visibility_changed** **(** **)**
* **`visibility_changed`** **(** **)**
### Numeric Constants
* **FLAG_VISIBLE** = **0**
@ -32,11 +33,11 @@ Base node for geometry based visual instances. Shares some common functionality
### Member Function Description
#### <a name="set_material_override">set_material_override</a>
* void **set_material_override** **(** [Object](class_object) material **)**
* void **`set_material_override`** **(** [Object](class_object) material **)**
Set the material override for the whole geometry.
#### <a name="get_material_override">get_material_override</a>
* [Object](class_object) **get_material_override** **(** **)** const
* [Object](class_object) **`get_material_override`** **(** **)** const
Return the material override for the whole geometry.

@ -1,20 +1,21 @@
# Globals
**Inherits:** [Object](class_object)\\n\\n
#####**Inherits:** [Object](class_object)
### Brief Description
Contains global variables accessible from everywhere.
### Member Functions
* [bool](class_bool) **[has](#has)** **(** [String](class_string) name **)** const
* void **[set_order](#set_order)** **(** [String](class_string) name, [int](class_int) pos **)**
* [int](class_int) **[get_order](#get_order)** **(** [String](class_string) name **)** const
* void **[set_persisting](#set_persisting)** **(** [String](class_string) name, [bool](class_bool) enable **)**
* [bool](class_bool) **[is_persisting](#is_persisting)** **(** [String](class_string) name **)** const
* void **[clear](#clear)** **(** [String](class_string) name **)**
* [String](class_string) **[localize_path](#localize_path)** **(** [String](class_string) path **)** const
* [String](class_string) **[globalize_path](#globalize_path)** **(** [String](class_string) path **)** const
* [int](class_int) **[save](#save)** **(** **)**
* [bool](class_bool) **[has_singleton](#has_singleton)** **(** [String](class_string) arg0 **)** const
* [Object](class_object) **[get_singleton](#get_singleton)** **(** [String](class_string) arg0 **)** const
* [bool](class_bool) **[`has`](#has)** **(** [String](class_string) name **)** const
* void **[`set_order`](#set_order)** **(** [String](class_string) name, [int](class_int) pos **)**
* [int](class_int) **[`get_order`](#get_order)** **(** [String](class_string) name **)** const
* void **[`set_persisting`](#set_persisting)** **(** [String](class_string) name, [bool](class_bool) enable **)**
* [bool](class_bool) **[`is_persisting`](#is_persisting)** **(** [String](class_string) name **)** const
* void **[`clear`](#clear)** **(** [String](class_string) name **)**
* [String](class_string) **[`localize_path`](#localize_path)** **(** [String](class_string) path **)** const
* [String](class_string) **[`globalize_path`](#globalize_path)** **(** [String](class_string) path **)** const
* [int](class_int) **[`save`](#save)** **(** **)**
* [bool](class_bool) **[`has_singleton`](#has_singleton)** **(** [String](class_string) arg0 **)** const
* [Object](class_object) **[`get_singleton`](#get_singleton)** **(** [String](class_string) arg0 **)** const
### Description
Contains global variables accessible from everywhere. Use the normal [[object|Object]] API, such as "Globals.get(variable)", "Globals.set(variable,value)" or "Globals.has(variable)" to access them. Variables stored in engine.cfg are also loaded into globals, making this object very useful for reading custom game configuration options.
@ -22,41 +23,41 @@ Contains global variables accessible from everywhere. Use the normal [[object|Ob
### Member Function Description
#### <a name="has">has</a>
* [bool](class_bool) **has** **(** [String](class_string) name **)** const
* [bool](class_bool) **`has`** **(** [String](class_string) name **)** const
Return true if a configuration value is present.
#### <a name="set_order">set_order</a>
* void **set_order** **(** [String](class_string) name, [int](class_int) pos **)**
* void **`set_order`** **(** [String](class_string) name, [int](class_int) pos **)**
Set the order of a configuration value (influences when saved to the config file).
#### <a name="get_order">get_order</a>
* [int](class_int) **get_order** **(** [String](class_string) name **)** const
* [int](class_int) **`get_order`** **(** [String](class_string) name **)** const
Return the order of a configuration value (influences when saved to the config file).
#### <a name="set_persisting">set_persisting</a>
* void **set_persisting** **(** [String](class_string) name, [bool](class_bool) enable **)**
* void **`set_persisting`** **(** [String](class_string) name, [bool](class_bool) enable **)**
If set to true, this value can be saved to the configuration file. This is useful for editors.
#### <a name="is_persisting">is_persisting</a>
* [bool](class_bool) **is_persisting** **(** [String](class_string) name **)** const
* [bool](class_bool) **`is_persisting`** **(** [String](class_string) name **)** const
If returns true, this value can be saved to the configuration file. This is useful for editors.
#### <a name="clear">clear</a>
* void **clear** **(** [String](class_string) name **)**
* void **`clear`** **(** [String](class_string) name **)**
Clear the whole configuration (not recommended, may break things).
#### <a name="localize_path">localize_path</a>
* [String](class_string) **localize_path** **(** [String](class_string) path **)** const
* [String](class_string) **`localize_path`** **(** [String](class_string) path **)** const
Convert a path to a localized path (res:// path).
#### <a name="globalize_path">globalize_path</a>
* [String](class_string) **globalize_path** **(** [String](class_string) path **)** const
* [String](class_string) **`globalize_path`** **(** [String](class_string) path **)** const
Convert a localized path (res://) to a full native OS path.

@ -1,10 +1,11 @@
# GridContainer
**Inherits:** [Container](class_container)\\n\\n
#####**Inherits:** [Container](class_container)
### Brief Description
### Member Functions
* void **[set_columns](#set_columns)** **(** [int](class_int) columns **)**
* [int](class_int) **[get_columns](#get_columns)** **(** **)** const
* void **[`set_columns`](#set_columns)** **(** [int](class_int) columns **)**
* [int](class_int) **[`get_columns`](#get_columns)** **(** **)** const
### Member Function Description

@ -1,42 +1,43 @@
# GridMap
**Inherits:** [Spatial](class_spatial)\\n\\n
#####**Inherits:** [Spatial](class_spatial)
### Brief Description
### Member Functions
* void **[set_theme](#set_theme)** **(** [MeshLibrary](class_meshlibrary) theme **)**
* [MeshLibrary](class_meshlibrary) **[get_theme](#get_theme)** **(** **)** const
* void **[set_bake](#set_bake)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[is_baking_enabled](#is_baking_enabled)** **(** **)** const
* void **[set_cell_size](#set_cell_size)** **(** [real](class_real) size **)**
* [real](class_real) **[get_cell_size](#get_cell_size)** **(** **)** const
* void **[set_octant_size](#set_octant_size)** **(** [int](class_int) size **)**
* [int](class_int) **[get_octant_size](#get_octant_size)** **(** **)** const
* void **[set_cell_item](#set_cell_item)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) z, [int](class_int) item, [int](class_int) orientation=0 **)**
* [int](class_int) **[get_cell_item](#get_cell_item)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) z **)** const
* [int](class_int) **[get_cell_item_orientation](#get_cell_item_orientation)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) z **)** const
* void **[resource_changed](#resource_changed)** **(** [Object](class_object) arg0 **)**
* void **[set_center_x](#set_center_x)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[get_center_x](#get_center_x)** **(** **)** const
* void **[set_center_y](#set_center_y)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[get_center_y](#get_center_y)** **(** **)** const
* void **[set_center_z](#set_center_z)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[get_center_z](#get_center_z)** **(** **)** const
* void **[set_clip](#set_clip)** **(** [bool](class_bool) enabled, [bool](class_bool) clipabove=true, [int](class_int) floor=0, [int](class_int) axis=0 **)**
* [int](class_int) **[crate_area](#crate_area)** **(** [int](class_int) id, [AABB](class_aabb) area **)**
* [AABB](class_aabb) **[area_get_bounds](#area_get_bounds)** **(** [int](class_int) area **)** const
* void **[area_set_exterior_portal](#area_set_exterior_portal)** **(** [int](class_int) area, [bool](class_bool) enable **)**
* void **[area_set_name](#area_set_name)** **(** [int](class_int) area, [String](class_string) name **)**
* [String](class_string) **[area_get_name](#area_get_name)** **(** [int](class_int) area **)** const
* [bool](class_bool) **[area_is_exterior_portal](#area_is_exterior_portal)** **(** [int](class_int) area **)** const
* void **[area_set_portal_disable_distance](#area_set_portal_disable_distance)** **(** [int](class_int) area, [real](class_real) distance **)**
* [real](class_real) **[area_get_portal_disable_distance](#area_get_portal_disable_distance)** **(** [int](class_int) area **)** const
* void **[area_set_portal_disable_color](#area_set_portal_disable_color)** **(** [int](class_int) area, [Color](class_color) color **)**
* [Color](class_color) **[area_get_portal_disable_color](#area_get_portal_disable_color)** **(** [int](class_int) area **)** const
* void **[erase_area](#erase_area)** **(** [int](class_int) area **)**
* [int](class_int) **[get_unused_area_id](#get_unused_area_id)** **(** **)** const
* void **[bake_geometry](#bake_geometry)** **(** **)**
* void **[clear](#clear)** **(** **)**
* void **[`set_theme`](#set_theme)** **(** [MeshLibrary](class_meshlibrary) theme **)**
* [MeshLibrary](class_meshlibrary) **[`get_theme`](#get_theme)** **(** **)** const
* void **[`set_bake`](#set_bake)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`is_baking_enabled`](#is_baking_enabled)** **(** **)** const
* void **[`set_cell_size`](#set_cell_size)** **(** [real](class_real) size **)**
* [real](class_real) **[`get_cell_size`](#get_cell_size)** **(** **)** const
* void **[`set_octant_size`](#set_octant_size)** **(** [int](class_int) size **)**
* [int](class_int) **[`get_octant_size`](#get_octant_size)** **(** **)** const
* void **[`set_cell_item`](#set_cell_item)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) z, [int](class_int) item, [int](class_int) orientation=0 **)**
* [int](class_int) **[`get_cell_item`](#get_cell_item)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) z **)** const
* [int](class_int) **[`get_cell_item_orientation`](#get_cell_item_orientation)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) z **)** const
* void **[`resource_changed`](#resource_changed)** **(** [Object](class_object) arg0 **)**
* void **[`set_center_x`](#set_center_x)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`get_center_x`](#get_center_x)** **(** **)** const
* void **[`set_center_y`](#set_center_y)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`get_center_y`](#get_center_y)** **(** **)** const
* void **[`set_center_z`](#set_center_z)** **(** [bool](class_bool) enable **)**
* [bool](class_bool) **[`get_center_z`](#get_center_z)** **(** **)** const
* void **[`set_clip`](#set_clip)** **(** [bool](class_bool) enabled, [bool](class_bool) clipabove=true, [int](class_int) floor=0, [int](class_int) axis=0 **)**
* [int](class_int) **[`crate_area`](#crate_area)** **(** [int](class_int) id, [AABB](class_aabb) area **)**
* [AABB](class_aabb) **[`area_get_bounds`](#area_get_bounds)** **(** [int](class_int) area **)** const
* void **[`area_set_exterior_portal`](#area_set_exterior_portal)** **(** [int](class_int) area, [bool](class_bool) enable **)**
* void **[`area_set_name`](#area_set_name)** **(** [int](class_int) area, [String](class_string) name **)**
* [String](class_string) **[`area_get_name`](#area_get_name)** **(** [int](class_int) area **)** const
* [bool](class_bool) **[`area_is_exterior_portal`](#area_is_exterior_portal)** **(** [int](class_int) area **)** const
* void **[`area_set_portal_disable_distance`](#area_set_portal_disable_distance)** **(** [int](class_int) area, [real](class_real) distance **)**
* [real](class_real) **[`area_get_portal_disable_distance`](#area_get_portal_disable_distance)** **(** [int](class_int) area **)** const
* void **[`area_set_portal_disable_color`](#area_set_portal_disable_color)** **(** [int](class_int) area, [Color](class_color) color **)**
* [Color](class_color) **[`area_get_portal_disable_color`](#area_get_portal_disable_color)** **(** [int](class_int) area **)** const
* void **[`erase_area`](#erase_area)** **(** [int](class_int) area **)**
* [int](class_int) **[`get_unused_area_id`](#get_unused_area_id)** **(** **)** const
* void **[`bake_geometry`](#bake_geometry)** **(** **)**
* void **[`clear`](#clear)** **(** **)**
### Numeric Constants
* **INVALID_CELL_ITEM** = **-1**

@ -1,13 +1,14 @@
# GrooveJoint2D
**Inherits:** [Joint2D](class_joint2d)\\n\\n
#####**Inherits:** [Joint2D](class_joint2d)
### Brief Description
Groove constraint for 2D physics.
### Member Functions
* void **[set_length](#set_length)** **(** [real](class_real) length **)**
* [real](class_real) **[get_length](#get_length)** **(** **)** const
* void **[set_initial_offset](#set_initial_offset)** **(** [real](class_real) offset **)**
* [real](class_real) **[get_initial_offset](#get_initial_offset)** **(** **)** const
* void **[`set_length`](#set_length)** **(** [real](class_real) length **)**
* [real](class_real) **[`get_length`](#get_length)** **(** **)** const
* void **[`set_initial_offset`](#set_initial_offset)** **(** [real](class_real) offset **)**
* [real](class_real) **[`get_initial_offset`](#get_initial_offset)** **(** **)** const
### Description
Groove constraint for 2D physics. This is useful for making a body "slide" through a segment placed in another.
@ -15,21 +16,21 @@ Groove constraint for 2D physics. This is useful for making a body "slide" throu
### Member Function Description
#### <a name="set_length">set_length</a>
* void **set_length** **(** [real](class_real) length **)**
* void **`set_length`** **(** [real](class_real) length **)**
Set the length of the groove.
#### <a name="get_length">get_length</a>
* [real](class_real) **get_length** **(** **)** const
* [real](class_real) **`get_length`** **(** **)** const
Return the length of the groove.
#### <a name="set_initial_offset">set_initial_offset</a>
* void **set_initial_offset** **(** [real](class_real) offset **)**
* void **`set_initial_offset`** **(** [real](class_real) offset **)**
Set the initial offset of the groove on body A.
#### <a name="get_initial_offset">get_initial_offset</a>
* [real](class_real) **get_initial_offset** **(** **)** const
* [real](class_real) **`get_initial_offset`** **(** **)** const
Set the final offset of the groove on body A.

@ -1,5 +1,6 @@
# HBoxContainer
**Inherits:** [BoxContainer](class_boxcontainer)\\n\\n
#####**Inherits:** [BoxContainer](class_boxcontainer)
### Brief Description
Horizontal box container.

@ -1,5 +1,6 @@
# HButtonArray
**Inherits:** [ButtonArray](class_buttonarray)\\n\\n
#####**Inherits:** [ButtonArray](class_buttonarray)
### Brief Description
Horizontal button array.

@ -1,5 +1,6 @@
# HScrollBar
**Inherits:** [ScrollBar](class_scrollbar)\\n\\n
#####**Inherits:** [ScrollBar](class_scrollbar)
### Brief Description
Horizontal scroll bar.

@ -1,5 +1,6 @@
# HSeparator
**Inherits:** [Separator](class_separator)\\n\\n
#####**Inherits:** [Separator](class_separator)
### Brief Description
Horizontal separator.

@ -1,5 +1,6 @@
# HSlider
**Inherits:** [Slider](class_slider)\\n\\n
#####**Inherits:** [Slider](class_slider)
### Brief Description
Horizontal slider.

@ -1,5 +1,6 @@
# HSplitContainer
**Inherits:** [SplitContainer](class_splitcontainer)\\n\\n
#####**Inherits:** [SplitContainer](class_splitcontainer)
### Brief Description
Horizontal split container.

@ -1,24 +1,25 @@
# HTTPClient
**Inherits:** [Reference](class_reference)\\n\\n
#####**Inherits:** [Reference](class_reference)
### Brief Description
### Member Functions
* [int](class_int) **[connect](#connect)** **(** [String](class_string) host, [int](class_int) port **)**
* void **[set_connection](#set_connection)** **(** [StreamPeer](class_streampeer) connection **)**
* [int](class_int) **[request](#request)** **(** [int](class_int) method, [String](class_string) url, [StringArray](class_stringarray) headers, [String](class_string) body="" **)**
* [int](class_int) **[send_body_text](#send_body_text)** **(** [String](class_string) body **)**
* [int](class_int) **[send_body_data](#send_body_data)** **(** [RawArray](class_rawarray) body **)**
* void **[close](#close)** **(** **)**
* [bool](class_bool) **[has_response](#has_response)** **(** **)** const
* [bool](class_bool) **[is_response_chunked](#is_response_chunked)** **(** **)** const
* [int](class_int) **[get_response_code](#get_response_code)** **(** **)** const
* [StringArray](class_stringarray) **[get_response_headers](#get_response_headers)** **(** **)**
* [Dictionary](class_dictionary) **[get_response_headers_as_dictionary](#get_response_headers_as_dictionary)** **(** **)**
* [int](class_int) **[get_response_body_length](#get_response_body_length)** **(** **)** const
* [RawArray](class_rawarray) **[read_response_body_chunk](#read_response_body_chunk)** **(** **)**
* [int](class_int) **[get_status](#get_status)** **(** **)** const
* [int](class_int) **[poll](#poll)** **(** **)**
* [int](class_int) **[`connect`](#connect)** **(** [String](class_string) host, [int](class_int) port **)**
* void **[`set_connection`](#set_connection)** **(** [StreamPeer](class_streampeer) connection **)**
* [int](class_int) **[`request`](#request)** **(** [int](class_int) method, [String](class_string) url, [StringArray](class_stringarray) headers, [String](class_string) body="" **)**
* [int](class_int) **[`send_body_text`](#send_body_text)** **(** [String](class_string) body **)**
* [int](class_int) **[`send_body_data`](#send_body_data)** **(** [RawArray](class_rawarray) body **)**
* void **[`close`](#close)** **(** **)**
* [bool](class_bool) **[`has_response`](#has_response)** **(** **)** const
* [bool](class_bool) **[`is_response_chunked`](#is_response_chunked)** **(** **)** const
* [int](class_int) **[`get_response_code`](#get_response_code)** **(** **)** const
* [StringArray](class_stringarray) **[`get_response_headers`](#get_response_headers)** **(** **)**
* [Dictionary](class_dictionary) **[`get_response_headers_as_dictionary`](#get_response_headers_as_dictionary)** **(** **)**
* [int](class_int) **[`get_response_body_length`](#get_response_body_length)** **(** **)** const
* [RawArray](class_rawarray) **[`read_response_body_chunk`](#read_response_body_chunk)** **(** **)**
* [int](class_int) **[`get_status`](#get_status)** **(** **)** const
* [int](class_int) **[`poll`](#poll)** **(** **)**
### Numeric Constants
* **METHOD_GET** = **0**

@ -4,20 +4,20 @@
Image datatype.
### Member Functions
* void **[blit_rect](#blit_rect)** **(** [Image](class_image) src, [Rect2](class_rect2) src_rect, [Vector2](class_vector2) dest=0 **)**
* void **[brush_transfer](#brush_transfer)** **(** [Image](class_image) src, [Image](class_image) brush, [Vector2](class_vector2) pos=0 **)**
* [Image](class_image) **[brushed](#brushed)** **(** [Image](class_image) src, [Image](class_image) brush, [Vector2](class_vector2) pos=0 **)**
* [Image](class_image) **[compressed](#compressed)** **(** [int](class_int) format=0 **)**
* [bool](class_bool) **[empty](#empty)** **(** **)**
* [RawArray](class_rawarray) **[get_data](#get_data)** **(** **)**
* [int](class_int) **[get_format](#get_format)** **(** **)**
* [int](class_int) **[get_height](#get_height)** **(** **)**
* [Color](class_color) **[get_pixel](#get_pixel)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) mipmap_level=0 **)**
* [Image](class_image) **[get_rect](#get_rect)** **(** [Rect2](class_rect2) area=0 **)**
* [Rect2](class_rect2) **[get_used_rect](#get_used_rect)** **(** **)**
* [int](class_int) **[get_width](#get_width)** **(** **)**
* [int](class_int) **[load](#load)** **(** [String](class_string) path=0 **)**
* [Image](class_image) **[resized](#resized)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) interpolation=1 **)**
* void **[`blit_rect`](#blit_rect)** **(** [Image](class_image) src, [Rect2](class_rect2) src_rect, [Vector2](class_vector2) dest=0 **)**
* void **[`brush_transfer`](#brush_transfer)** **(** [Image](class_image) src, [Image](class_image) brush, [Vector2](class_vector2) pos=0 **)**
* [Image](class_image) **[`brushed`](#brushed)** **(** [Image](class_image) src, [Image](class_image) brush, [Vector2](class_vector2) pos=0 **)**
* [Image](class_image) **[`compressed`](#compressed)** **(** [int](class_int) format=0 **)**
* [bool](class_bool) **[`empty`](#empty)** **(** **)**
* [RawArray](class_rawarray) **[`get_data`](#get_data)** **(** **)**
* [int](class_int) **[`get_format`](#get_format)** **(** **)**
* [int](class_int) **[`get_height`](#get_height)** **(** **)**
* [Color](class_color) **[`get_pixel`](#get_pixel)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) mipmap_level=0 **)**
* [Image](class_image) **[`get_rect`](#get_rect)** **(** [Rect2](class_rect2) area=0 **)**
* [Rect2](class_rect2) **[`get_used_rect`](#get_used_rect)** **(** **)**
* [int](class_int) **[`get_width`](#get_width)** **(** **)**
* [int](class_int) **[`load`](#load)** **(** [String](class_string) path=0 **)**
* [Image](class_image) **[`resized`](#resized)** **(** [int](class_int) x, [int](class_int) y, [int](class_int) interpolation=1 **)**
### Numeric Constants
* **COMPRESS_BC** = **0**

@ -1,12 +1,13 @@
# ImagePathFinder
**Inherits:** [Resource](class_resource)\\n\\n
#####**Inherits:** [Resource](class_resource)
### Brief Description
### Member Functions
* [Vector2Array](class_vector2array) **[find_path](#find_path)** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [bool](class_bool) optimize=false **)**
* [Vector2](class_vector2) **[get_size](#get_size)** **(** **)** const
* [bool](class_bool) **[is_solid](#is_solid)** **(** [Vector2](class_vector2) pos **)**
* void **[create_from_image_alpha](#create_from_image_alpha)** **(** [Image](class_image) arg0 **)**
* [Vector2Array](class_vector2array) **[`find_path`](#find_path)** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [bool](class_bool) optimize=false **)**
* [Vector2](class_vector2) **[`get_size`](#get_size)** **(** **)** const
* [bool](class_bool) **[`is_solid`](#is_solid)** **(** [Vector2](class_vector2) pos **)**
* void **[`create_from_image_alpha`](#create_from_image_alpha)** **(** [Image](class_image) arg0 **)**
### Member Function Description

@ -1,21 +1,22 @@
# ImageTexture
**Inherits:** [Texture](class_texture)\\n\\n
#####**Inherits:** [Texture](class_texture)
### Brief Description
### Member Functions
* void **[create](#create)** **(** [int](class_int) width, [int](class_int) height, [int](class_int) format, [int](class_int) flags=7 **)**
* void **[create_from_image](#create_from_image)** **(** [Image](class_image) image, [int](class_int) flags=7 **)**
* [int](class_int) **[get_format](#get_format)** **(** **)** const
* void **[load](#load)** **(** [String](class_string) path **)**
* void **[set_data](#set_data)** **(** [Image](class_image) image **)**
* [Image](class_image) **[get_data](#get_data)** **(** **)** const
* void **[set_storage](#set_storage)** **(** [int](class_int) mode **)**
* [int](class_int) **[get_storage](#get_storage)** **(** **)** const
* void **[set_lossy_storage_quality](#set_lossy_storage_quality)** **(** [real](class_real) quality **)**
* [real](class_real) **[get_lossy_storage_quality](#get_lossy_storage_quality)** **(** **)** const
* void **[fix_alpha_edges](#fix_alpha_edges)** **(** **)**
* void **[set_size_override](#set_size_override)** **(** [Vector2](class_vector2) size **)**
* void **[`create`](#create)** **(** [int](class_int) width, [int](class_int) height, [int](class_int) format, [int](class_int) flags=7 **)**
* void **[`create_from_image`](#create_from_image)** **(** [Image](class_image) image, [int](class_int) flags=7 **)**
* [int](class_int) **[`get_format`](#get_format)** **(** **)** const
* void **[`load`](#load)** **(** [String](class_string) path **)**
* void **[`set_data`](#set_data)** **(** [Image](class_image) image **)**
* [Image](class_image) **[`get_data`](#get_data)** **(** **)** const
* void **[`set_storage`](#set_storage)** **(** [int](class_int) mode **)**
* [int](class_int) **[`get_storage`](#get_storage)** **(** **)** const
* void **[`set_lossy_storage_quality`](#set_lossy_storage_quality)** **(** [real](class_real) quality **)**
* [real](class_real) **[`get_lossy_storage_quality`](#get_lossy_storage_quality)** **(** **)** const
* void **[`fix_alpha_edges`](#fix_alpha_edges)** **(** **)**
* void **[`set_size_override`](#set_size_override)** **(** [Vector2](class_vector2) size **)**
### Numeric Constants
* **STORAGE_RAW** = **0**

@ -1,19 +1,20 @@
# Input
**Inherits:** [Object](class_object)\\n\\n
#####**Inherits:** [Object](class_object)
### Brief Description
### Member Functions
* [bool](class_bool) **[is_key_pressed](#is_key_pressed)** **(** [int](class_int) scancode **)**
* [bool](class_bool) **[is_mouse_button_pressed](#is_mouse_button_pressed)** **(** [int](class_int) button **)**
* [bool](class_bool) **[is_joy_button_pressed](#is_joy_button_pressed)** **(** [int](class_int) device, [int](class_int) button **)**
* [bool](class_bool) **[is_action_pressed](#is_action_pressed)** **(** [String](class_string) action **)**
* [real](class_real) **[get_joy_axis](#get_joy_axis)** **(** [int](class_int) device, [int](class_int) axis **)**
* [Vector3](class_vector3) **[get_accelerometer](#get_accelerometer)** **(** **)**
* [Vector2](class_vector2) **[get_mouse_pos](#get_mouse_pos)** **(** **)** const
* [Vector2](class_vector2) **[get_mouse_speed](#get_mouse_speed)** **(** **)** const
* void **[set_mouse_mode](#set_mouse_mode)** **(** [int](class_int) mode **)**
* [int](class_int) **[get_mouse_mode](#get_mouse_mode)** **(** **)** const
* [bool](class_bool) **[`is_key_pressed`](#is_key_pressed)** **(** [int](class_int) scancode **)**
* [bool](class_bool) **[`is_mouse_button_pressed`](#is_mouse_button_pressed)** **(** [int](class_int) button **)**
* [bool](class_bool) **[`is_joy_button_pressed`](#is_joy_button_pressed)** **(** [int](class_int) device, [int](class_int) button **)**
* [bool](class_bool) **[`is_action_pressed`](#is_action_pressed)** **(** [String](class_string) action **)**
* [real](class_real) **[`get_joy_axis`](#get_joy_axis)** **(** [int](class_int) device, [int](class_int) axis **)**
* [Vector3](class_vector3) **[`get_accelerometer`](#get_accelerometer)** **(** **)**
* [Vector2](class_vector2) **[`get_mouse_pos`](#get_mouse_pos)** **(** **)** const
* [Vector2](class_vector2) **[`get_mouse_speed`](#get_mouse_speed)** **(** **)** const
* void **[`set_mouse_mode`](#set_mouse_mode)** **(** [int](class_int) mode **)**
* [int](class_int) **[`get_mouse_mode`](#get_mouse_mode)** **(** **)** const
### Numeric Constants
* **MOUSE_MODE_VISIBLE** = **0**
@ -23,7 +24,7 @@
### Member Function Description
#### <a name="get_mouse_pos">get_mouse_pos</a>
* [Vector2](class_vector2) **get_mouse_pos** **(** **)** const
* [Vector2](class_vector2) **`get_mouse_pos`** **(** **)** const
Return the global, unscaled, screen pointer coordinates.
If the 2D viewport has been scaled, it may not work well

@ -1,4 +1,5 @@
# InputDefault
**Inherits:** [Input](class_input)\\n\\n
#####**Inherits:** [Input](class_input)
### Brief Description

@ -4,9 +4,9 @@
Built-in input event data.
### Member Functions
* [bool](class_bool) **[is_action](#is_action)** **(** [String](class_string) action **)**
* [bool](class_bool) **[is_echo](#is_echo)** **(** **)**
* [bool](class_bool) **[is_pressed](#is_pressed)** **(** **)**
* [bool](class_bool) **[`is_action`](#is_action)** **(** [String](class_string) action **)**
* [bool](class_bool) **[`is_echo`](#is_echo)** **(** **)**
* [bool](class_bool) **[`is_pressed`](#is_pressed)** **(** **)**
### Member Variables
* [int](class_int) **type**
@ -30,16 +30,16 @@ Built-in input event data. InputEvent is a built-in engine datatype, given that
### Member Function Description
#### <a name="is_action">is_action</a>
* [bool](class_bool) **is_action** **(** [String](class_string) action **)**
* [bool](class_bool) **`is_action`** **(** [String](class_string) action **)**
Return if this input event matches a pre-defined action, no matter the type.
#### <a name="is_echo">is_echo</a>
* [bool](class_bool) **is_echo** **(** **)**
* [bool](class_bool) **`is_echo`** **(** **)**
Return if this input event is an echo event (usually for key events).
#### <a name="is_pressed">is_pressed</a>
* [bool](class_bool) **is_pressed** **(** **)**
* [bool](class_bool) **`is_pressed`** **(** **)**
Return if this input event is pressed (for key, mouse, joy button or screen press events).

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