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Fix more miscellaneous oddities around the class reference
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Mickeon committed Nov 9, 2024
1 parent e65a237 commit 90d1792
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Showing 5 changed files with 6 additions and 6 deletions.
2 changes: 1 addition & 1 deletion doc/classes/@GlobalScope.xml
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<constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="32768" enum="PropertyUsageFlags" is_bitfield="true" deprecated="This flag is not used by the engine.">
</constant>
<constant name="PROPERTY_USAGE_CLASS_IS_ENUM" value="65536" enum="PropertyUsageFlags" is_bitfield="true">
The property is an enum, i.e. it only takes named integer constants from its associated enumeration.
The property is a variable of enum type, i.e. it only takes named integer constants from its associated enumeration.
</constant>
<constant name="PROPERTY_USAGE_NIL_IS_VARIANT" value="131072" enum="PropertyUsageFlags" is_bitfield="true">
If property has [code]nil[/code] as default value, its type will be [Variant].
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2 changes: 1 addition & 1 deletion doc/classes/AudioEffectSpectrumAnalyzer.xml
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</brief_description>
<description>
This audio effect does not affect sound output, but can be used for real-time audio visualizations.
This resource configures an [AudioEffectSpectrumAnalyzerInstance], which performs the actual analysis at runtime. An instance can be acquired with [method AudioServer.get_bus_effect_instance].
This resource configures an [AudioEffectSpectrumAnalyzerInstance], which performs the actual analysis at runtime. An instance can be obtained with [method AudioServer.get_bus_effect_instance].
See also [AudioStreamGenerator] for procedurally generating sounds.
</description>
<tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/AudioEffectSpectrumAnalyzerInstance.xml
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</brief_description>
<description>
The runtime part of an [AudioEffectSpectrumAnalyzer], which can be used to query the magnitude of a frequency range on its host bus.
An instance of this class can be acquired with [method AudioServer.get_bus_effect_instance].
An instance of this class can be obtained with [method AudioServer.get_bus_effect_instance].
</description>
<tutorials>
<link title="Audio Spectrum Visualizer Demo">https://godotengine.org/asset-library/asset/2762</link>
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4 changes: 2 additions & 2 deletions doc/classes/Control.xml
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The returned node must be of type [Control] or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When [code]null[/code] or a non-Control node is returned, the default tooltip will be used instead.
The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member tooltip_text] for an example).
[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member custom_minimum_size] to some non-zero value.
[b]Note:[/b] The node (and any relevant children) should be [member CanvasItem.visible] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
[b]Note:[/b] The node (and any relevant children) should have their [member CanvasItem.visible] set to [code]true[/code] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
[b]Example of usage with a custom-constructed node:[/b]
[codeblocks]
[gdscript]
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<method name="grab_click_focus">
<return type="void" />
<description>
Creates an [InputEventMouseButton] that attempts to click the control. If the event is received, the control acquires focus.
Creates an [InputEventMouseButton] that attempts to click the control. If the event is received, the control gains focus.
[codeblocks]
[gdscript]
func _process(delta):
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2 changes: 1 addition & 1 deletion doc/classes/Object.xml
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return "Welcome to Godot 4!"

func _init():
print(self) # Prints Welcome to Godot 4!"
print(self) # Prints Welcome to Godot 4!
var a = str(self) # a is "Welcome to Godot 4!"
[/codeblock]
</description>
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