mooorework

reduz 2014-02-23 16:53:56 -03:00
parent 7d9f117c74
commit 23d89a8dab
117 changed files with 2354 additions and 2354 deletions

@ -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](#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](#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](#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](#sinh)** **(** [real](class_real) s **)**
\\
* [real](class_real) **sinh** **(** [real](class_real) s **)**
Hyperbolic sine.
#### <a name="tanh">tanh</a>
* [real](class_real) **[tanh](#tanh)** **(** [real](class_real) s **)**
\\
* [real](class_real) **tanh** **(** [real](class_real) s **)**
Hyperbolic tangent.
#### <a name="asin">asin</a>
* [real](class_real) **[asin](#asin)** **(** [real](class_real) s **)**
\\
* [real](class_real) **asin** **(** [real](class_real) s **)**
Arc-sine.
#### <a name="acos">acos</a>
* [real](class_real) **[acos](#acos)** **(** [real](class_real) s **)**
\\
* [real](class_real) **acos** **(** [real](class_real) s **)**
Arc-cosine.
#### <a name="atan">atan</a>
* [real](class_real) **[atan](#atan)** **(** [real](class_real) s **)**
\\
* [real](class_real) **atan** **(** [real](class_real) s **)**
Arc-tangent.
#### <a name="atan2">atan2</a>
* [real](class_real) **[atan2](#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](#sqrt)** **(** [real](class_real) s **)**
\\
* [real](class_real) **sqrt** **(** [real](class_real) s **)**
Square root.
#### <a name="fmod">fmod</a>
* [real](class_real) **[fmod](#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](#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](#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](#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](#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](#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](#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](#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](#log)** **(** [real](class_real) s **)**
\\
* [real](class_real) **log** **(** [real](class_real) s **)**
Natural logarithm.
#### <a name="exp">exp</a>
* [real](class_real) **[exp](#exp)** **(** [real](class_real) s **)**
\\
* [real](class_real) **exp** **(** [real](class_real) s **)**
Exponential logarithm.
#### <a name="isnan">isnan</a>
* [real](class_real) **[isnan](#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](#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](#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](#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](#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](#rand)** **(** **)**
\\
* [int](class_int) **rand** **(** **)**
Random value (integer).
#### <a name="randf">randf</a>
* [real](class_real) **[randf](#randf)** **(** **)**
\\
* [real](class_real) **randf** **(** **)**
Random value (0 to 1 float).
#### <a name="rand_range">rand_range</a>
* [real](class_real) **[rand_range](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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).

@ -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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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.

@ -25,39 +25,39 @@ 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](#get_ok)** **(** **)**
\\
* [Object](class_object) **get_ok** **(** **)**
Return the OK Button.
#### <a name="get_label">get_label</a>
* [Object](class_object) **[get_label](#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](#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](#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](#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](#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](#get_text)** **(** **)** const
\\
* [String](class_string) **get_text** **(** **)** const
Return the built-in label text.

@ -56,168 +56,168 @@ 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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#clear)** **(** **)**
\\
* void **clear** **(** **)**
Clear the animation (clear all tracks and reset all).

@ -53,136 +53,136 @@ 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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#stop_all)** **(** **)**
\\
* void **stop_all** **(** **)**
Stop playback on all animation channels.
#### <a name="is_playing">is_playing</a>
* [bool](class_bool) **[is_playing](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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]].

@ -31,16 +31,16 @@ 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](#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](#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](#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

@ -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](#clear)** **(** **)**
\\
* void **clear** **(** **)**
Clear the array (resize to 0).
#### <a name="empty">empty</a>
* [bool](class_bool) **[empty](#empty)** **(** **)**
\\
* [bool](class_bool) **empty** **(** **)**
Return true if the array is empty (size==0).
#### <a name="hash">hash</a>
* [int](class_int) **[hash](#hash)** **(** **)**
\\
* [int](class_int) **hash** **(** **)**
Return a hashed integer value representing the array contents.
#### <a name="insert">insert</a>
* void **[insert](#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](#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](#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](#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](#size)** **(** **)**
\\
* [int](class_int) **size** **(** **)**
Return the amount of elements in the array.
#### <a name="Array">Array</a>
* void **[Array](#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](#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](#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](#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](#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](#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](#Array)** **(** [ColorArray](class_colorarray) from **)**
\\
* void **Array** **(** [ColorArray](class_colorarray) from **)**
Construct an array from a [[rawarray|RawArray]].

@ -75,211 +75,211 @@ 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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#voice_stop)** **(** [RID](class_rid) voice **)**
\\
* void **voice_stop** **(** [RID](class_rid) voice **)**
Stop a given voice.
#### <a name="free">free</a>
* void **[free](#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](#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](#get_stream_global_volume_scale)** **(** **)** const
\\
* [real](class_real) **get_stream_global_volume_scale** **(** **)** const
Return the global scale for stream playback.

@ -28,56 +28,56 @@ Base class for audio streams. Audio streams are used for music"#10;"#9;playback,
### Member Function Description
#### <a name="play">play</a>
* void **[play](#play)** **(** **)**
\\
* void **play** **(** **)**
Start playback of an audio stream.
#### <a name="stop">stop</a>
* void **[stop](#stop)** **(** **)**
\\
* void **stop** **(** **)**
Stop playback of an audio stream.
#### <a name="is_playing">is_playing</a>
* [bool](class_bool) **[is_playing](#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](#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](#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](#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](#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](#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](#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](#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](#update)** **(** **)**
\\
* void **update** **(** **)**
Manually poll the audio stream (if it is requested"#10;"#9;"#9;"#9;to).

@ -19,41 +19,41 @@ AudioStream used for gibberish playback. It plays randomized phonemes, which can
### Member Function Description
#### <a name="set_phonemes">set_phonemes</a>
* void **[set_phonemes](#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](#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](#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](#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](#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](#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](#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](#get_xfade_time)** **(** **)** const
\\
* [real](class_real) **get_xfade_time** **(** **)** const
Return the cross-fade time between random phonemes.

@ -13,11 +13,11 @@ MusePack audio stream driver.
### Member Function Description
#### <a name="set_file">set_file</a>
* void **[set_file](#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](#get_file)** **(** **)** const
\\
* [String](class_string) **get_file** **(** **)** const
Return the file being played.

@ -13,11 +13,11 @@ 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](#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](#get_file)** **(** **)** const
\\
* [String](class_string) **get_file** **(** **)** const
Return the speech file.

@ -23,41 +23,41 @@ 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](#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](#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](#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](#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](#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](#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](#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](#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]]).

@ -13,11 +13,11 @@ 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](#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](#get_extents)** **(** **)** const
\\
* [Vector3](class_vector3) **get_extents** **(** **)** const
Return the half extents of the shape.

@ -21,31 +21,31 @@ 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](#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](#get_text)** **(** **)** const
\\
* [String](class_string) **get_text** **(** **)** const
Return the button text.
#### <a name="set_flat">set_flat</a>
* void **[set_flat](#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](#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](#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](#is_flat)** **(** **)** const
\\
* [bool](class_bool) **is_flat** **(** **)** const
Return the state of the //flat// property (see [[#set_flat|set_flat]])

@ -33,51 +33,51 @@ 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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#clear)** **(** **)**
\\
* void **clear** **(** **)**
Clear the button array.

@ -16,26 +16,26 @@ 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](#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](#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](#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](#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](#set_pressed_button)** **(** [BaseButton](class_basebutton) button **)**
\\
* void **set_pressed_button** **(** [BaseButton](class_basebutton) button **)**
Set the button to be pressed.

@ -39,41 +39,41 @@ 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](#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](#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](#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](#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](#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](#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](#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](#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.

@ -41,62 +41,62 @@ 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](#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](#get_offset)** **(** **)** const
\\
* [Vector2](class_vector2) **get_offset** **(** **)** const
Return the scroll offset.
#### <a name="set_centered">set_centered</a>
* void **[set_centered](#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](#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](#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](#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](#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](#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](#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](#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](#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](#force_update_scroll)** **(** **)**
\\
* void **force_update_scroll** **(** **)**
Force the camera to update scroll immediately.

@ -74,161 +74,161 @@ 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](#_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](#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](#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](#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](#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](#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](#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](#show)** **(** **)**
\\
* void **show** **(** **)**
Show the CanvasItem currently hidden.
#### <a name="hide">hide</a>
* void **[hide](#hide)** **(** **)**
\\
* void **hide** **(** **)**
Hide the CanvasItem currently visible.
#### <a name="update">update</a>
* void **[update](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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.

@ -23,61 +23,61 @@ 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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#get_viewport)** **(** **)** const
\\
* [RID](class_rid) **get_viewport** **(** **)** const
Return the viewport RID for this layer.

@ -15,21 +15,21 @@ 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](#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](#get_radius)** **(** **)** const
\\
* [real](class_real) **get_radius** **(** **)** const
Return the capsule radius.
#### <a name="set_height">set_height</a>
* void **[set_height](#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](#get_height)** **(** **)** const
\\
* [real](class_real) **get_height** **(** **)** const
Return the capsule height.

@ -15,21 +15,21 @@ 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](#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](#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](#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](#get_height)** **(** **)** const
\\
* [real](class_real) **get_height** **(** **)** const
Return the height of the [[capsuleshape2d|CapsuleShape2D]].

@ -13,11 +13,11 @@ 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](#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](#get_radius)** **(** **)** const
\\
* [real](class_real) **get_radius** **(** **)** const
Return the radius of the circle shape.

@ -22,41 +22,41 @@ 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](#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](#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](#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](#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](#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](#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](#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](#clear_shapes)** **(** **)**
\\
* void **clear_shapes** **(** **)**
Remove all shapes.

@ -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](#contrasted)** **(** **)**
\\
* [Color](class_color) **contrasted** **(** **)**
Return the most contrasting color with this one.
#### <a name="gray">gray</a>
* [real](class_real) **[gray](#gray)** **(** **)**
\\
* [real](class_real) **gray** **(** **)**
Convert the color to gray.
#### <a name="inverted">inverted</a>
* [Color](class_color) **[inverted](#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](#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](#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](#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](#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](#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](#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.

@ -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](#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](#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](#resize)** **(** [int](class_int) idx **)**
\\
* void **resize** **(** [int](class_int) idx **)**
Resize the array.
#### <a name="set">set</a>
* void **[set](#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](#size)** **(** **)**
\\
* [int](class_int) **size** **(** **)**
Return the array size.
#### <a name="ColorArray">ColorArray</a>
* void **[ColorArray](#ColorArray)** **(** [Array](class_array) from **)**
\\
* void **ColorArray** **(** [Array](class_array) from **)**
Create from a generic array.

@ -20,11 +20,11 @@ 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](#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](#get_color)** **(** **)** const
\\
* [Color](class_color) **get_color** **(** **)** const
Return the current (edited) color.

@ -13,11 +13,11 @@ 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](#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](#get_faces)** **(** **)** const
\\
* [Vector3Array](class_vector3array) **get_faces** **(** **)** const
Return the faces (an array of triangles).

@ -13,11 +13,11 @@ 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](#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](#get_segments)** **(** **)** const
\\
* [Vector2Array](class_vector2array) **get_segments** **(** **)** const
Return the array of segments.

@ -12,6 +12,6 @@ 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](#get_cancel)** **(** **)**
\\
* [Button](class_button) **get_cancel** **(** **)**
Return the cancel button.

@ -20,11 +20,11 @@ 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](#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](#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.

@ -132,251 +132,251 @@ 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](#_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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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).

@ -14,16 +14,16 @@ Convex Polygon Shape for 2D physics.
### Member Function Description
#### <a name="set_point_cloud">set_point_cloud</a>
* void **[set_point_cloud](#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](#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](#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.

@ -19,41 +19,41 @@ 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](#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](#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](#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](#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](#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](#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](#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](#get_damping)** **(** **)** const
\\
* [real](class_real) **get_damping** **(** **)** const
Return the damping of the spring joint.

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

@ -39,36 +39,36 @@ 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](#clear_filters)** **(** **)**
\\
* void **clear_filters** **(** **)**
Clear all the added filters in the dialog.
#### <a name="add_filter">add_filter</a>
* void **[add_filter](#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](#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](#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](#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](#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](#get_mode)** **(** **)** const
\\
* [int](class_int) **get_mode** **(** **)** const
Get the file dialog mode from the MODE_* enum.

@ -43,41 +43,41 @@ FixedMaterial is a simple type of material [[resource|Resource]], which contains
### Member Function Description
#### <a name="set_parameter">set_parameter</a>
* void **[set_parameter](#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](#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](#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](#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](#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](#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](#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](#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

@ -25,71 +25,71 @@ 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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#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](#clear)** **(** **)**
\\
* void **clear** **(** **)**
Clear all the font data.
#### <a name="draw">draw</a>
* 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
\\
* 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](#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.

@ -32,11 +32,11 @@ 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](#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](#get_material_override)** **(** **)** const
\\
* [Object](class_object) **get_material_override** **(** **)** const
Return the material override for the whole geometry.

@ -22,41 +22,41 @@ Contains global variables accessible from everywhere. Use the normal [[object|Ob
### Member Function Description
#### <a name="has">has</a>
* [bool](class_bool) **[has](#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](#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](#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](#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](#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](#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](#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](#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.

@ -15,21 +15,21 @@ 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](#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](#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](#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](#get_initial_offset)** **(** **)** const
\\
* [real](class_real) **get_initial_offset** **(** **)** const
Set the final offset of the groove on body A.

@ -23,8 +23,8 @@
### Member Function Description
#### <a name="get_mouse_pos">get_mouse_pos</a>
* [Vector2](class_vector2) **[get_mouse_pos](#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
with [[camera|Camera]] or controls.

@ -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](#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](#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](#is_pressed)** **(** **)**
\\
* [bool](class_bool) **is_pressed** **(** **)**
Return if this input event is pressed (for key, mouse, joy button or screen press events).

@ -17,31 +17,31 @@ Integer Array. Array of integers. Can only contain integers. Optimized for memor
### Member Function Description
#### <a name="get">get</a>
* [int](class_int) **[get](#get)** **(** [int](class_int) idx **)**
\\
* [int](class_int) **get** **(** [int](class_int) idx **)**
Get an index in the array.
#### <a name="push_back">push_back</a>
* void **[push_back](#push_back)** **(** [int](class_int) integer **)**
\\
* void **push_back** **(** [int](class_int) integer **)**
Append a value to the array.
#### <a name="resize">resize</a>
* void **[resize](#resize)** **(** [int](class_int) idx **)**
\\
* void **resize** **(** [int](class_int) idx **)**
Resize the array.
#### <a name="set">set</a>
* void **[set](#set)** **(** [int](class_int) idx, [int](class_int) integer **)**
\\
* void **set** **(** [int](class_int) idx, [int](class_int) integer **)**
Set an index in the array.
#### <a name="size">size</a>
* [int](class_int) **[size](#size)** **(** **)**
\\
* [int](class_int) **size** **(** **)**
Return the array size.
#### <a name="IntArray">IntArray</a>
* void **[IntArray](#IntArray)** **(** [Array](class_array) from **)**
\\
* void **IntArray** **(** [Array](class_array) from **)**
Create from a generic array.

@ -24,26 +24,26 @@ IP contains some support functions for the IPv4 protocol. TCP/IP support is in d
### Member Function Description
#### <a name="resolve_hostname">resolve_hostname</a>
* [String](class_string) **[resolve_hostname](#resolve_hostname)** **(** [String](class_string) host **)**
\\
* [String](class_string) **resolve_hostname** **(** [String](class_string) host **)**
Resolve a given hostname, blocking. Resolved hostname is returned as an IP.
#### <a name="resolve_hostname_queue_item">resolve_hostname_queue_item</a>
* [int](class_int) **[resolve_hostname_queue_item](#resolve_hostname_queue_item)** **(** [String](class_string) host **)**
\\
* [int](class_int) **resolve_hostname_queue_item** **(** [String](class_string) host **)**
Create a queue item for resolving a given hostname. The queue ID is returned, or RESOLVER_INVALID_ID on error.
#### <a name="get_resolve_item_status">get_resolve_item_status</a>
* [int](class_int) **[get_resolve_item_status](#get_resolve_item_status)** **(** [int](class_int) id **)** const
\\
* [int](class_int) **get_resolve_item_status** **(** [int](class_int) id **)** const
Return the status of hostname queued for resolving, given it"apos;s queue ID. Returned status can be any of the RESOLVER_STATUS_* enumeration.
#### <a name="get_resolve_item_address">get_resolve_item_address</a>
* [String](class_string) **[get_resolve_item_address](#get_resolve_item_address)** **(** [int](class_int) id **)** const
\\
* [String](class_string) **get_resolve_item_address** **(** [int](class_int) id **)** const
Return a resolved item address, or an empty string if an error happened or resolution didn"apos;t happen yet (see [[#get_resolve_item_status|get_resolve_item_status]]).
#### <a name="erase_resolve_item">erase_resolve_item</a>
* void **[erase_resolve_item](#erase_resolve_item)** **(** [int](class_int) id **)**
\\
* void **erase_resolve_item** **(** [int](class_int) id **)**
Erase a queue ID, removing it from the queue if needed. This should be used after a queue is completed to free it and enable more queries to happen.

@ -17,21 +17,21 @@ Base node for all joint constraints in 2D phyisics. Joints take 2 bodies and app
### Member Function Description
#### <a name="set_node_a">set_node_a</a>
* void **[set_node_a](#set_node_a)** **(** [NodePath](class_nodepath) node **)**
\\
* void **set_node_a** **(** [NodePath](class_nodepath) node **)**
Set the path to the A node for the joint. Must be of type PhysicsBody2D.
#### <a name="get_node_a">get_node_a</a>
* [NodePath](class_nodepath) **[get_node_a](#get_node_a)** **(** **)** const
\\
* [NodePath](class_nodepath) **get_node_a** **(** **)** const
Return the path to the A node for the joint.
#### <a name="set_node_b">set_node_b</a>
* void **[set_node_b](#set_node_b)** **(** [NodePath](class_nodepath) node **)**
\\
* void **set_node_b** **(** [NodePath](class_nodepath) node **)**
Set the path to the B node for the joint. Must be of type PhysicsBody2D.
#### <a name="get_node_b">get_node_b</a>
* [NodePath](class_nodepath) **[get_node_b](#get_node_b)** **(** **)** const
\\
* [NodePath](class_nodepath) **get_node_b** **(** **)** const
Return the path to the B node for the joint.

@ -37,41 +37,41 @@ Label is a control that displays formatted text, optionally autowrapping it to t
### Member Function Description
#### <a name="set_align">set_align</a>
* void **[set_align](#set_align)** **(** [int](class_int) align **)**
\\
* void **set_align** **(** [int](class_int) align **)**
Set the alignmend mode to any of the ALIGN_* enumeration values.
#### <a name="get_align">get_align</a>
* [int](class_int) **[get_align](#get_align)** **(** **)** const
\\
* [int](class_int) **get_align** **(** **)** const
Return the alignmend mode (any of the ALIGN_* enumeration values).
#### <a name="set_text">set_text</a>
* void **[set_text](#set_text)** **(** [String](class_string) text **)**
\\
* void **set_text** **(** [String](class_string) text **)**
Set the label text. Text can contain newlines.
#### <a name="get_text">get_text</a>
* [String](class_string) **[get_text](#get_text)** **(** **)** const
\\
* [String](class_string) **get_text** **(** **)** const
Return the label text. Text can contain newlines.
#### <a name="set_autowrap">set_autowrap</a>
* void **[set_autowrap](#set_autowrap)** **(** [bool](class_bool) enable **)**
\\
* void **set_autowrap** **(** [bool](class_bool) enable **)**
Set //autowrap// mode. When enabled, autowrap will fit text to the control width, breaking sentences when they exceed the available horizontal space. When disabled, the label minimum width becomes the width of the longest row, and the minimum height large enough to fit all rows.
#### <a name="has_autowrap">has_autowrap</a>
* [bool](class_bool) **[has_autowrap](#has_autowrap)** **(** **)** const
\\
* [bool](class_bool) **has_autowrap** **(** **)** const
Return the state of the //autowrap// mode (see [[#set_autowrap|set_autowrap]]).
#### <a name="get_line_height">get_line_height</a>
* [int](class_int) **[get_line_height](#get_line_height)** **(** **)** const
\\
* [int](class_int) **get_line_height** **(** **)** const
Return the height of a line.
#### <a name="get_line_count">get_line_count</a>
* [int](class_int) **[get_line_count](#get_line_count)** **(** **)** const
\\
* [int](class_int) **get_line_count** **(** **)** const
Return the amount of lines.

@ -29,66 +29,66 @@ LineEdit provides a single line string editor, used for text fields.
### Member Function Description
#### <a name="clear">clear</a>
* void **[clear](#clear)** **(** **)**
\\
* void **clear** **(** **)**
Clear the [[lineedit|LineEdit]] text.
#### <a name="select_all">select_all</a>
* void **[select_all](#select_all)** **(** **)**
\\
* void **select_all** **(** **)**
Select the whole string.
#### <a name="set_text">set_text</a>
* void **[set_text](#set_text)** **(** [String](class_string) text **)**
\\
* void **set_text** **(** [String](class_string) text **)**
Set the text in the [[lineedit|LineEdit]], clearing the existing one and the selection.
#### <a name="get_text">get_text</a>
* [String](class_string) **[get_text](#get_text)** **(** **)** const
\\
* [String](class_string) **get_text** **(** **)** const
Return the text in the [[lineedit|LineEdit]].
#### <a name="set_cursor_pos">set_cursor_pos</a>
* void **[set_cursor_pos](#set_cursor_pos)** **(** [int](class_int) pos **)**
\\
* void **set_cursor_pos** **(** [int](class_int) pos **)**
Set the cursor position inside the [[lineedit|LineEdit]], causing it to scroll if needed.
#### <a name="get_cursor_pos">get_cursor_pos</a>
* [int](class_int) **[get_cursor_pos](#get_cursor_pos)** **(** **)** const
\\
* [int](class_int) **get_cursor_pos** **(** **)** const
Return the cursor position inside the [[lineedit|LineEdit]].
#### <a name="set_max_length">set_max_length</a>
* void **[set_max_length](#set_max_length)** **(** [int](class_int) chars **)**
\\
* void **set_max_length** **(** [int](class_int) chars **)**
Set the maximum amount of characters the [[lineedit|LineEdit]] can edit, and cropping existing text in case it exceeds that limit. Setting 0 removes the limit.
#### <a name="get_max_length">get_max_length</a>
* [int](class_int) **[get_max_length](#get_max_length)** **(** **)** const
\\
* [int](class_int) **get_max_length** **(** **)** const
Return the maximum amount of characters the [[lineedit|LineEdit]] can edit. If 0 is returned, no limit exists.
#### <a name="append_at_cursor">append_at_cursor</a>
* void **[append_at_cursor](#append_at_cursor)** **(** [String](class_string) text **)**
\\
* void **append_at_cursor** **(** [String](class_string) text **)**
Append text at cursor, scrolling the [[lineedit|LineEdit]] when needed.
#### <a name="set_editable">set_editable</a>
* void **[set_editable](#set_editable)** **(** [bool](class_bool) enabled **)**
\\
* void **set_editable** **(** [bool](class_bool) enabled **)**
Set the //editable// status of the [[lineedit|LineEdit]]. When disabled, existing text can"apos;t be modified and new text can"apos;t be added.
#### <a name="is_editable">is_editable</a>
* [bool](class_bool) **[is_editable](#is_editable)** **(** **)** const
\\
* [bool](class_bool) **is_editable** **(** **)** const
Return the //editable// status of the [[lineedit|LineEdit]] (see [[#set_editable|set_editable]]).
#### <a name="set_secret">set_secret</a>
* void **[set_secret](#set_secret)** **(** [bool](class_bool) enabled **)**
\\
* void **set_secret** **(** [bool](class_bool) enabled **)**
Set the //secret// status of the [[lineedit|LineEdit]]. When enabled, every character is displayed as "*".
#### <a name="is_secret">is_secret</a>
* [bool](class_bool) **[is_secret](#is_secret)** **(** **)** const
\\
* [bool](class_bool) **is_secret** **(** **)** const
Return the //secret// status of the [[lineedit|LineEdit]] (see [[#set_secret|set_secret]]).

@ -15,21 +15,21 @@ Line shape for 2D collision objects. It works like a 2D plane and will not allow
### Member Function Description
#### <a name="set_normal">set_normal</a>
* void **[set_normal](#set_normal)** **(** [Vector2](class_vector2) normal **)**
\\
* void **set_normal** **(** [Vector2](class_vector2) normal **)**
Set the line normal.
#### <a name="get_normal">get_normal</a>
* [Vector2](class_vector2) **[get_normal](#get_normal)** **(** **)** const
\\
* [Vector2](class_vector2) **get_normal** **(** **)** const
Return the line normal.
#### <a name="set_d">set_d</a>
* void **[set_d](#set_d)** **(** [real](class_real) d **)**
\\
* void **set_d** **(** [real](class_real) d **)**
Set the line distance from the origin.
#### <a name="get_d">get_d</a>
* [real](class_real) **[get_d](#get_d)** **(** **)** const
\\
* [real](class_real) **get_d** **(** **)** const
Return the line distance from the origin.

@ -47,31 +47,31 @@ Material is a base [[resource|Resource]] used for coloring and shading geometry.
### Member Function Description
#### <a name="set_flag">set_flag</a>
* void **[set_flag](#set_flag)** **(** [int](class_int) flag, [bool](class_bool) enable **)**
\\
* void **set_flag** **(** [int](class_int) flag, [bool](class_bool) enable **)**
Set a [[material|Material]] flag, which toggles on or off a behavior when rendering. See enumeration FLAG_* for a list.
#### <a name="get_flag">get_flag</a>
* [bool](class_bool) **[get_flag](#get_flag)** **(** [int](class_int) flag **)** const
\\
* [bool](class_bool) **get_flag** **(** [int](class_int) flag **)** const
Return a [[material|Material]] flag, which toggles on or off a behavior when rendering. See enumeration FLAG_* for a list.
#### <a name="set_blend_mode">set_blend_mode</a>
* void **[set_blend_mode](#set_blend_mode)** **(** [int](class_int) mode **)**
\\
* void **set_blend_mode** **(** [int](class_int) mode **)**
Set blend mode for the material, which can be one of BLEND_MODE_MIX (default), BLEND_MODE_ADD, BLEND_MODE_SUB. Keep in mind that only BLEND_MODE_MIX ensures that the material //may// be opaque, any other blend mode will render with alpha blending enabled in raster-based [[visualserver|VisualServer]] implementations.
#### <a name="get_blend_mode">get_blend_mode</a>
* [int](class_int) **[get_blend_mode](#get_blend_mode)** **(** **)** const
\\
* [int](class_int) **get_blend_mode** **(** **)** const
Return blend mode for the material, which can be one of BLEND_MODE_MIX (default), BLEND_MODE_ADD, BLEND_MODE_SUB. Keep in mind that only BLEND_MODE_MIX ensures that the material //may// be opaque, any other blend mode will render with alpha blending enabled in raster-based [[visualserver|VisualServer]] implementations.
#### <a name="set_line_width">set_line_width</a>
* void **[set_line_width](#set_line_width)** **(** [real](class_real) width **)**
\\
* void **set_line_width** **(** [real](class_real) width **)**
Set the line width for geometry drawn with FLAG_WIREFRAME enabled, or LINE primitives. Note that not all hardware or VisualServer backends support this (like DirectX).
#### <a name="get_line_width">get_line_width</a>
* [real](class_real) **[get_line_width](#get_line_width)** **(** **)** const
\\
* [real](class_real) **get_line_width** **(** **)** const
Return the line width for geometry drawn with FLAG_WIREFRAME enabled, or LINE primitives. Note that not all hardware or VisualServer backends support this (like DirectX).

@ -32,76 +32,76 @@
### Member Function Description
#### <a name="determinant">determinant</a>
* [real](class_real) **[determinant](#determinant)** **(** **)**
\\
* [real](class_real) **determinant** **(** **)**
Return the determinant of the matrix.
#### <a name="get_euler">get_euler</a>
* [Vector3](class_vector3) **[get_euler](#get_euler)** **(** **)**
\\
* [Vector3](class_vector3) **get_euler** **(** **)**
Return euler angles from the matrix.
#### <a name="inverse">inverse</a>
* [Matrix3](class_matrix3) **[inverse](#inverse)** **(** **)**
\\
* [Matrix3](class_matrix3) **inverse** **(** **)**
Return the affine inverse of the matrix.
#### <a name="orthonormalized">orthonormalized</a>
* [Matrix3](class_matrix3) **[orthonormalized](#orthonormalized)** **(** **)**
\\
* [Matrix3](class_matrix3) **orthonormalized** **(** **)**
Return the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error).
#### <a name="rotated">rotated</a>
* [Matrix3](class_matrix3) **[rotated](#rotated)** **(** [Vector3](class_vector3) axis, [real](class_real) phi **)**
\\
* [Matrix3](class_matrix3) **rotated** **(** [Vector3](class_vector3) axis, [real](class_real) phi **)**
Return the rotated version of the matrix, by a given axis and angle.
#### <a name="scaled">scaled</a>
* [Matrix3](class_matrix3) **[scaled](#scaled)** **(** [Vector3](class_vector3) scale **)**
\\
* [Matrix3](class_matrix3) **scaled** **(** [Vector3](class_vector3) scale **)**
Return the scaled version of the matrix, by a 3D scale.
#### <a name="tdotx">tdotx</a>
* [real](class_real) **[tdotx](#tdotx)** **(** [Vector3](class_vector3) with **)**
\\
* [real](class_real) **tdotx** **(** [Vector3](class_vector3) with **)**
Transposed dot product with the x axis of the matrix.
#### <a name="tdoty">tdoty</a>
* [real](class_real) **[tdoty](#tdoty)** **(** [Vector3](class_vector3) with **)**
\\
* [real](class_real) **tdoty** **(** [Vector3](class_vector3) with **)**
Transposed dot product with the y axis of the matrix.
#### <a name="tdotz">tdotz</a>
* [real](class_real) **[tdotz](#tdotz)** **(** [Vector3](class_vector3) with **)**
\\
* [real](class_real) **tdotz** **(** [Vector3](class_vector3) with **)**
Transposed dot product with the z axis of the matrix.
#### <a name="transposed">transposed</a>
* [Matrix3](class_matrix3) **[transposed](#transposed)** **(** **)**
\\
* [Matrix3](class_matrix3) **transposed** **(** **)**
Return the transposed version of the matrix.
#### <a name="xform">xform</a>
* [Vector3](class_vector3) **[xform](#xform)** **(** [Vector3](class_vector3) v **)**
\\
* [Vector3](class_vector3) **xform** **(** [Vector3](class_vector3) v **)**
Return a vector transformed by the matrix and return it.
#### <a name="xform_inv">xform_inv</a>
* [Vector3](class_vector3) **[xform_inv](#xform_inv)** **(** [Vector3](class_vector3) v **)**
\\
* [Vector3](class_vector3) **xform_inv** **(** [Vector3](class_vector3) v **)**
Return a vector transformed by the transposed matrix and return it.
#### <a name="Matrix3">Matrix3</a>
* void **[Matrix3](#Matrix3)** **(** [Vector3](class_vector3) x_axis, [Vector3](class_vector3) y_axis, [Vector3](class_vector3) z_axis **)**
\\
* void **Matrix3** **(** [Vector3](class_vector3) x_axis, [Vector3](class_vector3) y_axis, [Vector3](class_vector3) z_axis **)**
Create a matrix from 3 axis vectors.
#### <a name="Matrix3">Matrix3</a>
* void **[Matrix3](#Matrix3)** **(** [Vector3](class_vector3) axis, [real](class_real) phi **)**
\\
* void **Matrix3** **(** [Vector3](class_vector3) axis, [real](class_real) phi **)**
Create a matrix from 3 axis vectors.
#### <a name="Matrix3">Matrix3</a>
* void **[Matrix3](#Matrix3)** **(** [Quat](class_quat) from **)**
\\
* void **Matrix3** **(** [Quat](class_quat) from **)**
Create a matrix from 3 axis vectors.

@ -15,6 +15,6 @@ Special button that brings up a [[popupmenu|PopupMenu]] when clicked. That's pre
### Member Function Description
#### <a name="get_popup">get_popup</a>
* [Object](class_object) **[get_popup](#get_popup)** **(** **)**
\\
* [Object](class_object) **get_popup** **(** **)**
Return the [[popupmenu|PopupMenu]] contained in this button.

@ -58,48 +58,48 @@ Mesh is a type of [[resource|Resource]] that contains vertex-array based geometr
### Member Function Description
#### <a name="add_surface">add_surface</a>
* void **[add_surface](#add_surface)** **(** [int](class_int) primitive, [Array](class_array) arrays, [Array](class_array) morph_arrays, [bool](class_bool) arg3=Array() **)**
\\
* void **add_surface** **(** [int](class_int) primitive, [Array](class_array) arrays, [Array](class_array) morph_arrays, [bool](class_bool) arg3=Array() **)**
Create a new surface ([[#get_surface_count|get_surface_count]] will become surf_idx for this.\\
"#10;"#9;"#9;"#9;Surfaces are created to be rendered using a "primitive", which may be PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN. (As a note, when using indices, it is recommended to only use just points, lines or triangles).\\
"#10;"#9;"#9;"#9;The format of a surface determines which arrays it will allocate and hold, so "format" is a combination of ARRAY_FORMAT_* mask constants ORed together. ARRAY_FORMAT_VERTEX must be always present. "array_len" determines the amount of vertices in the array (not primitives!). if ARRAY_FORMAT_INDEX is in the format mask, then it means that an index array will be allocated and "index_array_len" must be passed.
#### <a name="get_surface_count">get_surface_count</a>
* [int](class_int) **[get_surface_count](#get_surface_count)** **(** **)** const
\\
* [int](class_int) **get_surface_count** **(** **)** const
Return the amount of surfaces that the [[mesh|Mesh]] holds.
#### <a name="surface_remove">surface_remove</a>
* void **[surface_remove](#surface_remove)** **(** [int](class_int) surf_idx **)**
\\
* void **surface_remove** **(** [int](class_int) surf_idx **)**
Remove a surface at position surf_idx, shifting greater surfaces one surf_idx slot down.
#### <a name="surface_get_array_len">surface_get_array_len</a>
* [int](class_int) **[surface_get_array_len](#surface_get_array_len)** **(** [int](class_int) surf_idx **)** const
\\
* [int](class_int) **surface_get_array_len** **(** [int](class_int) surf_idx **)** const
Return the length in vertices of the vertex array in the requested surface (see [[#add_surface|add_surface]]).
#### <a name="surface_get_array_index_len">surface_get_array_index_len</a>
* [int](class_int) **[surface_get_array_index_len](#surface_get_array_index_len)** **(** [int](class_int) surf_idx **)** const
\\
* [int](class_int) **surface_get_array_index_len** **(** [int](class_int) surf_idx **)** const
Return the length in indices of the index array in the requested surface (see [[#add_surface|add_surface]]).
#### <a name="surface_get_format">surface_get_format</a>
* [int](class_int) **[surface_get_format](#surface_get_format)** **(** [int](class_int) surf_idx **)** const
\\
* [int](class_int) **surface_get_format** **(** [int](class_int) surf_idx **)** const
Return the format mask of the requested surface (see [[#add_surface|add_surface]]).
#### <a name="surface_get_primitive_type">surface_get_primitive_type</a>
* [int](class_int) **[surface_get_primitive_type](#surface_get_primitive_type)** **(** [int](class_int) surf_idx **)** const
\\
* [int](class_int) **surface_get_primitive_type** **(** [int](class_int) surf_idx **)** const
Return the primitive type of the requested surface (see [[#add_surface|add_surface]]).
#### <a name="surface_set_material">surface_set_material</a>
* void **[surface_set_material](#surface_set_material)** **(** [int](class_int) surf_idx, [Material](class_material) material **)**
\\
* void **surface_set_material** **(** [int](class_int) surf_idx, [Material](class_material) material **)**
Set a [[material|Material]] for a given surface. Surface will be rendered using this material.
#### <a name="surface_get_material">surface_get_material</a>
* [Material](class_material) **[surface_get_material](#surface_get_material)** **(** [int](class_int) surf_idx **)** const
\\
* [Material](class_material) **surface_get_material** **(** [int](class_int) surf_idx **)** const
Return a [[material|Material]] in a given surface. Surface is rendered using this material.

@ -16,21 +16,21 @@ MeshInstance is a [[node|Node]] that takes a [[mesh|Mesh]] resource and adds it
### Member Function Description
#### <a name="set_mesh">set_mesh</a>
* void **[set_mesh](#set_mesh)** **(** [Mesh](class_mesh) mesh **)**
\\
* void **set_mesh** **(** [Mesh](class_mesh) mesh **)**
Set the [[mesh|Mesh]] resource for the instance.
#### <a name="get_mesh">get_mesh</a>
* [Mesh](class_mesh) **[get_mesh](#get_mesh)** **(** **)** const
\\
* [Mesh](class_mesh) **get_mesh** **(** **)** const
Return the current [[mesh|Mesh]] resource for the instance.
#### <a name="get_aabb">get_aabb</a>
* [AABB](class_aabb) **[get_aabb](#get_aabb)** **(** **)** const
\\
* [AABB](class_aabb) **get_aabb** **(** **)** const
Return the AABB of the mesh, in local coordinates.
#### <a name="create_trimesh_collision">create_trimesh_collision</a>
* void **[create_trimesh_collision](#create_trimesh_collision)** **(** **)**
\\
* void **create_trimesh_collision** **(** **)**
This helper creates a [[staticbody|StaticBody]] child [[node|Node]] using the mesh geometry as collision. It"apos;s mainly used for testing.

@ -22,46 +22,46 @@ Library of meshes. Contains a list of [[mesh|Mesh]] resources, each with name an
### Member Function Description
#### <a name="create_item">create_item</a>
* void **[create_item](#create_item)** **(** [int](class_int) id **)**
\\
* void **create_item** **(** [int](class_int) id **)**
Create a new item in the library, supplied an id.
#### <a name="set_item_name">set_item_name</a>
* void **[set_item_name](#set_item_name)** **(** [int](class_int) id, [String](class_string) name **)**
\\
* void **set_item_name** **(** [int](class_int) id, [String](class_string) name **)**
Set the name of the item.
#### <a name="set_item_mesh">set_item_mesh</a>
* void **[set_item_mesh](#set_item_mesh)** **(** [int](class_int) id, [Mesh](class_mesh) mesh **)**
\\
* void **set_item_mesh** **(** [int](class_int) id, [Mesh](class_mesh) mesh **)**
Set the mesh of the item.
#### <a name="get_item_name">get_item_name</a>
* [String](class_string) **[get_item_name](#get_item_name)** **(** [int](class_int) id **)** const
\\
* [String](class_string) **get_item_name** **(** [int](class_int) id **)** const
Return the name of the item.
#### <a name="get_item_mesh">get_item_mesh</a>
* [Mesh](class_mesh) **[get_item_mesh](#get_item_mesh)** **(** [int](class_int) id **)** const
\\
* [Mesh](class_mesh) **get_item_mesh** **(** [int](class_int) id **)** const
Return the mesh of the item.
#### <a name="remove_item">remove_item</a>
* void **[remove_item](#remove_item)** **(** [int](class_int) id **)**
\\
* void **remove_item** **(** [int](class_int) id **)**
Remove the item.
#### <a name="clear">clear</a>
* void **[clear](#clear)** **(** **)**
\\
* void **clear** **(** **)**
Clear the library.
#### <a name="get_item_list">get_item_list</a>
* [IntArray](class_intarray) **[get_item_list](#get_item_list)** **(** **)** const
\\
* [IntArray](class_intarray) **get_item_list** **(** **)** const
Return the list of items.
#### <a name="get_last_unused_item_id">get_last_unused_item_id</a>
* [int](class_int) **[get_last_unused_item_id](#get_last_unused_item_id)** **(** **)** const
\\
* [int](class_int) **get_last_unused_item_id** **(** **)** const
Get an unused id for a new item.

@ -25,56 +25,56 @@ For this case a MultiMesh becomes very useful, as it can draw thousands of insta
### Member Function Description
#### <a name="set_mesh">set_mesh</a>
* void **[set_mesh](#set_mesh)** **(** [Mesh](class_mesh) mesh **)**
\\
* void **set_mesh** **(** [Mesh](class_mesh) mesh **)**
Set the [[mesh|Mesh]] resource to be drawn in multiple instances.
#### <a name="get_mesh">get_mesh</a>
* [Mesh](class_mesh) **[get_mesh](#get_mesh)** **(** **)** const
\\
* [Mesh](class_mesh) **get_mesh** **(** **)** const
Return the [[mesh|Mesh]] resource drawn as multiple instances.
#### <a name="set_instance_count">set_instance_count</a>
* void **[set_instance_count](#set_instance_count)** **(** [int](class_int) arg0 **)**
\\
* void **set_instance_count** **(** [int](class_int) arg0 **)**
Set the amount of instnces that is going to be drawn. Changing this number will erase all the existing instance transform and color data.
#### <a name="get_instance_count">get_instance_count</a>
* [int](class_int) **[get_instance_count](#get_instance_count)** **(** **)** const
\\
* [int](class_int) **get_instance_count** **(** **)** const
Return the amount of instnces that is going to be drawn.
#### <a name="set_instance_transform">set_instance_transform</a>
* void **[set_instance_transform](#set_instance_transform)** **(** [int](class_int) arg0, [Transform](class_transform) arg1 **)**
\\
* void **set_instance_transform** **(** [int](class_int) arg0, [Transform](class_transform) arg1 **)**
Set the transform for a specific instance.
#### <a name="get_instance_transform">get_instance_transform</a>
* [Transform](class_transform) **[get_instance_transform](#get_instance_transform)** **(** [int](class_int) arg0 **)** const
\\
* [Transform](class_transform) **get_instance_transform** **(** [int](class_int) arg0 **)** const
Return the transform of a specific instance.
#### <a name="set_instance_color">set_instance_color</a>
* void **[set_instance_color](#set_instance_color)** **(** [int](class_int) arg0, [Color](class_color) arg1 **)**
\\
* void **set_instance_color** **(** [int](class_int) arg0, [Color](class_color) arg1 **)**
Set the color of a specific instance.
#### <a name="get_instance_color">get_instance_color</a>
* [Color](class_color) **[get_instance_color](#get_instance_color)** **(** [int](class_int) arg0 **)** const
\\
* [Color](class_color) **get_instance_color** **(** [int](class_int) arg0 **)** const
Get the color of a specific instance.
#### <a name="set_aabb">set_aabb</a>
* void **[set_aabb](#set_aabb)** **(** [AABB](class_aabb) arg0 **)**
\\
* void **set_aabb** **(** [AABB](class_aabb) arg0 **)**
Set the visibility AABB. If not provided, MultiMesh will not be visible.
#### <a name="get_aabb">get_aabb</a>
* [AABB](class_aabb) **[get_aabb](#get_aabb)** **(** **)** const
\\
* [AABB](class_aabb) **get_aabb** **(** **)** const
Return the visibility AABB.
#### <a name="generate_aabb">generate_aabb</a>
* void **[generate_aabb](#generate_aabb)** **(** **)**
\\
* void **generate_aabb** **(** **)**
Generate a new visibility AABB, using mesh AABB and instance transforms. Since instance information is stored in the [[visualserver|VisualServer]], this function is VERY SLOW and must NOT be used often.

@ -13,11 +13,11 @@ MultiMeshInstance is a [[node|Node]] that takes a [[multimesh|MultiMesh]] resour
### Member Function Description
#### <a name="set_multimesh">set_multimesh</a>
* void **[set_multimesh](#set_multimesh)** **(** [Object](class_object) multimesh **)**
\\
* void **set_multimesh** **(** [Object](class_object) multimesh **)**
Set the [[multimesh|MultiMesh]] to be instance.
#### <a name="get_multimesh">get_multimesh</a>
* [Object](class_object) **[get_multimesh](#get_multimesh)** **(** **)** const
\\
* [Object](class_object) **get_multimesh** **(** **)** const
Return the [[multimesh|MultiMesh]] that is used for instancing.

@ -97,238 +97,238 @@ Nodes can be set as children of other nodes, resulting in a tree arrangement. An
### Member Function Description
#### <a name="_enter_scene">_enter_scene</a>
* void **[_enter_scene](#_enter_scene)** **(** **)** virtual
\\
* void **_enter_scene** **(** **)** virtual
Called when entered the scene.
#### <a name="_exit_scene">_exit_scene</a>
* void **[_exit_scene](#_exit_scene)** **(** **)** virtual
\\
* void **_exit_scene** **(** **)** virtual
Called when being removed from the scene.
#### <a name="_fixed_process">_fixed_process</a>
* void **[_fixed_process](#_fixed_process)** **(** [real](class_real) delta **)** virtual
\\
* void **_fixed_process** **(** [real](class_real) delta **)** virtual
Called for fixed processing (synced to the physics).
#### <a name="_input">_input</a>
* void **[_input](#_input)** **(** [InputEvent](class_inputevent) event **)** virtual
\\
* void **_input** **(** [InputEvent](class_inputevent) event **)** virtual
Called when any input happens (also must enable with [[#set_process_input|set_process_input]] or the property).
#### <a name="_process">_process</a>
* void **[_process](#_process)** **(** [real](class_real) delta **)** virtual
\\
* void **_process** **(** [real](class_real) delta **)** virtual
Called for processing. This is called every frame, with the delta time from the previous frame.
#### <a name="_ready">_ready</a>
* void **[_ready](#_ready)** **(** **)** virtual
\\
* void **_ready** **(** **)** virtual
Called when ready (entered scene and children entered too).
#### <a name="_unhandled_input">_unhandled_input</a>
* void **[_unhandled_input](#_unhandled_input)** **(** [InputEvent](class_inputevent) event **)** virtual
\\
* void **_unhandled_input** **(** [InputEvent](class_inputevent) event **)** virtual
Called when any input happens that was not handled by something else (also must enable with [[#set_process_unhandled_input|set_process_unhandled_input]] or the property).
#### <a name="_unhandled_key_input">_unhandled_key_input</a>
* void **[_unhandled_key_input](#_unhandled_key_input)** **(** [InputEvent](class_inputevent) key_event **)** virtual
\\
* void **_unhandled_key_input** **(** [InputEvent](class_inputevent) key_event **)** virtual
Called when any key input happens that was not handled by something else.
#### <a name="set_name">set_name</a>
* void **[set_name](#set_name)** **(** [String](class_string) name **)**
\\
* void **set_name** **(** [String](class_string) name **)**
Set the name of the [[node|Node]]. Name must be unique within parent, and setting an already existing name will cause for the node to be automatically renamed.
#### <a name="get_name">get_name</a>
* [String](class_string) **[get_name](#get_name)** **(** **)** const
\\
* [String](class_string) **get_name** **(** **)** const
Return the name of the [[node|Node]]. Name is be unique within parent.
#### <a name="add_child">add_child</a>
* void **[add_child](#add_child)** **(** [Node](class_node) node **)**
\\
* void **add_child** **(** [Node](class_node) node **)**
Add a child [[node|Node]]. Nodes can have as many children as they want, but every child must have a unique name. Children nodes are automatically deleted when the parent node is deleted, so deleting a whole scene is performed by deleting its topmost node.
#### <a name="remove_child">remove_child</a>
* void **[remove_child](#remove_child)** **(** [Node](class_node) node **)**
\\
* void **remove_child** **(** [Node](class_node) node **)**
Remove a child [[node|Node]]. Node is NOT deleted and will have to be deleted manually.
#### <a name="get_child_count">get_child_count</a>
* [int](class_int) **[get_child_count](#get_child_count)** **(** **)** const
\\
* [int](class_int) **get_child_count** **(** **)** const
Return the amount of children nodes.
#### <a name="get_child">get_child</a>
* [Node](class_node) **[get_child](#get_child)** **(** [int](class_int) idx **)** const
\\
* [Node](class_node) **get_child** **(** [int](class_int) idx **)** const
Return a children node by it"apos;s index (see [[#get_child_count|get_child_count]]). This method is often used for iterating all children of a node.
#### <a name="get_node">get_node</a>
* [Node](class_node) **[get_node](#get_node)** **(** [NodePath](class_nodepath) path **)** const
\\
* [Node](class_node) **get_node** **(** [NodePath](class_nodepath) path **)** const
Fetch a node. "path" must be valid (or else error will occur) and can be either the name of a child node, a relative path (from the current node to another node), or an absolute path to a node.\\
Examples ofa paths are: get_node("Sword") , get_node("../Swamp/Alligator") , get_node("/MyGame"). \\
Note: fetching absolute paths only works when the node is inside the scene tree (see [[#is_inside_scene|is_inside_scene]]).
#### <a name="get_parent">get_parent</a>
* Parent **[get_parent](#get_parent)** **(** **)** const
\\
* Parent **get_parent** **(** **)** const
Return the parent [[node|Node]] of the current [[node|Node]], or an empty Object if the node lacks a parent.
#### <a name="is_inside_scene">is_inside_scene</a>
* [bool](class_bool) **[is_inside_scene](#is_inside_scene)** **(** **)** const
\\
* [bool](class_bool) **is_inside_scene** **(** **)** const
Return wether the node is inside a scene tree (a tree where the topmost node is a [RootNode])
#### <a name="is_a_parent_of">is_a_parent_of</a>
* [bool](class_bool) **[is_a_parent_of](#is_a_parent_of)** **(** [Node](class_node) node **)** const
\\
* [bool](class_bool) **is_a_parent_of** **(** [Node](class_node) node **)** const
Return //true// if the "node" argument is a direct or indirect child of the current node, otherwise return //false//.
#### <a name="is_greater_than">is_greater_than</a>
* [bool](class_bool) **[is_greater_than](#is_greater_than)** **(** [Node](class_node) node **)** const
\\
* [bool](class_bool) **is_greater_than** **(** [Node](class_node) node **)** const
Return //true// if "node" occurs later in the scene hierarchy than the current node, otherwise return //false//.
#### <a name="get_path">get_path</a>
* [NodePath](class_nodepath) **[get_path](#get_path)** **(** **)** const
\\
* [NodePath](class_nodepath) **get_path** **(** **)** const
Return the absolute path of the current node. This only works if the curent node is inside the scene tree (see [[#is_inside_scene|is_inside_scene]]).
#### <a name="get_path_to">get_path_to</a>
* [NodePath](class_nodepath) **[get_path_to](#get_path_to)** **(** [Node](class_node) node **)** const
\\
* [NodePath](class_nodepath) **get_path_to** **(** [Node](class_node) node **)** const
Return the relative path from the current node to the specified node in "node" argument. Both nodes must be in the same scene, or else the function will fail.
#### <a name="add_to_group">add_to_group</a>
* void **[add_to_group](#add_to_group)** **(** [String](class_string) group, [bool](class_bool) arg1=false **)**
\\
* void **add_to_group** **(** [String](class_string) group, [bool](class_bool) arg1=false **)**
Add a node to a group. Groups are helpers to name and organize group of nodes, like for example: "Enemies" "Collectables", etc. A [[node|Node]] can be in any number of groups. Nodes can be assigned a group at any time, but will not be added to it until they are inside the scene tree (see [[#is_inside_scene|is_inside_scene]]).
#### <a name="remove_from_group">remove_from_group</a>
* void **[remove_from_group](#remove_from_group)** **(** [String](class_string) group **)**
\\
* void **remove_from_group** **(** [String](class_string) group **)**
Remove a node from a group.
#### <a name="move_child">move_child</a>
* void **[move_child](#move_child)** **(** [Node](class_node) child_node, [int](class_int) to_pos **)**
\\
* void **move_child** **(** [Node](class_node) child_node, [int](class_int) to_pos **)**
Move a child node to a different position (order) amongst the other children. Since calls, signals, etc are performed by tree order, changing the order of chilren nodes may be useful.
#### <a name="raise">raise</a>
* void **[raise](#raise)** **(** **)**
\\
* void **raise** **(** **)**
Move this node to the top of the array of nodes of the parent node. This is often useful on GUIs ([[control|Control]]), because their order of drawing fully depends on their order in the tree.
#### <a name="set_owner">set_owner</a>
* void **[set_owner](#set_owner)** **(** [Node](class_node) owner **)**
\\
* void **set_owner** **(** [Node](class_node) owner **)**
Set the node owner. A node can have any other node as owner (as long as a valid parent, grandparent, etc ascending in the tree). When saving a node (using SceneSaver) all the nodes it owns will be saved with it. This allows to create complex SceneTrees, with instancing and subinstancing.
#### <a name="get_owner">get_owner</a>
* [Node](class_node) **[get_owner](#get_owner)** **(** **)** const
\\
* [Node](class_node) **get_owner** **(** **)** const
Get the node owner (see [[#set_node_owner|set_node_owner]]).
#### <a name="remove_and_skip">remove_and_skip</a>
* void **[remove_and_skip](#remove_and_skip)** **(** **)**
\\
* void **remove_and_skip** **(** **)**
Remove a node and set all its children as childrens of the parent node (if exists). All even subscriptions that pass by the removed node will be unsubscribed.
#### <a name="get_index">get_index</a>
* [int](class_int) **[get_index](#get_index)** **(** **)** const
\\
* [int](class_int) **get_index** **(** **)** const
Get the node index in the parent (assuming it has a parent).
#### <a name="print_tree">print_tree</a>
* void **[print_tree](#print_tree)** **(** **)**
\\
* void **print_tree** **(** **)**
Print the screne to stdout. Used mainly for debugging purposes.
#### <a name="set_filename">set_filename</a>
* void **[set_filename](#set_filename)** **(** [String](class_string) filename **)**
\\
* void **set_filename** **(** [String](class_string) filename **)**
A node can contain a filename. This filename should not be changed by the user, unless writing editors and tools. When a scene is instanced from a file, it topmost node contains the filename from where it was loaded.
#### <a name="get_filename">get_filename</a>
* [String](class_string) **[get_filename](#get_filename)** **(** **)** const
\\
* [String](class_string) **get_filename** **(** **)** const
Return a filename that may be containedA node can contained by the node. When a scene is instanced from a file, it topmost node contains the filename from where it was loaded (see [[#set_filename|set_filename]]).
#### <a name="propagate_notification">propagate_notification</a>
* void **[propagate_notification](#propagate_notification)** **(** [int](class_int) what **)**
\\
* void **propagate_notification** **(** [int](class_int) what **)**
Notify the current node and all its chldren recursively by calling notification() in all of them.
#### <a name="set_fixed_process">set_fixed_process</a>
* void **[set_fixed_process](#set_fixed_process)** **(** [bool](class_bool) enable **)**
\\
* void **set_fixed_process** **(** [bool](class_bool) enable **)**
Enables or disables node fixed framerate processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS at a fixed (usually 60fps, check [[os|OS]] to change that) interval (and the [[#_fixed_process|_fixed_process]] callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling [[#get_fixed_process_time|get_fixed_process_time]].
#### <a name="get_fixed_process_delta_time">get_fixed_process_delta_time</a>
* [real](class_real) **[get_fixed_process_delta_time](#get_fixed_process_delta_time)** **(** **)** const
\\
* [real](class_real) **get_fixed_process_delta_time** **(** **)** const
Return the time elapsed since the last fixed frame. This is always the same in fixed proecssing unless the frames per second is changed in [[os|OS]].
#### <a name="is_fixed_processing">is_fixed_processing</a>
* [bool](class_bool) **[is_fixed_processing](#is_fixed_processing)** **(** **)** const
\\
* [bool](class_bool) **is_fixed_processing** **(** **)** const
Return true if fixed processing is enabled (see [[#set_fixed_process|set_fixed_process]]).
#### <a name="set_process">set_process</a>
* void **[set_process](#set_process)** **(** [bool](class_bool) enable **)**
\\
* void **set_process** **(** [bool](class_bool) enable **)**
Enables or disables node processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the [[#_process|_process]] callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling [[#get_process_time|get_process_time]].
#### <a name="get_process_delta_time">get_process_delta_time</a>
* [real](class_real) **[get_process_delta_time](#get_process_delta_time)** **(** **)** const
\\
* [real](class_real) **get_process_delta_time** **(** **)** const
Return the time elapsed (in seconds) since the last process callback. This is almost always different each time.
#### <a name="is_processing">is_processing</a>
* [bool](class_bool) **[is_processing](#is_processing)** **(** **)** const
\\
* [bool](class_bool) **is_processing** **(** **)** const
Return wether processing is enabled in the current node (see [[#set_process|set_process]]).
#### <a name="set_process_input">set_process_input</a>
* void **[set_process_input](#set_process_input)** **(** [bool](class_bool) enable **)**
\\
* void **set_process_input** **(** [bool](class_bool) enable **)**
Enable input processing for node. This is not requiered for GUI controls! It hooks up the node to receive all input (see [[#_input|_input]]).
#### <a name="is_processing_input">is_processing_input</a>
* [bool](class_bool) **[is_processing_input](#is_processing_input)** **(** **)** const
\\
* [bool](class_bool) **is_processing_input** **(** **)** const
Return true if the node is processing input (see [[#set_process_input|set_process_input]]).
#### <a name="set_process_unhandled_input">set_process_unhandled_input</a>
* void **[set_process_unhandled_input](#set_process_unhandled_input)** **(** [bool](class_bool) enable **)**
\\
* void **set_process_unhandled_input** **(** [bool](class_bool) enable **)**
Enable unhandled input processing for node. This is not requiered for GUI controls! It hooks up the node to receive all input that was not previously handled before (usually by a [[control|Control]]). (see [[#_unhandled_input|_unhandled_input]]).
#### <a name="is_processing_unhandled_input">is_processing_unhandled_input</a>
* [bool](class_bool) **[is_processing_unhandled_input](#is_processing_unhandled_input)** **(** **)** const
\\
* [bool](class_bool) **is_processing_unhandled_input** **(** **)** const
Return true if the node is processing unhandled input (see [[#set_process_unhandled_input|set_process_unhandled_input]]).
#### <a name="can_process">can_process</a>
* [bool](class_bool) **[can_process](#can_process)** **(** **)** const
\\
* [bool](class_bool) **can_process** **(** **)** const
Return true if the node can process.
#### <a name="get_scene">get_scene</a>
* [SceneMainLoop](class_scenemainloop) **[get_scene](#get_scene)** **(** **)** const
\\
* [SceneMainLoop](class_scenemainloop) **get_scene** **(** **)** const
Get the current SceneMainLoop. Only returned if the node is inside the scene, else returns null.
#### <a name="duplicate">duplicate</a>
* [Node](class_node) **[duplicate](#duplicate)** **(** **)** const
\\
* [Node](class_node) **duplicate** **(** **)** const
Return a duplicate of the scene, with all nodes and parameters copied. Subscriptions will not be duplicated.
#### <a name="replace_by">replace_by</a>
* void **[replace_by](#replace_by)** **(** [Node](class_node) node, [bool](class_bool) keep_data=false **)**
\\
* void **replace_by** **(** [Node](class_node) node, [bool](class_bool) keep_data=false **)**
Replace a node in a scene by a given one. Subscriptions that pass through this node will be lost.

@ -23,36 +23,36 @@ Base node for 2D system. Node2D contains a position, rotation and scale, which i
### Member Function Description
#### <a name="set_pos">set_pos</a>
* void **[set_pos](#set_pos)** **(** [Vector2](class_vector2) pos **)**
\\
* void **set_pos** **(** [Vector2](class_vector2) pos **)**
Set the position of the 2d node.
#### <a name="set_rot">set_rot</a>
* void **[set_rot](#set_rot)** **(** [real](class_real) rot **)**
\\
* void **set_rot** **(** [real](class_real) rot **)**
Set the rotation of the 2d node.
#### <a name="set_scale">set_scale</a>
* void **[set_scale](#set_scale)** **(** [Vector2](class_vector2) scale **)**
\\
* void **set_scale** **(** [Vector2](class_vector2) scale **)**
Set the scale of the 2d node.
#### <a name="get_pos">get_pos</a>
* [Vector2](class_vector2) **[get_pos](#get_pos)** **(** **)** const
\\
* [Vector2](class_vector2) **get_pos** **(** **)** const
Return the position of the 2D node.
#### <a name="get_rot">get_rot</a>
* [real](class_real) **[get_rot](#get_rot)** **(** **)** const
\\
* [real](class_real) **get_rot** **(** **)** const
Return the rotation of the 2D node.
#### <a name="get_scale">get_scale</a>
* [Vector2](class_vector2) **[get_scale](#get_scale)** **(** **)** const
\\
* [Vector2](class_vector2) **get_scale** **(** **)** const
Return the scale of the 2D node.
#### <a name="get_global_pos">get_global_pos</a>
* [Vector2](class_vector2) **[get_global_pos](#get_global_pos)** **(** **)** const
\\
* [Vector2](class_vector2) **get_global_pos** **(** **)** const
Return the global position of the 2D node.

@ -20,36 +20,36 @@ Built-in type optimized for path traversing. A Node path is an optimized compile
### Member Function Description
#### <a name="get_name">get_name</a>
* [String](class_string) **[get_name](#get_name)** **(** [int](class_int) idx **)**
\\
* [String](class_string) **get_name** **(** [int](class_int) idx **)**
Return a path level name.
#### <a name="get_name_count">get_name_count</a>
* [int](class_int) **[get_name_count](#get_name_count)** **(** **)**
\\
* [int](class_int) **get_name_count** **(** **)**
Return the path level count.
#### <a name="get_property">get_property</a>
* [String](class_string) **[get_property](#get_property)** **(** **)**
\\
* [String](class_string) **get_property** **(** **)**
Return the property associated (empty if none).
#### <a name="get_subname">get_subname</a>
* [String](class_string) **[get_subname](#get_subname)** **(** [int](class_int) idx **)**
\\
* [String](class_string) **get_subname** **(** [int](class_int) idx **)**
Return the subname level name.
#### <a name="get_subname_count">get_subname_count</a>
* [int](class_int) **[get_subname_count](#get_subname_count)** **(** **)**
\\
* [int](class_int) **get_subname_count** **(** **)**
Return the subname count.
#### <a name="is_absolute">is_absolute</a>
* [bool](class_bool) **[is_absolute](#is_absolute)** **(** **)**
\\
* [bool](class_bool) **is_absolute** **(** **)**
Return true if the node path is absolute (not relative).
#### <a name="is_empty">is_empty</a>
* [bool](class_bool) **[is_empty](#is_empty)** **(** **)**
\\
* [bool](class_bool) **is_empty** **(** **)**
Return true if the node path is empty.

@ -59,157 +59,157 @@ Base class for all non built-in types. Everything not a built-in type starts the
### Member Function Description
#### <a name="_get">_get</a>
* void **[_get](#_get)** **(** [String](class_string) property **)** virtual
\\
* void **_get** **(** [String](class_string) property **)** virtual
Return a property, return null if the property does not exist.
#### <a name="_get_property_list">_get_property_list</a>
* [Array](class_array) **[_get_property_list](#_get_property_list)** **(** **)** virtual
\\
* [Array](class_array) **_get_property_list** **(** **)** virtual
Return the property list, array of dictionaries, dictionaries must countain: name:String, type:int (see TYPE_* enum in globals) and optionally: hint:int (see PROPERTY_HINT_* in globals), hint_string:String, usage:int (see PROPERTY_USAGE_* in globals).
#### <a name="_notification">_notification</a>
* void **[_notification](#_notification)** **(** [int](class_int) what **)** virtual
\\
* void **_notification** **(** [int](class_int) what **)** virtual
Notification request, the notification id is received.
#### <a name="_set">_set</a>
* void **[_set](#_set)** **(** [String](class_string) property, var value **)** virtual
\\
* void **_set** **(** [String](class_string) property, var value **)** virtual
Set a property. Return true if the property was found.
#### <a name="get_type">get_type</a>
* [String](class_string) **[get_type](#get_type)** **(** **)** const
\\
* [String](class_string) **get_type** **(** **)** const
Return the type of the object as a string.
#### <a name="is_type">is_type</a>
* [bool](class_bool) **[is_type](#is_type)** **(** [String](class_string) type **)** const
\\
* [bool](class_bool) **is_type** **(** [String](class_string) type **)** const
Check the type of the obeject against a string (including inheritance).
#### <a name="set">set</a>
* void **[set](#set)** **(** [String](class_string) property, var value **)**
\\
* void **set** **(** [String](class_string) property, var value **)**
Set property into the object.
#### <a name="get">get</a>
* void **[get](#get)** **(** [String](class_string) property **)** const
\\
* void **get** **(** [String](class_string) property **)** const
Get a property from the object.
#### <a name="get_property_list">get_property_list</a>
* [Array](class_array) **[get_property_list](#get_property_list)** **(** **)** const
\\
* [Array](class_array) **get_property_list** **(** **)** const
Return the list of properties as an array of dictionaries, dictionaries countain: name:String, type:int (see TYPE_* enum in globals) and optionally: hint:int (see PROPERTY_HINT_* in globals), hint_string:String, usage:int (see PROPERTY_USAGE_* in globals).
#### <a name="notification">notification</a>
* void **[notification](#notification)** **(** [int](class_int) what, [bool](class_bool) arg1=false **)**
\\
* void **notification** **(** [int](class_int) what, [bool](class_bool) arg1=false **)**
Notify the object of something.
#### <a name="get_instance_ID">get_instance_ID</a>
* [int](class_int) **[get_instance_ID](#get_instance_ID)** **(** **)** const
\\
* [int](class_int) **get_instance_ID** **(** **)** const
Return the instance ID. All objects have a unique instance ID.
#### <a name="set_script">set_script</a>
* void **[set_script](#set_script)** **(** [Script](class_script) script **)**
\\
* void **set_script** **(** [Script](class_script) script **)**
Set a script into the object, scripts extend the object functionality.
#### <a name="get_script">get_script</a>
* [Script](class_script) **[get_script](#get_script)** **(** **)** const
\\
* [Script](class_script) **get_script** **(** **)** const
Return the object script (or null if it doesn't have one).
#### <a name="set_meta">set_meta</a>
* void **[set_meta](#set_meta)** **(** [String](class_string) name, var value **)**
\\
* void **set_meta** **(** [String](class_string) name, var value **)**
Set a metadata into the object. Medatada is serialized. Metadata can be //anything//.
#### <a name="get_meta">get_meta</a>
* void **[get_meta](#get_meta)** **(** [String](class_string) name **)** const
\\
* void **get_meta** **(** [String](class_string) name **)** const
Return a metadata from the object.
#### <a name="has_meta">has_meta</a>
* [bool](class_bool) **[has_meta](#has_meta)** **(** [String](class_string) name **)** const
\\
* [bool](class_bool) **has_meta** **(** [String](class_string) name **)** const
Return true if a metadata is found with the requested name.
#### <a name="get_meta_list">get_meta_list</a>
* [StringArray](class_stringarray) **[get_meta_list](#get_meta_list)** **(** **)** const
\\
* [StringArray](class_stringarray) **get_meta_list** **(** **)** const
Return the list of metadatas in the object.
#### <a name="add_user_signal">add_user_signal</a>
* void **[add_user_signal](#add_user_signal)** **(** [String](class_string) signal, [Array](class_array) arguments=Array() **)**
\\
* void **add_user_signal** **(** [String](class_string) signal, [Array](class_array) arguments=Array() **)**
Add a user signal (can be added anytime). Arguments are optional, but can be added as an array of dictionaries, each containing "name" and "type" (from [@GlobalScope] TYPE_*).
#### <a name="emit_signal">emit_signal</a>
* void **[emit_signal](#emit_signal)** **(** [String](class_string) signal, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)**
\\
* void **emit_signal** **(** [String](class_string) signal, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)**
Emit a signal. Arguments are passed in an array.
#### <a name="call">call</a>
* void **[call](#call)** **(** [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL, var arg5=NULL, var arg6=NULL, var arg7=NULL, var arg8=NULL, var arg9=NULL **)**
\\
* void **call** **(** [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL, var arg5=NULL, var arg6=NULL, var arg7=NULL, var arg8=NULL, var arg9=NULL **)**
Call a function in the object, result is returned.
#### <a name="call_deferred">call_deferred</a>
* void **[call_deferred](#call_deferred)** **(** [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)**
\\
* void **call_deferred** **(** [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)**
Create and store a function in the object. The call will take place on idle time.
#### <a name="get_signal_list">get_signal_list</a>
* [Array](class_array) **[get_signal_list](#get_signal_list)** **(** **)** const
\\
* [Array](class_array) **get_signal_list** **(** **)** const
Return the list of signals as an array of dictionaries.
#### <a name="connect">connect</a>
* void **[connect](#connect)** **(** [String](class_string) signal, [Object](class_object) target, [String](class_string) method, [Array](class_array) binds=Array(), [int](class_int) flags=0 **)**
\\
* void **connect** **(** [String](class_string) signal, [Object](class_object) target, [String](class_string) method, [Array](class_array) binds=Array(), [int](class_int) flags=0 **)**
Connect a signal to a method at a target (member function). Binds are optional and are passed as extra arguments to the call. Flags specify optional deferred or one shot connections, see enum CONNECT_*.
A signal can only be connected once to a method, and it will throw an error if already connected. If you want to avoid this, use [[#is_connected|is_connected]] to check.
#### <a name="disconnect">disconnect</a>
* void **[disconnect](#disconnect)** **(** [String](class_string) signal, [Object](class_object) target, [String](class_string) method **)**
\\
* void **disconnect** **(** [String](class_string) signal, [Object](class_object) target, [String](class_string) method **)**
Disconnect a signal from a method.
#### <a name="is_connected">is_connected</a>
* [bool](class_bool) **[is_connected](#is_connected)** **(** [String](class_string) signal, [Object](class_object) target, [String](class_string) method **)** const
\\
* [bool](class_bool) **is_connected** **(** [String](class_string) signal, [Object](class_object) target, [String](class_string) method **)** const
Return true if a connection exists for a given signal and target/method.
#### <a name="set_block_signals">set_block_signals</a>
* void **[set_block_signals](#set_block_signals)** **(** [bool](class_bool) enable **)**
\\
* void **set_block_signals** **(** [bool](class_bool) enable **)**
If set to true, signal emission is blocked.
#### <a name="is_blocking_signals">is_blocking_signals</a>
* [bool](class_bool) **[is_blocking_signals](#is_blocking_signals)** **(** **)** const
\\
* [bool](class_bool) **is_blocking_signals** **(** **)** const
Return true if signal emission blocking is enabled.
#### <a name="set_message_translation">set_message_translation</a>
* void **[set_message_translation](#set_message_translation)** **(** [bool](class_bool) enable **)**
\\
* void **set_message_translation** **(** [bool](class_bool) enable **)**
Set true if this object can translate strings (in calls to tr() ). Default is true.
#### <a name="can_translate_messages">can_translate_messages</a>
* void **[can_translate_messages](#can_translate_messages)** **(** [bool](class_bool) arg0 **)**
\\
* void **can_translate_messages** **(** [bool](class_bool) arg0 **)**
Return true if this object can translate strings.
#### <a name="XL_MESSAGE">XL_MESSAGE</a>
* [String](class_string) **[XL_MESSAGE](#XL_MESSAGE)** **(** [String](class_string) message **)** const
\\
* [String](class_string) **XL_MESSAGE** **(** [String](class_string) message **)** const
deprecated, will go away.
#### <a name="tr">tr</a>
* [String](class_string) **[tr](#tr)** **(** [String](class_string) message **)** const
\\
* [String](class_string) **tr** **(** [String](class_string) message **)** const
Translate a message. Only works in message translation is enabled (which is by default). See [[#set_message_translation|set_message_translation]].

@ -34,66 +34,66 @@ OptionButton is a type button that provides a selectable list of items when pres
### Member Function Description
#### <a name="add_item">add_item</a>
* void **[add_item](#add_item)** **(** [String](class_string) label, [int](class_int) id=-1 **)**
\\
* void **add_item** **(** [String](class_string) label, [int](class_int) id=-1 **)**
Add an item, with text "label" and (optionally) id. If no "id" is passed, "id" becomes the item index. New items are appended at the end.
#### <a name="add_icon_item">add_icon_item</a>
* void **[add_icon_item](#add_icon_item)** **(** [Texture](class_texture) texture, [String](class_string) label, [int](class_int) id **)**
\\
* void **add_icon_item** **(** [Texture](class_texture) texture, [String](class_string) label, [int](class_int) id **)**
Add an item, with a "texture" icon, text "label" and (optionally) id. If no "id" is passed, "id" becomes the item index. New items are appended at the end.
#### <a name="set_item_text">set_item_text</a>
* void **[set_item_text](#set_item_text)** **(** [int](class_int) idx, [String](class_string) text **)**
\\
* void **set_item_text** **(** [int](class_int) idx, [String](class_string) text **)**
Set the text of an item at index "idx".
#### <a name="set_item_icon">set_item_icon</a>
* void **[set_item_icon](#set_item_icon)** **(** [int](class_int) idx, [Texture](class_texture) texture **)**
\\
* void **set_item_icon** **(** [int](class_int) idx, [Texture](class_texture) texture **)**
Set the icon of an item at index "idx".
#### <a name="set_item_ID">set_item_ID</a>
* void **[set_item_ID](#set_item_ID)** **(** [int](class_int) idx, [int](class_int) id **)**
\\
* void **set_item_ID** **(** [int](class_int) idx, [int](class_int) id **)**
Set the ID of an item at index "idx".
#### <a name="get_item_text">get_item_text</a>
* [String](class_string) **[get_item_text](#get_item_text)** **(** [int](class_int) idx **)** const
\\
* [String](class_string) **get_item_text** **(** [int](class_int) idx **)** const
Return the text of the item at index "idx".
#### <a name="get_item_icon">get_item_icon</a>
* [Texture](class_texture) **[get_item_icon](#get_item_icon)** **(** [int](class_int) idx **)** const
\\
* [Texture](class_texture) **get_item_icon** **(** [int](class_int) idx **)** const
Return the icon of the item at index "idx".
#### <a name="get_item_ID">get_item_ID</a>
* [int](class_int) **[get_item_ID](#get_item_ID)** **(** [int](class_int) idx **)** const
\\
* [int](class_int) **get_item_ID** **(** [int](class_int) idx **)** const
Return the ID of the item at index "idx".
#### <a name="get_item_count">get_item_count</a>
* [int](class_int) **[get_item_count](#get_item_count)** **(** **)** const
\\
* [int](class_int) **get_item_count** **(** **)** const
Return the amount of items in the OptionButton.
#### <a name="add_separator">add_separator</a>
* void **[add_separator](#add_separator)** **(** **)**
\\
* void **add_separator** **(** **)**
Add a separator to the list of items. Separators help to group items. Separator also takes up an index and is appended at the end.
#### <a name="clear">clear</a>
* void **[clear](#clear)** **(** **)**
\\
* void **clear** **(** **)**
Clear all the items in the [[optionbutton|OptionButton]].
#### <a name="select">select</a>
* void **[select](#select)** **(** [int](class_int) arg0 **)**
\\
* void **select** **(** [int](class_int) arg0 **)**
Select an item by index and make it the current item.
#### <a name="get_selected">get_selected</a>
* [int](class_int) **[get_selected](#get_selected)** **(** **)** const
\\
* [int](class_int) **get_selected** **(** **)** const
Return the current item index

@ -88,157 +88,157 @@ Operating System functions. OS Wraps the most common functionality to communicat
### Member Function Description
#### <a name="get_mouse_pos">get_mouse_pos</a>
* [Vector2](class_vector2) **[get_mouse_pos](#get_mouse_pos)** **(** **)** const
\\
* [Vector2](class_vector2) **get_mouse_pos** **(** **)** const
Return the mouse pos.
#### <a name="set_clipboard">set_clipboard</a>
* void **[set_clipboard](#set_clipboard)** **(** [String](class_string) clipboard **)**
\\
* void **set_clipboard** **(** [String](class_string) clipboard **)**
Set clipboard to the OS.
#### <a name="get_clipboard">get_clipboard</a>
* [String](class_string) **[get_clipboard](#get_clipboard)** **(** **)** const
\\
* [String](class_string) **get_clipboard** **(** **)** const
Get clipboard from the host OS.
#### <a name="set_video_mode">set_video_mode</a>
* void **[set_video_mode](#set_video_mode)** **(** [Vector2](class_vector2) size, [bool](class_bool) fullscreen, [bool](class_bool) resizable, [int](class_int) screen=0 **)**
\\
* void **set_video_mode** **(** [Vector2](class_vector2) size, [bool](class_bool) fullscreen, [bool](class_bool) resizable, [int](class_int) screen=0 **)**
Change the video mode.
#### <a name="get_video_mode_size">get_video_mode_size</a>
* [Vector2](class_vector2) **[get_video_mode_size](#get_video_mode_size)** **(** [int](class_int) screen=0 **)** const
\\
* [Vector2](class_vector2) **get_video_mode_size** **(** [int](class_int) screen=0 **)** const
Return the current video mode size.
#### <a name="is_video_mode_fullscreen">is_video_mode_fullscreen</a>
* [bool](class_bool) **[is_video_mode_fullscreen](#is_video_mode_fullscreen)** **(** [int](class_int) screen=0 **)** const
\\
* [bool](class_bool) **is_video_mode_fullscreen** **(** [int](class_int) screen=0 **)** const
Return true if the current video mode is fullscreen.
#### <a name="is_video_mode_resizable">is_video_mode_resizable</a>
* [bool](class_bool) **[is_video_mode_resizable](#is_video_mode_resizable)** **(** [int](class_int) screen=0 **)** const
\\
* [bool](class_bool) **is_video_mode_resizable** **(** [int](class_int) screen=0 **)** const
Return true if the window is resizable.
#### <a name="get_fullscreen_mode_list">get_fullscreen_mode_list</a>
* [Array](class_array) **[get_fullscreen_mode_list](#get_fullscreen_mode_list)** **(** [int](class_int) screen=0 **)** const
\\
* [Array](class_array) **get_fullscreen_mode_list** **(** [int](class_int) screen=0 **)** const
Return the list of fullscreen modes.
#### <a name="set_iterations_per_second">set_iterations_per_second</a>
* void **[set_iterations_per_second](#set_iterations_per_second)** **(** [int](class_int) iterations_per_second **)**
\\
* void **set_iterations_per_second** **(** [int](class_int) iterations_per_second **)**
Set the amount of fixed iterations per second (for fixed process and physics).
#### <a name="get_iterations_per_second">get_iterations_per_second</a>
* [int](class_int) **[get_iterations_per_second](#get_iterations_per_second)** **(** **)** const
\\
* [int](class_int) **get_iterations_per_second** **(** **)** const
Return the amount of fixed iterations per second (for fixed process and physics).
#### <a name="set_low_processor_usage_mode">set_low_processor_usage_mode</a>
* void **[set_low_processor_usage_mode](#set_low_processor_usage_mode)** **(** [bool](class_bool) enable **)**
\\
* void **set_low_processor_usage_mode** **(** [bool](class_bool) enable **)**
Set to true to enable the low cpu usage mode. In this mode, the screen only redraws when there are changes, and a considerable sleep time is inserted between frames.
This way, editors using the engine UI only use very little cpu.
#### <a name="is_in_low_processor_usage_mode">is_in_low_processor_usage_mode</a>
* [bool](class_bool) **[is_in_low_processor_usage_mode](#is_in_low_processor_usage_mode)** **(** **)** const
\\
* [bool](class_bool) **is_in_low_processor_usage_mode** **(** **)** const
Return true if low cpu usage mode is enabled.
#### <a name="get_executable_path">get_executable_path</a>
* [String](class_string) **[get_executable_path](#get_executable_path)** **(** **)** const
\\
* [String](class_string) **get_executable_path** **(** **)** const
Return the path tot he current engine executable.
#### <a name="execute">execute</a>
* [int](class_int) **[execute](#execute)** **(** [String](class_string) path, [StringArray](class_stringarray) arguments, [bool](class_bool) blocking **)**
\\
* [int](class_int) **execute** **(** [String](class_string) path, [StringArray](class_stringarray) arguments, [bool](class_bool) blocking **)**
Execute the binary file in given path, optionally blocking until it returns. A process ID is returned.
#### <a name="kill">kill</a>
* [int](class_int) **[kill](#kill)** **(** [int](class_int) pid **)**
\\
* [int](class_int) **kill** **(** [int](class_int) pid **)**
Kill a process ID.
#### <a name="get_environment">get_environment</a>
* [String](class_string) **[get_environment](#get_environment)** **(** [String](class_string) environment **)** const
\\
* [String](class_string) **get_environment** **(** [String](class_string) environment **)** const
Return an environment variable.
#### <a name="has_environment">has_environment</a>
* [bool](class_bool) **[has_environment](#has_environment)** **(** [String](class_string) environment **)** const
\\
* [bool](class_bool) **has_environment** **(** [String](class_string) environment **)** const
Return true if an envieronment variable exists.
#### <a name="get_name">get_name</a>
* [String](class_string) **[get_name](#get_name)** **(** **)** const
\\
* [String](class_string) **get_name** **(** **)** const
Return the name of the host OS.
#### <a name="get_cmdline_args">get_cmdline_args</a>
* [StringArray](class_stringarray) **[get_cmdline_args](#get_cmdline_args)** **(** **)**
\\
* [StringArray](class_stringarray) **get_cmdline_args** **(** **)**
Return the commandline passed to the engine.
#### <a name="get_main_loop">get_main_loop</a>
* [Object](class_object) **[get_main_loop](#get_main_loop)** **(** **)** const
\\
* [Object](class_object) **get_main_loop** **(** **)** const
Return the main loop object (see [[mainloop|MainLoop]]).
#### <a name="get_date">get_date</a>
* [Dictionary](class_dictionary) **[get_date](#get_date)** **(** **)** const
\\
* [Dictionary](class_dictionary) **get_date** **(** **)** const
Return the current date.
#### <a name="get_time">get_time</a>
* [Dictionary](class_dictionary) **[get_time](#get_time)** **(** **)** const
\\
* [Dictionary](class_dictionary) **get_time** **(** **)** const
Return the current time.
#### <a name="delay_usec">delay_usec</a>
* void **[delay_usec](#delay_usec)** **(** [int](class_int) usec **)** const
\\
* void **delay_usec** **(** [int](class_int) usec **)** const
Delay executing of the current thread by given usecs.
#### <a name="get_ticks_msec">get_ticks_msec</a>
* [int](class_int) **[get_ticks_msec](#get_ticks_msec)** **(** **)** const
\\
* [int](class_int) **get_ticks_msec** **(** **)** const
Return the amount of time passed in milliseconds since the engine started.
#### <a name="get_locale">get_locale</a>
* [String](class_string) **[get_locale](#get_locale)** **(** **)** const
\\
* [String](class_string) **get_locale** **(** **)** const
Return the host OS locale.
#### <a name="can_draw">can_draw</a>
* [bool](class_bool) **[can_draw](#can_draw)** **(** **)** const
\\
* [bool](class_bool) **can_draw** **(** **)** const
Return true if the host OS allows drawing.
#### <a name="get_frames_drawn">get_frames_drawn</a>
* [int](class_int) **[get_frames_drawn](#get_frames_drawn)** **(** **)**
\\
* [int](class_int) **get_frames_drawn** **(** **)**
Return the total amount of frames drawn.
#### <a name="is_stdout_verbose">is_stdout_verbose</a>
* [bool](class_bool) **[is_stdout_verbose](#is_stdout_verbose)** **(** **)** const
\\
* [bool](class_bool) **is_stdout_verbose** **(** **)** const
Return true if the engine was executed with -v (verbose stdout).
#### <a name="get_mouse_button_state">get_mouse_button_state</a>
* [int](class_int) **[get_mouse_button_state](#get_mouse_button_state)** **(** **)** const
\\
* [int](class_int) **get_mouse_button_state** **(** **)** const
Return the state of the mouse buttons (each button in each bit).
#### <a name="get_static_memory_peak_usage">get_static_memory_peak_usage</a>
* [int](class_int) **[get_static_memory_peak_usage](#get_static_memory_peak_usage)** **(** **)** const
\\
* [int](class_int) **get_static_memory_peak_usage** **(** **)** const
Return the max amount of static memory used (only works in debug).
#### <a name="get_dynamic_memory_usage">get_dynamic_memory_usage</a>
* [int](class_int) **[get_dynamic_memory_usage](#get_dynamic_memory_usage)** **(** **)** const
\\
* [int](class_int) **get_dynamic_memory_usage** **(** **)** const
Return the total amount of dynamic memory used (only works in debug).

@ -14,7 +14,7 @@ explain ownership, and that node does not need to own itself
### Member Function Description
#### <a name="pack">pack</a>
* [int](class_int) **[pack](#pack)** **(** [Node](class_node) path **)**
\\
* [int](class_int) **pack** **(** [Node](class_node) path **)**
Pack will ignore any sub-nodes not owned by given
node. See [Node.set_owner].

@ -12,6 +12,6 @@ PacketStreamPeer provides a wrapper for working using packets over a stream. Thi
### Member Function Description
#### <a name="set_stream_peer">set_stream_peer</a>
* void **[set_stream_peer](#set_stream_peer)** **(** [StreamPeer](class_streampeer) peer **)**
\\
* void **set_stream_peer** **(** [StreamPeer](class_streampeer) peer **)**
Set the StreamPeer object to be wrapped

@ -59,101 +59,101 @@ Particles is a particle system 3D [[node|Node]] that is used to simulate several
### Member Function Description
#### <a name="set_amount">set_amount</a>
* void **[set_amount](#set_amount)** **(** [int](class_int) amount **)**
\\
* void **set_amount** **(** [int](class_int) amount **)**
Set total amount of particles in the system.
#### <a name="get_amount">get_amount</a>
* [int](class_int) **[get_amount](#get_amount)** **(** **)** const
\\
* [int](class_int) **get_amount** **(** **)** const
Return the total amount of particles in the system.
#### <a name="set_emitting">set_emitting</a>
* void **[set_emitting](#set_emitting)** **(** [bool](class_bool) enabled **)**
\\
* void **set_emitting** **(** [bool](class_bool) enabled **)**
Set the "emitting" property state. When emitting, the particle system generates new particles at constant rate.
#### <a name="is_emitting">is_emitting</a>
* [bool](class_bool) **[is_emitting](#is_emitting)** **(** **)** const
\\
* [bool](class_bool) **is_emitting** **(** **)** const
Return the "emitting" property state (see [[#set_emitting|set_emitting]]).
#### <a name="set_visibility_aabb">set_visibility_aabb</a>
* void **[set_visibility_aabb](#set_visibility_aabb)** **(** [AABB](class_aabb) aabb **)**
\\
* void **set_visibility_aabb** **(** [AABB](class_aabb) aabb **)**
Set the visibility AABB for the particle system, since the default one will not work properly most of the time.
#### <a name="get_visibility_aabb">get_visibility_aabb</a>
* [AABB](class_aabb) **[get_visibility_aabb](#get_visibility_aabb)** **(** **)** const
\\
* [AABB](class_aabb) **get_visibility_aabb** **(** **)** const
Return the current visibility AABB.
#### <a name="set_emission_half_extents">set_emission_half_extents</a>
* void **[set_emission_half_extents](#set_emission_half_extents)** **(** [Vector3](class_vector3) half_extents **)**
\\
* void **set_emission_half_extents** **(** [Vector3](class_vector3) half_extents **)**
Set the half extents for the emission box.
#### <a name="get_emission_half_extents">get_emission_half_extents</a>
* [Vector3](class_vector3) **[get_emission_half_extents](#get_emission_half_extents)** **(** **)** const
\\
* [Vector3](class_vector3) **get_emission_half_extents** **(** **)** const
Return the half extents for the emission box.
#### <a name="set_gravity_normal">set_gravity_normal</a>
* void **[set_gravity_normal](#set_gravity_normal)** **(** [Vector3](class_vector3) normal **)**
\\
* void **set_gravity_normal** **(** [Vector3](class_vector3) normal **)**
Set the normal vector towards where gravity is pulling (by default, negative Y).
#### <a name="get_gravity_normal">get_gravity_normal</a>
* [Vector3](class_vector3) **[get_gravity_normal](#get_gravity_normal)** **(** **)** const
\\
* [Vector3](class_vector3) **get_gravity_normal** **(** **)** const
Return the normal vector towards where gravity is pulling (by default, negative Y).
#### <a name="set_variable">set_variable</a>
* void **[set_variable](#set_variable)** **(** [int](class_int) variable, [real](class_real) value **)**
\\
* void **set_variable** **(** [int](class_int) variable, [real](class_real) value **)**
Set a specific variable for the particle system (see VAR_* enum).
#### <a name="get_variable">get_variable</a>
* [real](class_real) **[get_variable](#get_variable)** **(** [int](class_int) variable **)** const
\\
* [real](class_real) **get_variable** **(** [int](class_int) variable **)** const
Return a specific variable for the particle system (see VAR_* enum).
#### <a name="set_randomness">set_randomness</a>
* void **[set_randomness](#set_randomness)** **(** [int](class_int) variable, [real](class_real) randomness **)**
\\
* void **set_randomness** **(** [int](class_int) variable, [real](class_real) randomness **)**
Set the randomness for a specific variable of the particle system. Randomness produces small changes from the default each time a particle is emitted.
#### <a name="get_randomness">get_randomness</a>
* [real](class_real) **[get_randomness](#get_randomness)** **(** [int](class_int) arg0 **)** const
\\
* [real](class_real) **get_randomness** **(** [int](class_int) arg0 **)** const
Return the randomness for a specific variable of the particle system. Randomness produces small changes from the default each time a particle is emitted.
#### <a name="set_color_phase_pos">set_color_phase_pos</a>
* void **[set_color_phase_pos](#set_color_phase_pos)** **(** [int](class_int) phase, [real](class_real) pos **)**
\\
* void **set_color_phase_pos** **(** [int](class_int) phase, [real](class_real) pos **)**
Set the position of a color phase (0 to 1)
#### <a name="get_color_phase_pos">get_color_phase_pos</a>
* [real](class_real) **[get_color_phase_pos](#get_color_phase_pos)** **(** [int](class_int) phase **)** const
\\
* [real](class_real) **get_color_phase_pos** **(** [int](class_int) phase **)** const
Return the position of a color phase (0 to 1)
#### <a name="set_color_phase_color">set_color_phase_color</a>
* void **[set_color_phase_color](#set_color_phase_color)** **(** [int](class_int) phase, [Color](class_color) color **)**
\\
* void **set_color_phase_color** **(** [int](class_int) phase, [Color](class_color) color **)**
Set the color of a color phase.
#### <a name="get_color_phase_color">get_color_phase_color</a>
* [Color](class_color) **[get_color_phase_color](#get_color_phase_color)** **(** [int](class_int) phase **)** const
\\
* [Color](class_color) **get_color_phase_color** **(** [int](class_int) phase **)** const
Return the color of a color phase.
#### <a name="set_material">set_material</a>
* void **[set_material](#set_material)** **(** [Material](class_material) material **)**
\\
* void **set_material** **(** [Material](class_material) material **)**
Set the material used to draw particles
#### <a name="get_material">get_material</a>
* [Material](class_material) **[get_material](#get_material)** **(** **)** const
\\
* [Material](class_material) **get_material** **(** **)** const
Return the material used to draw particles

@ -16,26 +16,26 @@ When exporting, the types of some resources may change internally so they are co
### Member Function Description
#### <a name="add_remap">add_remap</a>
* void **[add_remap](#add_remap)** **(** [String](class_string) from, [String](class_string) to, [String](class_string) locale="" **)**
\\
* void **add_remap** **(** [String](class_string) from, [String](class_string) to, [String](class_string) locale="" **)**
Add a remap from a file to another.
#### <a name="has_remap">has_remap</a>
* [bool](class_bool) **[has_remap](#has_remap)** **(** [String](class_string) path **)** const
\\
* [bool](class_bool) **has_remap** **(** [String](class_string) path **)** const
Return true if a file is being remapped.
#### <a name="get_remap">get_remap</a>
* [String](class_string) **[get_remap](#get_remap)** **(** [String](class_string) path **)** const
\\
* [String](class_string) **get_remap** **(** [String](class_string) path **)** const
Return the remapped new path of a file.
#### <a name="erase_remap">erase_remap</a>
* void **[erase_remap](#erase_remap)** **(** [String](class_string) path **)**
\\
* void **erase_remap** **(** [String](class_string) path **)**
Erase a remap.
#### <a name="clear_remaps">clear_remaps</a>
* void **[clear_remaps](#clear_remaps)** **(** **)**
\\
* void **clear_remaps** **(** **)**
Clear all remaps.

@ -36,121 +36,121 @@ Direct access object to a physics body in the [[physics2dserver|Physics2DServer]
### Member Function Description
#### <a name="get_total_gravity">get_total_gravity</a>
* [Vector2](class_vector2) **[get_total_gravity](#get_total_gravity)** **(** **)** const
\\
* [Vector2](class_vector2) **get_total_gravity** **(** **)** const
Return the total gravity vector being currently applied to this body.
#### <a name="get_total_density">get_total_density</a>
* [real](class_real) **[get_total_density](#get_total_density)** **(** **)** const
\\
* [real](class_real) **get_total_density** **(** **)** const
Return the space density currently being applied to this body.
#### <a name="get_inverse_mass">get_inverse_mass</a>
* [real](class_real) **[get_inverse_mass](#get_inverse_mass)** **(** **)** const
\\
* [real](class_real) **get_inverse_mass** **(** **)** const
Return the inverse of the mass of the body.
#### <a name="get_inverse_inertia">get_inverse_inertia</a>
* [real](class_real) **[get_inverse_inertia](#get_inverse_inertia)** **(** **)** const
\\
* [real](class_real) **get_inverse_inertia** **(** **)** const
Return the inverse of the inertia of the body.
#### <a name="set_linear_velocity">set_linear_velocity</a>
* void **[set_linear_velocity](#set_linear_velocity)** **(** [Vector2](class_vector2) velocity **)**
\\
* void **set_linear_velocity** **(** [Vector2](class_vector2) velocity **)**
Change the linear velocity of the body.
#### <a name="get_linear_velocity">get_linear_velocity</a>
* [Vector2](class_vector2) **[get_linear_velocity](#get_linear_velocity)** **(** **)** const
\\
* [Vector2](class_vector2) **get_linear_velocity** **(** **)** const
Return the current linear velocity of the body.
#### <a name="set_angular_velocity">set_angular_velocity</a>
* void **[set_angular_velocity](#set_angular_velocity)** **(** [real](class_real) velocity **)**
\\
* void **set_angular_velocity** **(** [real](class_real) velocity **)**
Change the angular velocity of the body.
#### <a name="get_angular_velocity">get_angular_velocity</a>
* [real](class_real) **[get_angular_velocity](#get_angular_velocity)** **(** **)** const
\\
* [real](class_real) **get_angular_velocity** **(** **)** const
Return the angular velocity of the body.
#### <a name="set_transform">set_transform</a>
* void **[set_transform](#set_transform)** **(** [Matrix32](class_matrix32) transform **)**
\\
* void **set_transform** **(** [Matrix32](class_matrix32) transform **)**
Change the transform matrix of the body.
#### <a name="get_transform">get_transform</a>
* [Matrix32](class_matrix32) **[get_transform](#get_transform)** **(** **)** const
\\
* [Matrix32](class_matrix32) **get_transform** **(** **)** const
Return the transform matrix of the body.
#### <a name="set_sleep_state">set_sleep_state</a>
* void **[set_sleep_state](#set_sleep_state)** **(** [bool](class_bool) enabled **)**
\\
* void **set_sleep_state** **(** [bool](class_bool) enabled **)**
Set the sleeping state of the body, only affects character/rigid bodies.
#### <a name="is_sleeping">is_sleeping</a>
* [bool](class_bool) **[is_sleeping](#is_sleeping)** **(** **)** const
\\
* [bool](class_bool) **is_sleeping** **(** **)** const
Return true if this body is currently sleeping (not active).
#### <a name="get_contact_count">get_contact_count</a>
* [int](class_int) **[get_contact_count](#get_contact_count)** **(** **)** const
\\
* [int](class_int) **get_contact_count** **(** **)** const
Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts.
#### <a name="get_contact_local_pos">get_contact_local_pos</a>
* [Vector2](class_vector2) **[get_contact_local_pos](#get_contact_local_pos)** **(** [int](class_int) contact_idx **)** const
\\
* [Vector2](class_vector2) **get_contact_local_pos** **(** [int](class_int) contact_idx **)** const
Return the local position (of this body) of the contact point.
#### <a name="get_contact_local_shape">get_contact_local_shape</a>
* [int](class_int) **[get_contact_local_shape](#get_contact_local_shape)** **(** [int](class_int) contact_idx **)** const
\\
* [int](class_int) **get_contact_local_shape** **(** [int](class_int) contact_idx **)** const
Return the local shape index of the collision.
#### <a name="get_contact_collider">get_contact_collider</a>
* [RID](class_rid) **[get_contact_collider](#get_contact_collider)** **(** [int](class_int) contact_idx **)** const
\\
* [RID](class_rid) **get_contact_collider** **(** [int](class_int) contact_idx **)** const
Return the RID of the collider.
#### <a name="get_contact_collider_pos">get_contact_collider_pos</a>
* [Vector2](class_vector2) **[get_contact_collider_pos](#get_contact_collider_pos)** **(** [int](class_int) contact_idx **)** const
\\
* [Vector2](class_vector2) **get_contact_collider_pos** **(** [int](class_int) contact_idx **)** const
Return the contact position in the collider.
#### <a name="get_contact_collider_id">get_contact_collider_id</a>
* [int](class_int) **[get_contact_collider_id](#get_contact_collider_id)** **(** [int](class_int) contact_idx **)** const
\\
* [int](class_int) **get_contact_collider_id** **(** [int](class_int) contact_idx **)** const
Return the object id of the collider.
#### <a name="get_contact_collider_object">get_contact_collider_object</a>
* [Object](class_object) **[get_contact_collider_object](#get_contact_collider_object)** **(** [int](class_int) contact_idx **)** const
\\
* [Object](class_object) **get_contact_collider_object** **(** [int](class_int) contact_idx **)** const
Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).
#### <a name="get_contact_collider_shape">get_contact_collider_shape</a>
* [int](class_int) **[get_contact_collider_shape](#get_contact_collider_shape)** **(** [int](class_int) contact_idx **)** const
\\
* [int](class_int) **get_contact_collider_shape** **(** [int](class_int) contact_idx **)** const
Return the collider shape index.
#### <a name="get_contact_collider_velocity_at_pos">get_contact_collider_velocity_at_pos</a>
* [Vector2](class_vector2) **[get_contact_collider_velocity_at_pos](#get_contact_collider_velocity_at_pos)** **(** [int](class_int) contact_idx **)** const
\\
* [Vector2](class_vector2) **get_contact_collider_velocity_at_pos** **(** [int](class_int) contact_idx **)** const
Return the linear velocity vector at contact point of the collider.
#### <a name="get_step">get_step</a>
* [real](class_real) **[get_step](#get_step)** **(** **)** const
\\
* [real](class_real) **get_step** **(** **)** const
Return the timestep (delta) used for the simulation.
#### <a name="integrate_forces">integrate_forces</a>
* void **[integrate_forces](#integrate_forces)** **(** **)**
\\
* void **integrate_forces** **(** **)**
Call the built-in force integration code.
#### <a name="get_space_state">get_space_state</a>
* [Physics2DDirectSpaceState](class_physics2ddirectspacestate) **[get_space_state](#get_space_state)** **(** **)**
\\
* [Physics2DDirectSpaceState](class_physics2ddirectspacestate) **get_space_state** **(** **)**
Return the current state of space, useful for queries.

@ -13,8 +13,8 @@ Direct access object to a space in the [[physics2dserver|Physics2DServer]]. It's
### Member Function Description
#### <a name="intersect_ray">intersect_ray</a>
* void **[intersect_ray](#intersect_ray)** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [Array](class_array) exclude=Array(), [int](class_int) umask=0 **)**
\\
* void **intersect_ray** **(** [Vector2](class_vector2) from, [Vector2](class_vector2) to, [Array](class_array) exclude=Array(), [int](class_int) umask=0 **)**
Intersect a ray in a given space, the returned object is a dictionary with the following fields: \\
position: place where ray is stopped\\
@ -34,6 +34,6 @@ Intersect a ray in a given space, the returned object is a dictionary with the f
If the ray did not intersect anything, then null is returned instead of a [[dictionary|Dictionary]].
#### <a name="intersect_shape">intersect_shape</a>
* void **[intersect_shape](#intersect_shape)** **(** [RID](class_rid) shape, [Matrix32](class_matrix32) xform, [int](class_int) result_max, [Array](class_array) exclude=Array(), [int](class_int) umask=0 **)**
\\
* void **intersect_shape** **(** [RID](class_rid) shape, [Matrix32](class_matrix32) xform, [int](class_int) result_max, [Array](class_array) exclude=Array(), [int](class_int) umask=0 **)**
Intersect a given shape (RID or [[shape2d|Shape2D]]) against the space, the intersected shapes are returned in a special result object.

@ -31,36 +31,36 @@ Plane represents a normalized plane equation. Basically, "normal" is the normal
### Member Function Description
#### <a name="has_point">has_point</a>
* [bool](class_bool) **[has_point](#has_point)** **(** [Vector3](class_vector3) point, [real](class_real) epsilon=0.00001 **)**
\\
* [bool](class_bool) **has_point** **(** [Vector3](class_vector3) point, [real](class_real) epsilon=0.00001 **)**
Returns true if "p" is inside the plane (by a very minimum treshold).
#### <a name="intersect_3">intersect_3</a>
* [Vector3](class_vector3) **[intersect_3](#intersect_3)** **(** [Plane](class_plane) b, [Plane](class_plane) c **)**
\\
* [Vector3](class_vector3) **intersect_3** **(** [Plane](class_plane) b, [Plane](class_plane) c **)**
Returns true if this plane intersects with planes "a" and "b". The resulting intersectin is placed in "r".
#### <a name="intersects_ray">intersects_ray</a>
* [Vector3](class_vector3) **[intersects_ray](#intersects_ray)** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) dir **)**
\\
* [Vector3](class_vector3) **intersects_ray** **(** [Vector3](class_vector3) from, [Vector3](class_vector3) dir **)**
Returns true if ray consiting of position "p" and direction normal "d" intersects this plane. If true, the result is placed in "r".
#### <a name="intersects_segment">intersects_segment</a>
* [Vector3](class_vector3) **[intersects_segment](#intersects_segment)** **(** [Vector3](class_vector3) begin, [Vector3](class_vector3) end **)**
\\
* [Vector3](class_vector3) **intersects_segment** **(** [Vector3](class_vector3) begin, [Vector3](class_vector3) end **)**
Returns true if segment from position "sa" to position "sb" intersects this plane. If true, the result is placed in "r".
#### <a name="is_point_over">is_point_over</a>
* [bool](class_bool) **[is_point_over](#is_point_over)** **(** [Vector3](class_vector3) point **)**
\\
* [bool](class_bool) **is_point_over** **(** [Vector3](class_vector3) point **)**
Returns true if "p" is located above the plane.
#### <a name="normalized">normalized</a>
* [Plane](class_plane) **[normalized](#normalized)** **(** **)**
\\
* [Plane](class_plane) **normalized** **(** **)**
Returns a copy of the plane, normalized.
#### <a name="project">project</a>
* [Vector3](class_vector3) **[project](#project)** **(** [Vector3](class_vector3) point **)**
\\
* [Vector3](class_vector3) **project** **(** [Vector3](class_vector3) point **)**
Returns the orthogonal projection of point "p" into a point in the plane.

@ -23,16 +23,16 @@ PopUp is a base [[control|Control]] used to show dialogs and popups. It's a subw
### Member Function Description
#### <a name="popup_centered">popup_centered</a>
* void **[popup_centered](#popup_centered)** **(** [Vector2](class_vector2) size=Vector2(0,0) **)**
\\
* void **popup_centered** **(** [Vector2](class_vector2) size=Vector2(0,0) **)**
Popup (show the control in modal form) in the center of the screen, at the curent size, or at a size determined by "size".
#### <a name="popup_centered_ratio">popup_centered_ratio</a>
* void **[popup_centered_ratio](#popup_centered_ratio)** **(** [real](class_real) ratio=0.75 **)**
\\
* void **popup_centered_ratio** **(** [real](class_real) ratio=0.75 **)**
Popup (show the control in modal form) in the center of the screen, scalled at a ratio of size of the screen.
#### <a name="popup">popup</a>
* void **[popup](#popup)** **(** **)**
\\
* void **popup** **(** **)**
Popup (show the control in modal form).

@ -44,91 +44,91 @@ PopupMenu is the typical Control that displays a list of options. They are popul
### Member Function Description
#### <a name="add_icon_item">add_icon_item</a>
* void **[add_icon_item](#add_icon_item)** **(** [Object](class_object) texture, [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)**
\\
* void **add_icon_item** **(** [Object](class_object) texture, [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)**
Add a new item with text "label" and icon "texture. An id can optonally be provided, as well as an accelerator. If no id is provided, one will be created from the index.
#### <a name="add_item">add_item</a>
* void **[add_item](#add_item)** **(** [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)**
\\
* void **add_item** **(** [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)**
Add a new item with text "label". An id can optonally be provided, as well as an accelerator. If no id is provided, one will be created from the index.
#### <a name="add_icon_check_item">add_icon_check_item</a>
* void **[add_icon_check_item](#add_icon_check_item)** **(** [Object](class_object) texture, [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)**
\\
* void **add_icon_check_item** **(** [Object](class_object) texture, [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)**
Add a new checkable item with text "label" and icon "texture. An id can optonally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don"apos;t have any built-in checking behavior and must be checked/unchecked manually.
#### <a name="add_check_item">add_check_item</a>
* void **[add_check_item](#add_check_item)** **(** [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)**
\\
* void **add_check_item** **(** [String](class_string) label, [int](class_int) id=-1, [int](class_int) accel=0 **)**
Add a new checkable item with text "label". An id can optonally be provided, as well as an accelerator. If no id is provided, one will be created from the index. Note that checkable items just display a checkmark, but don"apos;t have any built-in checking behavior and must be checked/unchecked manually.
#### <a name="set_item_text">set_item_text</a>
* void **[set_item_text](#set_item_text)** **(** [int](class_int) idx, [String](class_string) text **)**
\\
* void **set_item_text** **(** [int](class_int) idx, [String](class_string) text **)**
Set the text of the item at index "idx".
#### <a name="set_item_icon">set_item_icon</a>
* void **[set_item_icon](#set_item_icon)** **(** [int](class_int) idx, [Object](class_object) icon **)**
\\
* void **set_item_icon** **(** [int](class_int) idx, [Object](class_object) icon **)**
Set the icon of the item at index "idx".
#### <a name="set_item_accelerator">set_item_accelerator</a>
* void **[set_item_accelerator](#set_item_accelerator)** **(** [int](class_int) idx, [int](class_int) accel **)**
\\
* void **set_item_accelerator** **(** [int](class_int) idx, [int](class_int) accel **)**
Set the accelerator of the item at index "idx". Accelerators are special combinations of keys that activate the item, no matter which control is fucused.
#### <a name="set_item_checked">set_item_checked</a>
* void **[set_item_checked](#set_item_checked)** **(** [int](class_int) idx, [bool](class_bool) arg1 **)**
\\
* void **set_item_checked** **(** [int](class_int) idx, [bool](class_bool) arg1 **)**
Set the checkstate status of the item at index "idx".
#### <a name="set_item_ID">set_item_ID</a>
* void **[set_item_ID](#set_item_ID)** **(** [int](class_int) idx, [int](class_int) id **)**
\\
* void **set_item_ID** **(** [int](class_int) idx, [int](class_int) id **)**
Set the id of the item at index "idx".
#### <a name="get_item_text">get_item_text</a>
* [String](class_string) **[get_item_text](#get_item_text)** **(** [int](class_int) idx **)** const
\\
* [String](class_string) **get_item_text** **(** [int](class_int) idx **)** const
Return the text of the item at index "idx".
#### <a name="get_item_icon">get_item_icon</a>
* [Object](class_object) **[get_item_icon](#get_item_icon)** **(** [int](class_int) idx **)** const
\\
* [Object](class_object) **get_item_icon** **(** [int](class_int) idx **)** const
Return the icon of the item at index "idx".
#### <a name="get_item_accelerator">get_item_accelerator</a>
* [int](class_int) **[get_item_accelerator](#get_item_accelerator)** **(** [int](class_int) idx **)** const
\\
* [int](class_int) **get_item_accelerator** **(** [int](class_int) idx **)** const
Return the accelerator of the item at index "idx". Accelerators are special combinations of keys that activate the item, no matter which control is fucused.
#### <a name="is_item_checked">is_item_checked</a>
* [bool](class_bool) **[is_item_checked](#is_item_checked)** **(** [int](class_int) idx **)** const
\\
* [bool](class_bool) **is_item_checked** **(** [int](class_int) idx **)** const
Return the checkstate status of the item at index "idx".
#### <a name="get_item_ID">get_item_ID</a>
* [int](class_int) **[get_item_ID](#get_item_ID)** **(** [int](class_int) idx **)** const
\\
* [int](class_int) **get_item_ID** **(** [int](class_int) idx **)** const
Return the id of the item at index "idx".
#### <a name="get_item_index">get_item_index</a>
* [int](class_int) **[get_item_index](#get_item_index)** **(** [int](class_int) id **)** const
\\
* [int](class_int) **get_item_index** **(** [int](class_int) id **)** const
Find and return the index of the item containing a given id.
#### <a name="get_item_count">get_item_count</a>
* [int](class_int) **[get_item_count](#get_item_count)** **(** **)** const
\\
* [int](class_int) **get_item_count** **(** **)** const
Return the amount of items.
#### <a name="add_separator">add_separator</a>
* void **[add_separator](#add_separator)** **(** **)**
\\
* void **add_separator** **(** **)**
Add a separator between items. Separators also occupy an index.
#### <a name="clear">clear</a>
* void **[clear](#clear)** **(** **)**
\\
* void **clear** **(** **)**
Clear the popup menu.

@ -22,51 +22,51 @@ Portals provide virtual openings to [RoomInstance] nodes, so cameras can look at
### Member Function Description
#### <a name="set_shape">set_shape</a>
* void **[set_shape](#set_shape)** **(** [Vector2Array](class_vector2array) points **)**
\\
* void **set_shape** **(** [Vector2Array](class_vector2array) points **)**
Set the portal shape. The shape is an array of [Point2] points, representing a convex polygon in the X,Y plane.
#### <a name="get_shape">get_shape</a>
* [Vector2Array](class_vector2array) **[get_shape](#get_shape)** **(** **)** const
\\
* [Vector2Array](class_vector2array) **get_shape** **(** **)** const
Return the portal shape. The shape is an array of [Point2] points, representing a convex polygon in the X,Y plane.
#### <a name="set_enabled">set_enabled</a>
* void **[set_enabled](#set_enabled)** **(** [bool](class_bool) enable **)**
\\
* void **set_enabled** **(** [bool](class_bool) enable **)**
Enable the portal (it is enabled by defaul though), disabling it will cause the parent [RoomInstance] to not be visible any longer when looking through the portal.
#### <a name="is_enabled">is_enabled</a>
* [bool](class_bool) **[is_enabled](#is_enabled)** **(** **)** const
\\
* [bool](class_bool) **is_enabled** **(** **)** const
Return wether the portal is active. When disabled it causes the parent [RoomInstance] to not be visible any longer when looking through the portal.
#### <a name="set_disable_distance">set_disable_distance</a>
* void **[set_disable_distance](#set_disable_distance)** **(** [real](class_real) distance **)**
\\
* void **set_disable_distance** **(** [real](class_real) distance **)**
Set the distance threshold for disabling the portal. Every time that the portal goes beyond "distance", it disables itself, becoming the opaque color (see [[#set_disabled_color|set_disabled_color]]).
#### <a name="get_disable_distance">get_disable_distance</a>
* [real](class_real) **[get_disable_distance](#get_disable_distance)** **(** **)** const
\\
* [real](class_real) **get_disable_distance** **(** **)** const
Return the distance threshold for disabling the portal. Every time that the portal goes beyond "distance", it disables itself, becoming the opaque color (see [[#set_disabled_color|set_disabled_color]]).
#### <a name="set_disabled_color">set_disabled_color</a>
* void **[set_disabled_color](#set_disabled_color)** **(** [Color](class_color) color **)**
\\
* void **set_disabled_color** **(** [Color](class_color) color **)**
When the portal goes beyond the disable distance (see [[#set_disable_distance|set_disable_distance]]), it becomes opaque and displayed with color "color".
#### <a name="get_disabled_color">get_disabled_color</a>
* [Color](class_color) **[get_disabled_color](#get_disabled_color)** **(** **)** const
\\
* [Color](class_color) **get_disabled_color** **(** **)** const
Return the color for when the portal goes beyond the disable distance (see [[#set_disable_distance|set_disable_distance]]) and becomes disabled.
#### <a name="set_connect_range">set_connect_range</a>
* void **[set_connect_range](#set_connect_range)** **(** [real](class_real) range **)**
\\
* void **set_connect_range** **(** [real](class_real) range **)**
Set the range for auto-connecting two portals from different rooms sharing the same space.
#### <a name="get_connect_range">get_connect_range</a>
* [real](class_real) **[get_connect_range](#get_connect_range)** **(** **)** const
\\
* [real](class_real) **get_connect_range** **(** **)** const
Return the range for auto-connecting two portals from different rooms sharing the same space.

@ -27,31 +27,31 @@ Quaternion is a 4 dimensional vector that is used to represet a rotation. It mai
### Member Function Description
#### <a name="dot">dot</a>
* [real](class_real) **[dot](#dot)** **(** [Quat](class_quat) b **)**
\\
* [real](class_real) **dot** **(** [Quat](class_quat) b **)**
Returns the dot product between two quaternions.
#### <a name="inverse">inverse</a>
* [Quat](class_quat) **[inverse](#inverse)** **(** **)**
\\
* [Quat](class_quat) **inverse** **(** **)**
Returns the inverse of the quaternion (applies to the inverse rotatio too).
#### <a name="length">length</a>
* [real](class_real) **[length](#length)** **(** **)**
\\
* [real](class_real) **length** **(** **)**
Returns the length of the quaternion.
#### <a name="length_squared">length_squared</a>
* [real](class_real) **[length_squared](#length_squared)** **(** **)**
\\
* [real](class_real) **length_squared** **(** **)**
Returns the length of the quaternion, minus the square root.
#### <a name="normalized">normalized</a>
* [Quat](class_quat) **[normalized](#normalized)** **(** **)**
\\
* [Quat](class_quat) **normalized** **(** **)**
Returns a copy of the quaternion, normalized to unit length.
#### <a name="slerp">slerp</a>
* [Quat](class_quat) **[slerp](#slerp)** **(** [Quat](class_quat) b, [real](class_real) t **)**
\\
* [Quat](class_quat) **slerp** **(** [Quat](class_quat) b, [real](class_real) t **)**
Perform a spherical-linear interpolation with another quaternion.

@ -35,51 +35,51 @@ Range is a base class for [[control|Control]] nodes that change a floating point
### Member Function Description
#### <a name="get_val">get_val</a>
* [real](class_real) **[get_val](#get_val)** **(** **)** const
\\
* [real](class_real) **get_val** **(** **)** const
Return the current value.
#### <a name="get_min">get_min</a>
* [real](class_real) **[get_min](#get_min)** **(** **)** const
\\
* [real](class_real) **get_min** **(** **)** const
Return the minimum value.
#### <a name="get_max">get_max</a>
* [real](class_real) **[get_max](#get_max)** **(** **)** const
\\
* [real](class_real) **get_max** **(** **)** const
Return the maximum value.
#### <a name="get_step">get_step</a>
* [real](class_real) **[get_step](#get_step)** **(** **)** const
\\
* [real](class_real) **get_step** **(** **)** const
Return the stepping, if step is 0, stepping is disabled.
#### <a name="get_page">get_page</a>
* [real](class_real) **[get_page](#get_page)** **(** **)** const
\\
* [real](class_real) **get_page** **(** **)** const
Return the page size, if page is 0, paging is disabled.
#### <a name="get_unit_value">get_unit_value</a>
* [real](class_real) **[get_unit_value](#get_unit_value)** **(** **)** const
\\
* [real](class_real) **get_unit_value** **(** **)** const
Return value mapped to 0 to 1 (unit) range.
#### <a name="set_min">set_min</a>
* void **[set_min](#set_min)** **(** [real](class_real) minimum **)**
\\
* void **set_min** **(** [real](class_real) minimum **)**
Set minimum value, clamped range value to it if it"apos;s less.
#### <a name="set_step">set_step</a>
* void **[set_step](#set_step)** **(** [real](class_real) step **)**
\\
* void **set_step** **(** [real](class_real) step **)**
Set step value. If step is 0, stepping will be disabled.
#### <a name="set_page">set_page</a>
* void **[set_page](#set_page)** **(** [real](class_real) pagesize **)**
\\
* void **set_page** **(** [real](class_real) pagesize **)**
Set page size. Page is mainly used for scrollbars or anything that controls text scrolling.
#### <a name="set_unit_value">set_unit_value</a>
* void **[set_unit_value](#set_unit_value)** **(** [real](class_real) value **)**
\\
* void **set_unit_value** **(** [real](class_real) value **)**
Set value mapped to 0 to 1 (unit) range, it will then be converted to the actual value within min and max.

@ -13,11 +13,11 @@ Rectangle Shape for 2D Physics. This shape is useful for modelling box-like 2D o
### Member Function Description
#### <a name="set_extents">set_extents</a>
* void **[set_extents](#set_extents)** **(** [Vector2](class_vector2) extents **)**
\\
* void **set_extents** **(** [Vector2](class_vector2) extents **)**
Set the half extents, the actual width and height of this shape is twice the half extents.
#### <a name="get_extents">get_extents</a>
* [Vector2](class_vector2) **[get_extents](#get_extents)** **(** **)** const
\\
* [Vector2](class_vector2) **get_extents** **(** **)** const
Return the half extents, the actual width and height of this shape is twice the half extents.

@ -14,11 +14,11 @@ Base class for anything refcounted. Resource and many other helper objects inher
### Member Function Description
#### <a name="reference">reference</a>
* void **[reference](#reference)** **(** **)**
\\
* void **reference** **(** **)**
Increase the internal reference counter. Use this only if you really know what you are doing.
#### <a name="unreference">unreference</a>
* [bool](class_bool) **[unreference](#unreference)** **(** **)**
\\
* [bool](class_bool) **unreference** **(** **)**
Decrease the internal reference counter. Use this only if you really know what you are doing.

@ -22,26 +22,26 @@ Resource is the base class for all resource types. Resources are primarily data
### Member Function Description
#### <a name="set_path">set_path</a>
* void **[set_path](#set_path)** **(** [String](class_string) path **)**
\\
* void **set_path** **(** [String](class_string) path **)**
Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn"apos;t be changed by anything else.
#### <a name="get_path">get_path</a>
* [String](class_string) **[get_path](#get_path)** **(** **)** const
\\
* [String](class_string) **get_path** **(** **)** const
Return the path of the resource. This is useful mainly for editors when saving/loading, and shouldn"apos;t be changed by anything else.
#### <a name="set_name">set_name</a>
* void **[set_name](#set_name)** **(** [String](class_string) name **)**
\\
* void **set_name** **(** [String](class_string) name **)**
Set the name of the resources, any name is ok (it doesn"apos;t have to be unique). Name is for descriptive purposes only.
#### <a name="get_name">get_name</a>
* [String](class_string) **[get_name](#get_name)** **(** **)** const
\\
* [String](class_string) **get_name** **(** **)** const
Return the name of the resources, any name is ok (it doesn"apos;t have to be unique). Name is for descriptive purposes only.
#### <a name="get_rid">get_rid</a>
* [RID](class_rid) **[get_rid](#get_rid)** **(** **)** const
\\
* [RID](class_rid) **get_rid** **(** **)** const
Return the RID of the resource (or an empty RID). Many resources (such as [[texture|Texture]], [[mesh|Mesh]], etc) are high level abstractions of resources stored in a server, so this function will return the original RID.

@ -16,21 +16,21 @@ Interactive Resource Loader. This object is returned by ResourceLoader when perf
### Member Function Description
#### <a name="get_resource">get_resource</a>
* [Object](class_object) **[get_resource](#get_resource)** **(** **)**
\\
* [Object](class_object) **get_resource** **(** **)**
Return the loaded resource (only if loaded). Otherwise, returns null.
#### <a name="poll">poll</a>
* [int](class_int) **[poll](#poll)** **(** **)**
\\
* [int](class_int) **poll** **(** **)**
Poll the load. If OK is returned, this means poll will have to be called again. If ERR_EOF is returned, them the load has finished and the resource can be obtained by calling [get_resource].
#### <a name="get_stage">get_stage</a>
* [int](class_int) **[get_stage](#get_stage)** **(** **)** const
\\
* [int](class_int) **get_stage** **(** **)** const
Return the load stage. The total amount of stages can be queried with [get_stage_count]
#### <a name="get_stage_count">get_stage_count</a>
* [int](class_int) **[get_stage_count](#get_stage_count)** **(** **)** const
\\
* [int](class_int) **get_stage_count** **(** **)** const
Return the total amount of stages (calls to [poll] ) needed to completely load this resource.

@ -17,21 +17,21 @@ Resource Loader. This is a static object accessible as [[resourceloader|Resource
### Member Function Description
#### <a name="load_interactive">load_interactive</a>
* [ResourceInteractiveLoader](class_resourceinteractiveloader) **[load_interactive](#load_interactive)** **(** [String](class_string) path, [String](class_string) type_hint="" **)**
\\
* [ResourceInteractiveLoader](class_resourceinteractiveloader) **load_interactive** **(** [String](class_string) path, [String](class_string) type_hint="" **)**
Load a resource interactively, the returned object allows to load with high granularity.
#### <a name="load">load</a>
* [Resource](class_resource) **[load](#load)** **(** [String](class_string) path, [String](class_string) type_hint="" **)**
\\
* [Resource](class_resource) **load** **(** [String](class_string) path, [String](class_string) type_hint="" **)**
Load a resource. Optionally a hint can be given for the resource type to load.
#### <a name="get_recognized_extensions_for_type">get_recognized_extensions_for_type</a>
* [StringArray](class_stringarray) **[get_recognized_extensions_for_type](#get_recognized_extensions_for_type)** **(** [String](class_string) type **)**
\\
* [StringArray](class_stringarray) **get_recognized_extensions_for_type** **(** [String](class_string) type **)**
Return the list of recognized extensions for a resource type.
#### <a name="set_abort_on_missing_resources">set_abort_on_missing_resources</a>
* void **[set_abort_on_missing_resources](#set_abort_on_missing_resources)** **(** [bool](class_bool) abort **)**
\\
* void **set_abort_on_missing_resources** **(** [bool](class_bool) abort **)**
Change the behavior on missing sub-resources. Default is to abort load.

@ -17,31 +17,31 @@ Resource Preloader Node. This node is used to preload sub-resources inside a sce
### Member Function Description
#### <a name="add_resource">add_resource</a>
* void **[add_resource](#add_resource)** **(** [String](class_string) name, [Object](class_object) resource **)**
\\
* void **add_resource** **(** [String](class_string) name, [Object](class_object) resource **)**
Add a resource to the preloader. Set the text-id that will be used to identify it (retrieve it/erase it/etc).
#### <a name="remove_resource">remove_resource</a>
* void **[remove_resource](#remove_resource)** **(** [String](class_string) name **)**
\\
* void **remove_resource** **(** [String](class_string) name **)**
Remove a resource from the preloader by text id.
#### <a name="rename_resource">rename_resource</a>
* void **[rename_resource](#rename_resource)** **(** [String](class_string) name, [String](class_string) newname **)**
\\
* void **rename_resource** **(** [String](class_string) name, [String](class_string) newname **)**
Rename a resource inside the preloader, from a text-id to a new text-id.
#### <a name="has_resource">has_resource</a>
* [bool](class_bool) **[has_resource](#has_resource)** **(** [String](class_string) name **)** const
\\
* [bool](class_bool) **has_resource** **(** [String](class_string) name **)** const
Return true if the preloader has a given resource.
#### <a name="get_resource">get_resource</a>
* [Object](class_object) **[get_resource](#get_resource)** **(** [String](class_string) name **)** const
\\
* [Object](class_object) **get_resource** **(** [String](class_string) name **)** const
Return the resource given a text-id.
#### <a name="get_resource_list">get_resource_list</a>
* [StringArray](class_stringarray) **[get_resource_list](#get_resource_list)** **(** **)** const
\\
* [StringArray](class_stringarray) **get_resource_list** **(** **)** const
Return the list of resources inside the preloader.

@ -13,11 +13,11 @@ Resource Saving Interface. This interface is used for saving resources to disk.
### Member Function Description
#### <a name="save">save</a>
* [int](class_int) **[save](#save)** **(** [String](class_string) path, [Resource](class_resource) resource, [int](class_int) arg2=0 **)**
\\
* [int](class_int) **save** **(** [String](class_string) path, [Resource](class_resource) resource, [int](class_int) arg2=0 **)**
Save a resource to disk, to a given path.
#### <a name="get_recognized_extensions">get_recognized_extensions</a>
* [StringArray](class_stringarray) **[get_recognized_extensions](#get_recognized_extensions)** **(** [Object](class_object) type **)**
\\
* [StringArray](class_stringarray) **get_recognized_extensions** **(** [Object](class_object) type **)**
Return the list of extensions available for saving a resource of a given type.

@ -56,11 +56,11 @@ Label that displays rich text. Rich text can contain custom text, fonts, images
### Member Function Description
#### <a name="set_selection_enabled">set_selection_enabled</a>
* void **[set_selection_enabled](#set_selection_enabled)** **(** [bool](class_bool) enabled **)**
\\
* void **set_selection_enabled** **(** [bool](class_bool) enabled **)**
Set to true if selecting the text inside this richtext is allowed.
#### <a name="is_selection_enabled">is_selection_enabled</a>
* [bool](class_bool) **[is_selection_enabled](#is_selection_enabled)** **(** **)** const
\\
* [bool](class_bool) **is_selection_enabled** **(** **)** const
Return true if selecting the text inside this richtext is allowed.

@ -57,146 +57,146 @@ Rigid body 2D node. This node is used for placing rigid bodies in the scene. It
### Member Function Description
#### <a name="_integrate_forces">_integrate_forces</a>
* void **[_integrate_forces](#_integrate_forces)** **(** [Physics2DDirectBodyState](class_physics2ddirectbodystate) state **)** virtual
\\
* void **_integrate_forces** **(** [Physics2DDirectBodyState](class_physics2ddirectbodystate) state **)** virtual
Override this function to use a custom force integrator. This allows to hook up to the physics processing and alter the simulation state for the object on every frame.
#### <a name="set_mode">set_mode</a>
* void **[set_mode](#set_mode)** **(** [int](class_int) mode **)**
\\
* void **set_mode** **(** [int](class_int) mode **)**
Set the body mode, fromt he MODE_* enum. This allows to change to a static body or a character body.
#### <a name="get_mode">get_mode</a>
* [int](class_int) **[get_mode](#get_mode)** **(** **)** const
\\
* [int](class_int) **get_mode** **(** **)** const
Return the current body mode, see [set_mode].
#### <a name="set_mass">set_mass</a>
* void **[set_mass](#set_mass)** **(** [real](class_real) mass **)**
\\
* void **set_mass** **(** [real](class_real) mass **)**
Set the body mass.
#### <a name="get_mass">get_mass</a>
* [real](class_real) **[get_mass](#get_mass)** **(** **)** const
\\
* [real](class_real) **get_mass** **(** **)** const
Return the body mass.
#### <a name="set_weight">set_weight</a>
* void **[set_weight](#set_weight)** **(** [real](class_real) weight **)**
\\
* void **set_weight** **(** [real](class_real) weight **)**
Set the body mass given standard earth-weight (gravity 9.8). Not really useful for 2D since most measuers for this node are in pixels.
#### <a name="get_weight">get_weight</a>
* [real](class_real) **[get_weight](#get_weight)** **(** **)** const
\\
* [real](class_real) **get_weight** **(** **)** const
Return the body mass given standard earth-weight (gravity 9.8).
#### <a name="set_friction">set_friction</a>
* void **[set_friction](#set_friction)** **(** [real](class_real) friction **)**
\\
* void **set_friction** **(** [real](class_real) friction **)**
Set the body friction, from 0 (friction less) to 1 (full friction).
#### <a name="get_friction">get_friction</a>
* [real](class_real) **[get_friction](#get_friction)** **(** **)** const
\\
* [real](class_real) **get_friction** **(** **)** const
Return the body friction.
#### <a name="set_bounce">set_bounce</a>
* void **[set_bounce](#set_bounce)** **(** [real](class_real) bounce **)**
\\
* void **set_bounce** **(** [real](class_real) bounce **)**
Set the body bounciness, from 0 (no bounce) to 1 (bounce).
#### <a name="get_bounce">get_bounce</a>
* [real](class_real) **[get_bounce](#get_bounce)** **(** **)** const
\\
* [real](class_real) **get_bounce** **(** **)** const
Return the body bouncyness.
#### <a name="set_linear_velocity">set_linear_velocity</a>
* void **[set_linear_velocity](#set_linear_velocity)** **(** [Vector2](class_vector2) linear_velocity **)**
\\
* void **set_linear_velocity** **(** [Vector2](class_vector2) linear_velocity **)**
Set the body linear velocity. Can be used sporadically, but** DONT SET THIS IN EVERY FRAME **, because physics may be running in another thread and definitely runs at a different granularity. Use [_integrate_forces] as your process loop if you want to have precise control of the body state.
#### <a name="get_linear_velocity">get_linear_velocity</a>
* [Vector2](class_vector2) **[get_linear_velocity](#get_linear_velocity)** **(** **)** const
\\
* [Vector2](class_vector2) **get_linear_velocity** **(** **)** const
Return the body linear velocity. This changes by physics granularity. See [set_linear_velocity].
#### <a name="set_angular_velocity">set_angular_velocity</a>
* void **[set_angular_velocity](#set_angular_velocity)** **(** [real](class_real) angular_velocity **)**
\\
* void **set_angular_velocity** **(** [real](class_real) angular_velocity **)**
Set the body angular velocity. Can be used sporadically, but** DONT SET THIS IN EVERY FRAME **, because physics may be running in another thread and definitely runs at a different granularity. Use [_integrate_forces] as your process loop if you want to have precise control of the body state.
#### <a name="get_angular_velocity">get_angular_velocity</a>
* [real](class_real) **[get_angular_velocity](#get_angular_velocity)** **(** **)** const
\\
* [real](class_real) **get_angular_velocity** **(** **)** const
Return the body angular velocity. This changes by physics granularity. See [set_angular_velocity].
#### <a name="set_max_contacts_reported">set_max_contacts_reported</a>
* void **[set_max_contacts_reported](#set_max_contacts_reported)** **(** [int](class_int) amount **)**
\\
* void **set_max_contacts_reported** **(** [int](class_int) amount **)**
Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
#### <a name="get_max_contacts_reported">get_max_contacts_reported</a>
* [int](class_int) **[get_max_contacts_reported](#get_max_contacts_reported)** **(** **)** const
\\
* [int](class_int) **get_max_contacts_reported** **(** **)** const
Return the maximum contacts that can be reported. See [set_max_contacts_reported].
#### <a name="set_use_custom_integrator">set_use_custom_integrator</a>
* void **[set_use_custom_integrator](#set_use_custom_integrator)** **(** [bool](class_bool) enable **)**
\\
* void **set_use_custom_integrator** **(** [bool](class_bool) enable **)**
Set to true if the body shall not do any internal force integration at all (like gravity or air friction). Only the [_integrate_forces] will be able to integrate them if overrided.
#### <a name="is_using_custom_integrator">is_using_custom_integrator</a>
* [bool](class_bool) **[is_using_custom_integrator](#is_using_custom_integrator)** **(** **)**
\\
* [bool](class_bool) **is_using_custom_integrator** **(** **)**
Return true if the body is not doing any built-in force integration.
#### <a name="set_contact_monitor">set_contact_monitor</a>
* void **[set_contact_monitor](#set_contact_monitor)** **(** [bool](class_bool) enabled **)**
\\
* void **set_contact_monitor** **(** [bool](class_bool) enabled **)**
Enable contact monitoring. (the signals to notify when a body entered/exited collision).
#### <a name="is_contact_monitor_enabled">is_contact_monitor_enabled</a>
* [bool](class_bool) **[is_contact_monitor_enabled](#is_contact_monitor_enabled)** **(** **)** const
\\
* [bool](class_bool) **is_contact_monitor_enabled** **(** **)** const
Return wether contact monitoring is enabled.
#### <a name="set_use_continuous_collision_detection">set_use_continuous_collision_detection</a>
* void **[set_use_continuous_collision_detection](#set_use_continuous_collision_detection)** **(** [bool](class_bool) enable **)**
\\
* void **set_use_continuous_collision_detection** **(** [bool](class_bool) enable **)**
Enable continuos collision detection. This prevents very fast-moving bodies (such as bullets) to not go through objects.
#### <a name="is_using_continuous_collision_detection">is_using_continuous_collision_detection</a>
* [bool](class_bool) **[is_using_continuous_collision_detection](#is_using_continuous_collision_detection)** **(** **)** const
\\
* [bool](class_bool) **is_using_continuous_collision_detection** **(** **)** const
Return true if continuous collision detection is in use.
#### <a name="set_axis_velocity">set_axis_velocity</a>
* void **[set_axis_velocity](#set_axis_velocity)** **(** [Vector2](class_vector2) axis_velocity **)**
\\
* void **set_axis_velocity** **(** [Vector2](class_vector2) axis_velocity **)**
Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. (This is useful for jumping behavior).
#### <a name="apply_impulse">apply_impulse</a>
* void **[apply_impulse](#apply_impulse)** **(** [Vector2](class_vector2) pos, [Vector2](class_vector2) impulse **)**
\\
* void **apply_impulse** **(** [Vector2](class_vector2) pos, [Vector2](class_vector2) impulse **)**
Apply a positioned impulse (which will be affected by the body mass and shape).
#### <a name="set_active">set_active</a>
* void **[set_active](#set_active)** **(** [bool](class_bool) active **)**
\\
* void **set_active** **(** [bool](class_bool) active **)**
Change the body state between sleeping/active states. As a note, static bodies can never be active.
#### <a name="is_active">is_active</a>
* [bool](class_bool) **[is_active](#is_active)** **(** **)** const
\\
* [bool](class_bool) **is_active** **(** **)** const
Return the body state. As a note, static bodies are never active.
#### <a name="set_can_sleep">set_can_sleep</a>
* void **[set_can_sleep](#set_can_sleep)** **(** [bool](class_bool) able_to_sleep **)**
\\
* void **set_can_sleep** **(** [bool](class_bool) able_to_sleep **)**
Set the body ability to fall asleep when not moving. This saves an enormous amount of processor time when there are plenty of rigid bodies (non static) in a scene.
#### <a name="is_able_to_sleep">is_able_to_sleep</a>
* [bool](class_bool) **[is_able_to_sleep](#is_able_to_sleep)** **(** **)** const
\\
* [bool](class_bool) **is_able_to_sleep** **(** **)** const
Return true if the body has the ability to fall asleep when not moving. See [set_can_sleep].

@ -33,71 +33,71 @@ Sample provides an audio sample class, containing audio data, together with some
### Member Function Description
#### <a name="create">create</a>
* void **[create](#create)** **(** [int](class_int) format, [bool](class_bool) stereo, [int](class_int) length **)**
\\
* void **create** **(** [int](class_int) format, [bool](class_bool) stereo, [int](class_int) length **)**
Create new data for the sample, with format "format" (see FORMAT_* enum), stereo hint, and length in frames (not samples or bytes!) "frame". Calling create overrides previous existing data if it exists. Stereo samples are interleaved pairs of left and right (in that order) points
#### <a name="get_format">get_format</a>
* [int](class_int) **[get_format](#get_format)** **(** **)** const
\\
* [int](class_int) **get_format** **(** **)** const
Return the sample format (see FORMAT_* enum).
#### <a name="is_stereo">is_stereo</a>
* [bool](class_bool) **[is_stereo](#is_stereo)** **(** **)** const
\\
* [bool](class_bool) **is_stereo** **(** **)** const
Return true if the sample was created stereo.
#### <a name="get_length">get_length</a>
* [int](class_int) **[get_length](#get_length)** **(** **)** const
\\
* [int](class_int) **get_length** **(** **)** const
Return the sample length in frames.
#### <a name="set_data">set_data</a>
* void **[set_data](#set_data)** **(** [RawArray](class_rawarray) data **)**
\\
* void **set_data** **(** [RawArray](class_rawarray) data **)**
Set sample data. Data must be little endian, no matter the host platform, and exactly as long to fit all frames. Example, if data is Stereo, 16 bits, 256 frames, it will be 1024 bytes long.
#### <a name="get_data">get_data</a>
* [RawArray](class_rawarray) **[get_data](#get_data)** **(** **)** const
\\
* [RawArray](class_rawarray) **get_data** **(** **)** const
Return sample data. Data will be endian, no matter with the host platform, and exactly as long to fit all frames. Example, if data is Stereo, 16 bits, 256 frames, it will be 1024 bytes long.
#### <a name="set_mix_rate">set_mix_rate</a>
* void **[set_mix_rate](#set_mix_rate)** **(** [int](class_int) hz **)**
\\
* void **set_mix_rate** **(** [int](class_int) hz **)**
Set the mix rate for the sample (expected playback frequency).
#### <a name="get_mix_rate">get_mix_rate</a>
* [int](class_int) **[get_mix_rate](#get_mix_rate)** **(** **)** const
\\
* [int](class_int) **get_mix_rate** **(** **)** const
Return the mix rate for the sample (expected playback frequency).
#### <a name="set_loop_format">set_loop_format</a>
* void **[set_loop_format](#set_loop_format)** **(** [int](class_int) format **)**
\\
* void **set_loop_format** **(** [int](class_int) format **)**
Set the loop format, see LOOP_* enum
#### <a name="get_loop_format">get_loop_format</a>
* [int](class_int) **[get_loop_format](#get_loop_format)** **(** **)** const
\\
* [int](class_int) **get_loop_format** **(** **)** const
Return the loop format, see LOOP_* enum.
#### <a name="set_loop_begin">set_loop_begin</a>
* void **[set_loop_begin](#set_loop_begin)** **(** [int](class_int) pos **)**
\\
* void **set_loop_begin** **(** [int](class_int) pos **)**
Set the loop begin position, it must be a valid frame and less than the loop end position.
#### <a name="get_loop_begin">get_loop_begin</a>
* [int](class_int) **[get_loop_begin](#get_loop_begin)** **(** **)** const
\\
* [int](class_int) **get_loop_begin** **(** **)** const
Return the loop begin position.
#### <a name="set_loop_end">set_loop_end</a>
* void **[set_loop_end](#set_loop_end)** **(** [int](class_int) pos **)**
\\
* void **set_loop_end** **(** [int](class_int) pos **)**
Set the loop end position, it must be a valid frame and greater than the loop begin position.
#### <a name="get_loop_end">get_loop_end</a>
* [int](class_int) **[get_loop_end](#get_loop_end)** **(** **)** const
\\
* [int](class_int) **get_loop_end** **(** **)** const
Return the loop begin position.

@ -19,21 +19,21 @@ Library that contains a collection of Samples, each identified by an text id. Th
### Member Function Description
#### <a name="add_sample">add_sample</a>
* void **[add_sample](#add_sample)** **(** [String](class_string) name, [Sample](class_sample) sample **)**
\\
* void **add_sample** **(** [String](class_string) name, [Sample](class_sample) sample **)**
Add a sample to the library, with a given text id;
#### <a name="get_sample">get_sample</a>
* [Sample](class_sample) **[get_sample](#get_sample)** **(** [String](class_string) name **)** const
\\
* [Sample](class_sample) **get_sample** **(** [String](class_string) name **)** const
Return a sample from the library, from a given text-id. Return null if the sample is not found.
#### <a name="has_sample">has_sample</a>
* [bool](class_bool) **[has_sample](#has_sample)** **(** [String](class_string) name **)** const
\\
* [bool](class_bool) **has_sample** **(** [String](class_string) name **)** const
Return true if the sample text id exists in the library.
#### <a name="remove_sample">remove_sample</a>
* void **[remove_sample](#remove_sample)** **(** [String](class_string) name **)**
\\
* void **remove_sample** **(** [String](class_string) name **)**
Remove a sample given a specific text id.

@ -77,116 +77,116 @@ SamplePlayer is a [[node|Node]] meant for simple sample playback. A library of s
### Member Function Description
#### <a name="set_voice_count">set_voice_count</a>
* void **[set_voice_count](#set_voice_count)** **(** [int](class_int) max_voices **)**
\\
* void **set_voice_count** **(** [int](class_int) max_voices **)**
Set the amount of simultaneous voices that will be used for playback.
#### <a name="get_voice_count">get_voice_count</a>
* [int](class_int) **[get_voice_count](#get_voice_count)** **(** **)** const
\\
* [int](class_int) **get_voice_count** **(** **)** const
Return the amount of simultaneous voices that will be used for playback.
#### <a name="play">play</a>
* [int](class_int) **[play](#play)** **(** [String](class_string) name, [bool](class_bool) unique=false **)**
\\
* [int](class_int) **play** **(** [String](class_string) name, [bool](class_bool) unique=false **)**
Play back sample, given it"apos;s identifier "name". if "unique" is true, all othere previous samples will be stopped. The voice allocated for playback will be returned.
#### <a name="stop">stop</a>
* void **[stop](#stop)** **(** [int](class_int) voice **)**
\\
* void **stop** **(** [int](class_int) voice **)**
Stop a voice "voice". (see [[#play|play]]).
#### <a name="set_mix_rate">set_mix_rate</a>
* void **[set_mix_rate](#set_mix_rate)** **(** [int](class_int) voice, [int](class_int) hz **)**
\\
* void **set_mix_rate** **(** [int](class_int) voice, [int](class_int) hz **)**
Change the mix rate of a voice "voice" to given "hz".
#### <a name="set_pitch_scale">set_pitch_scale</a>
* void **[set_pitch_scale](#set_pitch_scale)** **(** [int](class_int) voice, [real](class_real) ratio **)**
\\
* void **set_pitch_scale** **(** [int](class_int) voice, [real](class_real) ratio **)**
Scale the pitch (mix rate) of a voice by a ratio value "ratio". A ratio of 1.0 means the voice is unscaled.
#### <a name="set_volume">set_volume</a>
* void **[set_volume](#set_volume)** **(** [int](class_int) voice, [real](class_real) nrg **)**
\\
* void **set_volume** **(** [int](class_int) voice, [real](class_real) nrg **)**
Set the volume of a voice, 0db is maximum volume (every about -6db, volume is reduced in half). "db" does in fact go from zero to negative.
#### <a name="set_pan">set_pan</a>
* void **[set_pan](#set_pan)** **(** [int](class_int) voice, [real](class_real) pan, [real](class_real) depth=0, [real](class_real) height=0 **)**
\\
* void **set_pan** **(** [int](class_int) voice, [real](class_real) pan, [real](class_real) depth=0, [real](class_real) height=0 **)**
Set the panning of a voice. Panning goes from -1 (left) to +1 (right). Optionally, if the hardware supports 3D sound, also set depth and height (also in range -1 to +1).
#### <a name="set_filter">set_filter</a>
* void **[set_filter](#set_filter)** **(** [int](class_int) voice, [int](class_int) type, [real](class_real) cutoff_hz, [real](class_real) resonance, [real](class_real) gain=0 **)**
\\
* void **set_filter** **(** [int](class_int) voice, [int](class_int) type, [real](class_real) cutoff_hz, [real](class_real) resonance, [real](class_real) gain=0 **)**
Set and enable a filter of a voice, with type "type" (see FILTER_* enum), cutoff (0 to 22khz) frequency and resonance (0+).
#### <a name="set_chorus">set_chorus</a>
* void **[set_chorus](#set_chorus)** **(** [int](class_int) voice, [real](class_real) send **)**
\\
* void **set_chorus** **(** [int](class_int) voice, [real](class_real) send **)**
Set the chorus send level of a voice (0 to 1). For setting chorus parameters, see [[audioserver|AudioServer]].
#### <a name="set_reverb">set_reverb</a>
* void **[set_reverb](#set_reverb)** **(** [int](class_int) voice, [int](class_int) room_type, [real](class_real) send **)**
\\
* void **set_reverb** **(** [int](class_int) voice, [int](class_int) room_type, [real](class_real) send **)**
Set the reverb send level and type of a voice (0 to 1). (see REVERB_* enum for type).
#### <a name="get_mix_rate">get_mix_rate</a>
* [int](class_int) **[get_mix_rate](#get_mix_rate)** **(** [int](class_int) voice **)** const
\\
* [int](class_int) **get_mix_rate** **(** [int](class_int) voice **)** const
Return the current mix rate for a given voice.
#### <a name="get_pitch_scale">get_pitch_scale</a>
* [real](class_real) **[get_pitch_scale](#get_pitch_scale)** **(** [int](class_int) voice **)** const
\\
* [real](class_real) **get_pitch_scale** **(** [int](class_int) voice **)** const
Return the current pitch scale for a given voice.
#### <a name="get_volume">get_volume</a>
* [real](class_real) **[get_volume](#get_volume)** **(** [int](class_int) voice **)** const
\\
* [real](class_real) **get_volume** **(** [int](class_int) voice **)** const
Return the current volume (in db) for a given voice. 0db is maximum volume (every about -6db, volume is reduced in half). "db" does in fact go from zero to negative.
#### <a name="get_pan">get_pan</a>
* [real](class_real) **[get_pan](#get_pan)** **(** [int](class_int) voice **)** const
\\
* [real](class_real) **get_pan** **(** [int](class_int) voice **)** const
Return the current panning for a given voice. Panning goes from -1 (left) to +1 (right).
#### <a name="get_pan_depth">get_pan_depth</a>
* [real](class_real) **[get_pan_depth](#get_pan_depth)** **(** [int](class_int) voice **)** const
\\
* [real](class_real) **get_pan_depth** **(** [int](class_int) voice **)** const
Return the current pan depth for a given voice (not used unless the hardware supports 3D sound)
#### <a name="get_pan_height">get_pan_height</a>
* [real](class_real) **[get_pan_height](#get_pan_height)** **(** [int](class_int) voice **)** const
\\
* [real](class_real) **get_pan_height** **(** [int](class_int) voice **)** const
Return the current pan height for a given voice (not used unless the hardware supports 3D sound)
#### <a name="get_filter_type">get_filter_type</a>
* [int](class_int) **[get_filter_type](#get_filter_type)** **(** [int](class_int) voice **)** const
\\
* [int](class_int) **get_filter_type** **(** [int](class_int) voice **)** const
Return the current filter type in use (see FILTER_* enum) for a given voice.
#### <a name="get_filter_cutoff">get_filter_cutoff</a>
* [real](class_real) **[get_filter_cutoff](#get_filter_cutoff)** **(** [int](class_int) voice **)** const
\\
* [real](class_real) **get_filter_cutoff** **(** [int](class_int) voice **)** const
Return the current filter cutoff for a given voice. Cutoff goes from 0 to 22khz.
#### <a name="get_filter_resonance">get_filter_resonance</a>
* [real](class_real) **[get_filter_resonance](#get_filter_resonance)** **(** [int](class_int) voice **)** const
\\
* [real](class_real) **get_filter_resonance** **(** [int](class_int) voice **)** const
Return the current filter resonance for a given voice. Resonance goes from 0 up.
#### <a name="get_chorus">get_chorus</a>
* [real](class_real) **[get_chorus](#get_chorus)** **(** [int](class_int) voice **)** const
\\
* [real](class_real) **get_chorus** **(** [int](class_int) voice **)** const
Return the current chorus send level for a given voice. (0 to 1).
#### <a name="get_reverb_room">get_reverb_room</a>
* [real](class_real) **[get_reverb_room](#get_reverb_room)** **(** [int](class_int) voice **)** const
\\
* [real](class_real) **get_reverb_room** **(** [int](class_int) voice **)** const
Return the current reverb room type for a given voice (see REVERB_* enum).
#### <a name="get_reverb">get_reverb</a>
* [real](class_real) **[get_reverb](#get_reverb)** **(** [int](class_int) voice **)** const
\\
* [real](class_real) **get_reverb** **(** [int](class_int) voice **)** const
Return the current reverb send level for a given voice. (0 to 1).

@ -27,51 +27,51 @@ Sample player for Positional 2D Sound. Plays sound samples positionally, left an
### Member Function Description
#### <a name="set_sample_library">set_sample_library</a>
* void **[set_sample_library](#set_sample_library)** **(** [SampleLibrary](class_samplelibrary) library **)**
\\
* void **set_sample_library** **(** [SampleLibrary](class_samplelibrary) library **)**
Set the sample library for the player.
#### <a name="get_sample_library">get_sample_library</a>
* [SampleLibrary](class_samplelibrary) **[get_sample_library](#get_sample_library)** **(** **)** const
\\
* [SampleLibrary](class_samplelibrary) **get_sample_library** **(** **)** const
Return the sample library used for the player.
#### <a name="set_polyphony">set_polyphony</a>
* void **[set_polyphony](#set_polyphony)** **(** [int](class_int) voices **)**
\\
* void **set_polyphony** **(** [int](class_int) voices **)**
Set the polyphony of the player (maximum amount of simultaneous voices).
#### <a name="get_polyphony">get_polyphony</a>
* [int](class_int) **[get_polyphony](#get_polyphony)** **(** **)** const
\\
* [int](class_int) **get_polyphony** **(** **)** const
Return the polyphony of the player (maximum amount of simultaneous voices).
#### <a name="play">play</a>
* [int](class_int) **[play](#play)** **(** [String](class_string) sample, [int](class_int) voice=-2 **)**
\\
* [int](class_int) **play** **(** [String](class_string) sample, [int](class_int) voice=-2 **)**
Play a sample, an internal polyphony id can be passed, or else it's assigned automatically. Returns a voice id which can be used to modify the voice parameters.
#### <a name="voice_set_pitch_scale">voice_set_pitch_scale</a>
* void **[voice_set_pitch_scale](#voice_set_pitch_scale)** **(** [int](class_int) voice, [real](class_real) ratio **)**
\\
* void **voice_set_pitch_scale** **(** [int](class_int) voice, [real](class_real) ratio **)**
Change the pitch scale of a currently playing voice.
#### <a name="voice_set_volume_scale_db">voice_set_volume_scale_db</a>
* void **[voice_set_volume_scale_db](#voice_set_volume_scale_db)** **(** [int](class_int) voice, [real](class_real) db **)**
\\
* void **voice_set_volume_scale_db** **(** [int](class_int) voice, [real](class_real) db **)**
Change the volume scale of a currently playing voice (using dB).
#### <a name="is_voice_active">is_voice_active</a>
* [bool](class_bool) **[is_voice_active](#is_voice_active)** **(** [int](class_int) voice **)** const
\\
* [bool](class_bool) **is_voice_active** **(** [int](class_int) voice **)** const
Return true if a voice is still active (false if it stopped playing).
#### <a name="stop_voice">stop_voice</a>
* void **[stop_voice](#stop_voice)** **(** [int](class_int) voice **)**
\\
* void **stop_voice** **(** [int](class_int) voice **)**
Stop a given voice.
#### <a name="stop_all">stop_all</a>
* void **[stop_all](#stop_all)** **(** **)**
\\
* void **stop_all** **(** **)**
Stop all playing voices.

@ -39,66 +39,66 @@ Scene implementation of the MainLoop. All scenes edited using the editor are loa
### Member Function Description
#### <a name="notify_group">notify_group</a>
* void **[notify_group](#notify_group)** **(** [int](class_int) call_flags, [String](class_string) group, [int](class_int) notification **)**
\\
* void **notify_group** **(** [int](class_int) call_flags, [String](class_string) group, [int](class_int) notification **)**
Call a notification in all the nodes belonging to a given group. See GROUP_CALL_* enum for options.
#### <a name="set_group">set_group</a>
* void **[set_group](#set_group)** **(** [int](class_int) call_flags, [String](class_string) group, [String](class_string) property, var value **)**
\\
* void **set_group** **(** [int](class_int) call_flags, [String](class_string) group, [String](class_string) property, var value **)**
Set a property in all the nodes belonging to a given group. See GROUP_CALL_* enum for options.
#### <a name="get_nodes_in_group">get_nodes_in_group</a>
* [Array](class_array) **[get_nodes_in_group](#get_nodes_in_group)** **(** [String](class_string) arg0 **)**
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* [Array](class_array) **get_nodes_in_group** **(** [String](class_string) arg0 **)**
Get all the nods belonging to a given group.
#### <a name="set_auto_accept_quit">set_auto_accept_quit</a>
* void **[set_auto_accept_quit](#set_auto_accept_quit)** **(** [bool](class_bool) enabled **)**
\\
* void **set_auto_accept_quit** **(** [bool](class_bool) enabled **)**
Set to true if the application will quit automatically when quit is requested (Alt-f4 or ctrl-c).
#### <a name="set_editor_hint">set_editor_hint</a>
* void **[set_editor_hint](#set_editor_hint)** **(** [bool](class_bool) enable **)**
\\
* void **set_editor_hint** **(** [bool](class_bool) enable **)**
Set to true to tell nodes and the scene that it is being edited. This is used by editors, not release.
#### <a name="is_editor_hint">is_editor_hint</a>
* [bool](class_bool) **[is_editor_hint](#is_editor_hint)** **(** **)** const
\\
* [bool](class_bool) **is_editor_hint** **(** **)** const
Return true if the scene is being run inside an editor.
#### <a name="set_pause">set_pause</a>
* void **[set_pause](#set_pause)** **(** [bool](class_bool) enable **)**
\\
* void **set_pause** **(** [bool](class_bool) enable **)**
Set pause. The built-in pause system is very basic and only meant to avoid processing nodes not allowed to work in pause mode.
#### <a name="is_paused">is_paused</a>
* [bool](class_bool) **[is_paused](#is_paused)** **(** **)** const
\\
* [bool](class_bool) **is_paused** **(** **)** const
Return true if the scene is paused.
#### <a name="set_input_as_handled">set_input_as_handled</a>
* void **[set_input_as_handled](#set_input_as_handled)** **(** **)**
\\
* void **set_input_as_handled** **(** **)**
Handle a current input event (avoid further processing of it).
#### <a name="get_frame">get_frame</a>
* [int](class_int) **[get_frame](#get_frame)** **(** **)** const
\\
* [int](class_int) **get_frame** **(** **)** const
Return the frame index (how many frames were drawn).
#### <a name="quit">quit</a>
* void **[quit](#quit)** **(** **)**
\\
* void **quit** **(** **)**
Quit the application.
#### <a name="queue_delete">queue_delete</a>
* void **[queue_delete](#queue_delete)** **(** [Object](class_object) obj **)**
\\
* void **queue_delete** **(** [Object](class_object) obj **)**
Queue an object for deletion next time the loop goes idle.
#### <a name="call_group">call_group</a>
* void **[call_group](#call_group)** **(** [int](class_int) flags, [String](class_string) group, [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)**
\\
* void **call_group** **(** [int](class_int) flags, [String](class_string) group, [String](class_string) method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL **)**
Call a function for all the nodes in a given group.

@ -17,31 +17,31 @@ Base class for scripts. Any script that is loaded becomes one of these resources
### Member Function Description
#### <a name="can_instance">can_instance</a>
* [bool](class_bool) **[can_instance](#can_instance)** **(** **)** const
\\
* [bool](class_bool) **can_instance** **(** **)** const
Return true if this script can be instance (ie not a library).
#### <a name="instance_has">instance_has</a>
* [bool](class_bool) **[instance_has](#instance_has)** **(** [Object](class_object) base_object **)** const
\\
* [bool](class_bool) **instance_has** **(** [Object](class_object) base_object **)** const
Return true if a given object uses an instance of this script.
#### <a name="has_source_code">has_source_code</a>
* [bool](class_bool) **[has_source_code](#has_source_code)** **(** **)** const
\\
* [bool](class_bool) **has_source_code** **(** **)** const
Return true if the script contains source code.
#### <a name="get_source_code">get_source_code</a>
* [String](class_string) **[get_source_code](#get_source_code)** **(** **)** const
\\
* [String](class_string) **get_source_code** **(** **)** const
Return the script source code (if available).
#### <a name="set_source_code">set_source_code</a>
* void **[set_source_code](#set_source_code)** **(** [String](class_string) source **)**
\\
* void **set_source_code** **(** [String](class_string) source **)**
Set the script source code.
#### <a name="reload">reload</a>
* [int](class_int) **[reload](#reload)** **(** **)**
\\
* [int](class_int) **reload** **(** **)**
Reload the script. This will fail if there are existing instances.

@ -13,11 +13,11 @@ Base class for all 2D Shapes. All 2D shape types inherit from this.
### Member Function Description
#### <a name="set_custom_solver_bias">set_custom_solver_bias</a>
* void **[set_custom_solver_bias](#set_custom_solver_bias)** **(** [real](class_real) bias **)**
\\
* void **set_custom_solver_bias** **(** [real](class_real) bias **)**
Use a custom solver bias. No need to change this unless you really know what you are doing.
#### <a name="get_custom_solver_bias">get_custom_solver_bias</a>
* [real](class_real) **[get_custom_solver_bias](#get_custom_solver_bias)** **(** **)** const
\\
* [real](class_real) **get_custom_solver_bias** **(** **)** const
Return the custom solver bias. No need to change this unless you really know what you are doing.

@ -31,71 +31,71 @@ Skeleton provides a hierachial interface for managing bones, including pose, res
### Member Function Description
#### <a name="add_bone">add_bone</a>
* void **[add_bone](#add_bone)** **(** [String](class_string) name **)**
\\
* void **add_bone** **(** [String](class_string) name **)**
Add a bone, with name "name". [[#get_bone_count|get_bone_count]] will become the bone index.
#### <a name="find_bone">find_bone</a>
* [int](class_int) **[find_bone](#find_bone)** **(** [String](class_string) name **)** const
\\
* [int](class_int) **find_bone** **(** [String](class_string) name **)** const
Return the bone index that matches "name" as its name.
#### <a name="get_bone_name">get_bone_name</a>
* [String](class_string) **[get_bone_name](#get_bone_name)** **(** [int](class_int) bone_idx **)** const
\\
* [String](class_string) **get_bone_name** **(** [int](class_int) bone_idx **)** const
Return the name of the bone at index "index"
#### <a name="get_bone_parent">get_bone_parent</a>
* [int](class_int) **[get_bone_parent](#get_bone_parent)** **(** [int](class_int) bone_idx **)** const
\\
* [int](class_int) **get_bone_parent** **(** [int](class_int) bone_idx **)** const
Return the bone index which is the parent of the bone at "bone_idx". If -1, then bone has no parent. Note that the parent bone returned will always be less than "bone_idx".
#### <a name="set_bone_parent">set_bone_parent</a>
* void **[set_bone_parent](#set_bone_parent)** **(** [int](class_int) bone_idx, [int](class_int) parent_idx **)**
\\
* void **set_bone_parent** **(** [int](class_int) bone_idx, [int](class_int) parent_idx **)**
Set the bone index "parent_idx" as the parent of the bone at "bone_idx". If -1, then bone has no parent. Note: "parent_idx" must be less than "bone_idx".
#### <a name="get_bone_count">get_bone_count</a>
* [int](class_int) **[get_bone_count](#get_bone_count)** **(** **)** const
\\
* [int](class_int) **get_bone_count** **(** **)** const
Return the amount of bones in the skeleton.
#### <a name="get_bone_rest">get_bone_rest</a>
* [Transform](class_transform) **[get_bone_rest](#get_bone_rest)** **(** [int](class_int) bone_idx **)** const
\\
* [Transform](class_transform) **get_bone_rest** **(** [int](class_int) bone_idx **)** const
Return the rest transform for a bone "bone_idx".
#### <a name="set_bone_rest">set_bone_rest</a>
* void **[set_bone_rest](#set_bone_rest)** **(** [int](class_int) bone_idx, [Transform](class_transform) rest **)**
\\
* void **set_bone_rest** **(** [int](class_int) bone_idx, [Transform](class_transform) rest **)**
Set the rest transform for bone "bone_idx"
#### <a name="bind_child_node_to_bone">bind_child_node_to_bone</a>
* void **[bind_child_node_to_bone](#bind_child_node_to_bone)** **(** [int](class_int) bone_idx, [Node](class_node) node **)**
\\
* void **bind_child_node_to_bone** **(** [int](class_int) bone_idx, [Node](class_node) node **)**
Deprecated soon
#### <a name="unbind_child_node_from_bone">unbind_child_node_from_bone</a>
* void **[unbind_child_node_from_bone](#unbind_child_node_from_bone)** **(** [int](class_int) bone_idx, [Node](class_node) node **)**
\\
* void **unbind_child_node_from_bone** **(** [int](class_int) bone_idx, [Node](class_node) node **)**
Deprecated soon
#### <a name="get_bound_child_nodes_to_bone">get_bound_child_nodes_to_bone</a>
* [Array](class_array) **[get_bound_child_nodes_to_bone](#get_bound_child_nodes_to_bone)** **(** [int](class_int) bone_idx **)** const
\\
* [Array](class_array) **get_bound_child_nodes_to_bone** **(** [int](class_int) bone_idx **)** const
Deprecated Soon
#### <a name="clear_bones">clear_bones</a>
* void **[clear_bones](#clear_bones)** **(** **)**
\\
* void **clear_bones** **(** **)**
Clear all the bones in this skeleton.
#### <a name="get_bone_pose">get_bone_pose</a>
* [Transform](class_transform) **[get_bone_pose](#get_bone_pose)** **(** [int](class_int) bone_idx **)** const
\\
* [Transform](class_transform) **get_bone_pose** **(** [int](class_int) bone_idx **)** const
Return the pose transform for bone "bone_idx".
#### <a name="set_bone_pose">set_bone_pose</a>
* void **[set_bone_pose](#set_bone_pose)** **(** [int](class_int) bone_idx, [Transform](class_transform) pose **)**
\\
* void **set_bone_pose** **(** [int](class_int) bone_idx, [Transform](class_transform) pose **)**
Return the pose transform for bone "bone_idx".

@ -15,21 +15,21 @@ Base class for GUI Sliders.
### Member Function Description
#### <a name="set_ticks">set_ticks</a>
* void **[set_ticks](#set_ticks)** **(** [int](class_int) count **)**
\\
* void **set_ticks** **(** [int](class_int) count **)**
Set amount of ticks to display in slider.
#### <a name="get_ticks">get_ticks</a>
* [int](class_int) **[get_ticks](#get_ticks)** **(** **)** const
\\
* [int](class_int) **get_ticks** **(** **)** const
Return amounts of ticks to display on slider.
#### <a name="get_ticks_on_borders">get_ticks_on_borders</a>
* [bool](class_bool) **[get_ticks_on_borders](#get_ticks_on_borders)** **(** **)** const
\\
* [bool](class_bool) **get_ticks_on_borders** **(** **)** const
Return true if ticks are visible on borders.
#### <a name="set_ticks_on_borders">set_ticks_on_borders</a>
* void **[set_ticks_on_borders](#set_ticks_on_borders)** **(** [bool](class_bool) ticks_on_border **)**
\\
* void **set_ticks_on_borders** **(** [bool](class_bool) ticks_on_border **)**
Set true if ticks are visible on borders.

@ -34,26 +34,26 @@ Spatial is the base for every type of 3D [[node|Node]]. It contains a 3D [[trans
### Member Function Description
#### <a name="set_transform">set_transform</a>
* void **[set_transform](#set_transform)** **(** [Transform](class_transform) local **)**
\\
* void **set_transform** **(** [Transform](class_transform) local **)**
Set the transform locally, relative to the parent spatial node.
#### <a name="get_transform">get_transform</a>
* [Transform](class_transform) **[get_transform](#get_transform)** **(** **)** const
\\
* [Transform](class_transform) **get_transform** **(** **)** const
Return the local transform, relative to the bone parent.
#### <a name="set_global_transform">set_global_transform</a>
* void **[set_global_transform](#set_global_transform)** **(** [Transform](class_transform) global **)**
\\
* void **set_global_transform** **(** [Transform](class_transform) global **)**
Set the transform globally, relative to worldspace.
#### <a name="get_global_transform">get_global_transform</a>
* [Transform](class_transform) **[get_global_transform](#get_global_transform)** **(** **)** const
\\
* [Transform](class_transform) **get_global_transform** **(** **)** const
Return the gloal transform, relative to worldspace.
#### <a name="get_parent_spatial">get_parent_spatial</a>
* [Object](class_object) **[get_parent_spatial](#get_parent_spatial)** **(** **)** const
\\
* [Object](class_object) **get_parent_spatial** **(** **)** const
Return the parent [[spatial|Spatial]], or an empty [[object|Object]] if no parent exists or parent is not of type [Spatial.

@ -18,26 +18,26 @@ SpinBox is a numerical input text field. It allows entering integers and floats.
### Member Function Description
#### <a name="set_suffix">set_suffix</a>
* void **[set_suffix](#set_suffix)** **(** [String](class_string) suffix **)**
\\
* void **set_suffix** **(** [String](class_string) suffix **)**
Set a specific suffix.
#### <a name="get_suffix">get_suffix</a>
* [String](class_string) **[get_suffix](#get_suffix)** **(** **)** const
\\
* [String](class_string) **get_suffix** **(** **)** const
Return the specific suffix.
#### <a name="set_prefix">set_prefix</a>
* void **[set_prefix](#set_prefix)** **(** [String](class_string) prefix **)**
\\
* void **set_prefix** **(** [String](class_string) prefix **)**
Set a prefix.
#### <a name="set_editable">set_editable</a>
* void **[set_editable](#set_editable)** **(** [bool](class_bool) editable **)**
\\
* void **set_editable** **(** [bool](class_bool) editable **)**
Set whether the spinbox is editable.
#### <a name="is_editable">is_editable</a>
* [bool](class_bool) **[is_editable](#is_editable)** **(** **)** const
\\
* [bool](class_bool) **is_editable** **(** **)** const
Return if the spinbox is editable.

@ -17,21 +17,21 @@ Container for splitting two controls vertically or horizontally, with a grabber
### Member Function Description
#### <a name="set_split_offset">set_split_offset</a>
* void **[set_split_offset](#set_split_offset)** **(** [int](class_int) offset **)**
\\
* void **set_split_offset** **(** [int](class_int) offset **)**
Set the split offset.
#### <a name="get_split_offset">get_split_offset</a>
* [int](class_int) **[get_split_offset](#get_split_offset)** **(** **)** const
\\
* [int](class_int) **get_split_offset** **(** **)** const
Return the spluit offset;
#### <a name="set_collapsed">set_collapsed</a>
* void **[set_collapsed](#set_collapsed)** **(** [bool](class_bool) collapsed **)**
\\
* void **set_collapsed** **(** [bool](class_bool) collapsed **)**
Set if the split must be collapsed.
#### <a name="is_collapsed">is_collapsed</a>
* [bool](class_bool) **[is_collapsed](#is_collapsed)** **(** **)** const
\\
* [bool](class_bool) **is_collapsed** **(** **)** const
Return if the split is collapsed;

@ -33,111 +33,111 @@ General purpose Sprite node. This Sprite node can show any texture as a sprite.
### Member Function Description
#### <a name="set_texture">set_texture</a>
* void **[set_texture](#set_texture)** **(** [Texture](class_texture) texture **)**
\\
* void **set_texture** **(** [Texture](class_texture) texture **)**
Set the base texture for the sprite.
#### <a name="get_texture">get_texture</a>
* [Texture](class_texture) **[get_texture](#get_texture)** **(** **)** const
\\
* [Texture](class_texture) **get_texture** **(** **)** const
Return the base texture for the sprite.
#### <a name="set_centered">set_centered</a>
* void **[set_centered](#set_centered)** **(** [bool](class_bool) centered **)**
\\
* void **set_centered** **(** [bool](class_bool) centered **)**
Set whether the sprite should be centered on the origin.
#### <a name="is_centered">is_centered</a>
* [bool](class_bool) **[is_centered](#is_centered)** **(** **)** const
\\
* [bool](class_bool) **is_centered** **(** **)** const
Return if the sprite is centered at the local origin.
#### <a name="set_offset">set_offset</a>
* void **[set_offset](#set_offset)** **(** [Vector2](class_vector2) offset **)**
\\
* void **set_offset** **(** [Vector2](class_vector2) offset **)**
Set the sprite draw offset, useful for setting rotation pivots.
#### <a name="get_offset">get_offset</a>
* [Vector2](class_vector2) **[get_offset](#get_offset)** **(** **)** const
\\
* [Vector2](class_vector2) **get_offset** **(** **)** const
Return sprite draw offst.
#### <a name="set_flip_h">set_flip_h</a>
* void **[set_flip_h](#set_flip_h)** **(** [bool](class_bool) flip_h **)**
\\
* void **set_flip_h** **(** [bool](class_bool) flip_h **)**
Set true to flip the sprite horizontaly.
#### <a name="is_flipped_h">is_flipped_h</a>
* [bool](class_bool) **[is_flipped_h](#is_flipped_h)** **(** **)** const
\\
* [bool](class_bool) **is_flipped_h** **(** **)** const
Return true if the sprite is flipped horizontally.
#### <a name="set_flip_v">set_flip_v</a>
* void **[set_flip_v](#set_flip_v)** **(** [bool](class_bool) flip_v **)**
\\
* void **set_flip_v** **(** [bool](class_bool) flip_v **)**
Set true to flip the sprite vertically.
#### <a name="is_flipped_v">is_flipped_v</a>
* [bool](class_bool) **[is_flipped_v](#is_flipped_v)** **(** **)** const
\\
* [bool](class_bool) **is_flipped_v** **(** **)** const
Return true if the sprite is flipped vertically.
#### <a name="set_region">set_region</a>
* void **[set_region](#set_region)** **(** [bool](class_bool) enabled **)**
\\
* void **set_region** **(** [bool](class_bool) enabled **)**
Set the sprite as a sub-region of a bigger texture. Useful for texture-atlases.
#### <a name="is_region">is_region</a>
* [bool](class_bool) **[is_region](#is_region)** **(** **)** const
\\
* [bool](class_bool) **is_region** **(** **)** const
Return if the sprite reads from a region.
#### <a name="set_region_rect">set_region_rect</a>
* void **[set_region_rect](#set_region_rect)** **(** [Rect2](class_rect2) rect **)**
\\
* void **set_region_rect** **(** [Rect2](class_rect2) rect **)**
Set the region rect to read from.
#### <a name="get_region_rect">get_region_rect</a>
* [Rect2](class_rect2) **[get_region_rect](#get_region_rect)** **(** **)** const
\\
* [Rect2](class_rect2) **get_region_rect** **(** **)** const
Return the region rect to read from.
#### <a name="set_frame">set_frame</a>
* void **[set_frame](#set_frame)** **(** [int](class_int) frame **)**
\\
* void **set_frame** **(** [int](class_int) frame **)**
Set the texture frame for a sprite-sheet, works when vframes or hframes are greater than 1.
#### <a name="get_frame">get_frame</a>
* [int](class_int) **[get_frame](#get_frame)** **(** **)** const
\\
* [int](class_int) **get_frame** **(** **)** const
Return the texture frame for a sprite-sheet, works when vframes or hframes are greater than 1.
#### <a name="set_vframes">set_vframes</a>
* void **[set_vframes](#set_vframes)** **(** [int](class_int) vframes **)**
\\
* void **set_vframes** **(** [int](class_int) vframes **)**
Set the amount of vertical frames and converts the sprite into a sprite-sheet. This is useful for animation.
#### <a name="get_vframes">get_vframes</a>
* [int](class_int) **[get_vframes](#get_vframes)** **(** **)** const
\\
* [int](class_int) **get_vframes** **(** **)** const
Return the amount of vertical frames. See [set_vframes].
#### <a name="set_hframes">set_hframes</a>
* void **[set_hframes](#set_hframes)** **(** [int](class_int) hframes **)**
\\
* void **set_hframes** **(** [int](class_int) hframes **)**
Set the amount of horizontal frames and converts the sprite into a sprite-sheet. This is useful for animation.
#### <a name="get_hframes">get_hframes</a>
* [int](class_int) **[get_hframes](#get_hframes)** **(** **)** const
\\
* [int](class_int) **get_hframes** **(** **)** const
Return the amount of horizontal frames. See [set_hframes].
#### <a name="set_modulate">set_modulate</a>
* void **[set_modulate](#set_modulate)** **(** [Color](class_color) modulate **)**
\\
* void **set_modulate** **(** [Color](class_color) modulate **)**
Set color modulation for the sprite. All sprite pixels are multiplied by this color.
#### <a name="get_modulate">get_modulate</a>
* [Color](class_color) **[get_modulate](#get_modulate)** **(** **)** const
\\
* [Color](class_color) **get_modulate** **(** **)** const
Return color modulation for the sprite. All sprite pixels are multiplied by this color.

@ -17,26 +17,26 @@ Sprite frame library for [[animatedsprite|AnimatedSprite]].
### Member Function Description
#### <a name="add_frame">add_frame</a>
* void **[add_frame](#add_frame)** **(** [Object](class_object) frame, [int](class_int) atpos=-1 **)**
\\
* void **add_frame** **(** [Object](class_object) frame, [int](class_int) atpos=-1 **)**
Add a frame (texture).
#### <a name="get_frame_count">get_frame_count</a>
* [int](class_int) **[get_frame_count](#get_frame_count)** **(** **)** const
\\
* [int](class_int) **get_frame_count** **(** **)** const
Return the amount of frames.
#### <a name="get_frame">get_frame</a>
* [Object](class_object) **[get_frame](#get_frame)** **(** [int](class_int) idx **)** const
\\
* [Object](class_object) **get_frame** **(** [int](class_int) idx **)** const
Return a texture (frame).
#### <a name="remove_frame">remove_frame</a>
* void **[remove_frame](#remove_frame)** **(** [int](class_int) idx **)**
\\
* void **remove_frame** **(** [int](class_int) idx **)**
Remove a frame
#### <a name="clear">clear</a>
* void **[clear](#clear)** **(** **)**
\\
* void **clear** **(** **)**
Clear the frames.

@ -24,31 +24,31 @@ Static body for 2D Physics. A static body is a simple body that is not intended
### Member Function Description
#### <a name="set_simulate_motion">set_simulate_motion</a>
* void **[set_simulate_motion](#set_simulate_motion)** **(** [bool](class_bool) enabled **)**
\\
* void **set_simulate_motion** **(** [bool](class_bool) enabled **)**
Enable or disable simulated motion mode.
#### <a name="is_simulating_motion">is_simulating_motion</a>
* [bool](class_bool) **[is_simulating_motion](#is_simulating_motion)** **(** **)** const
\\
* [bool](class_bool) **is_simulating_motion** **(** **)** const
Return true if simulated motion mode is enabled.
#### <a name="set_constant_linear_velocity">set_constant_linear_velocity</a>
* void **[set_constant_linear_velocity](#set_constant_linear_velocity)** **(** [Vector2](class_vector2) vel **)**
\\
* void **set_constant_linear_velocity** **(** [Vector2](class_vector2) vel **)**
Set a constant linear velocity for the body.
#### <a name="set_constant_angular_velocity">set_constant_angular_velocity</a>
* void **[set_constant_angular_velocity](#set_constant_angular_velocity)** **(** [real](class_real) vel **)**
\\
* void **set_constant_angular_velocity** **(** [real](class_real) vel **)**
Set a constant angular velocity for the body.
#### <a name="get_constant_linear_velocity">get_constant_linear_velocity</a>
* [Vector2](class_vector2) **[get_constant_linear_velocity](#get_constant_linear_velocity)** **(** **)** const
\\
* [Vector2](class_vector2) **get_constant_linear_velocity** **(** **)** const
Return the constant linear velocity for the body.
#### <a name="get_constant_angular_velocity">get_constant_angular_velocity</a>
* [real](class_real) **[get_constant_angular_velocity](#get_constant_angular_velocity)** **(** **)** const
\\
* [real](class_real) **get_constant_angular_velocity** **(** **)** const
Return the constant angular velocity for the body.

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