Fix indentations in class reference XMLs

This commit is contained in:
Haoyu Qiu
2021-12-15 22:26:54 +08:00
parent de8348a9b3
commit 4e393ab4a0
5 changed files with 72 additions and 73 deletions

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@ -5,7 +5,7 @@
</brief_description> </brief_description>
<description> <description>
Base resource for [AnimationTree] nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas. Base resource for [AnimationTree] nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas.
Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead. Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
</description> </description>
<tutorials> <tutorials>
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> <link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>

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@ -5,52 +5,52 @@
</brief_description> </brief_description>
<description> <description>
The HMACContext class is useful for advanced HMAC use cases, such as streaming the message as it supports creating the message over time rather than providing it all at once. The HMACContext class is useful for advanced HMAC use cases, such as streaming the message as it supports creating the message over time rather than providing it all at once.
[codeblocks] [codeblocks]
[gdscript] [gdscript]
extends Node extends Node
var ctx = HMACContext.new() var ctx = HMACContext.new()
func _ready(): func _ready():
var key = "supersecret".to_utf8() var key = "supersecret".to_utf8()
var err = ctx.start(HashingContext.HASH_SHA256, key) var err = ctx.start(HashingContext.HASH_SHA256, key)
assert(err == OK) assert(err == OK)
var msg1 = "this is ".to_utf8() var msg1 = "this is ".to_utf8()
var msg2 = "vewy vewy secret".to_utf8() var msg2 = "vewy vewy secret".to_utf8()
err = ctx.update(msg1) err = ctx.update(msg1)
assert(err == OK) assert(err == OK)
err = ctx.update(msg2) err = ctx.update(msg2)
assert(err == OK) assert(err == OK)
var hmac = ctx.finish() var hmac = ctx.finish()
print(hmac.hex_encode()) print(hmac.hex_encode())
[/gdscript] [/gdscript]
[csharp] [csharp]
using Godot; using Godot;
using System; using System;
using System.Diagnostics; using System.Diagnostics;
public class CryptoNode : Node public class CryptoNode : Node
{ {
private HMACContext ctx = new HMACContext(); private HMACContext ctx = new HMACContext();
public override void _Ready() public override void _Ready()
{ {
PackedByteArray key = String("supersecret").to_utf8(); PackedByteArray key = String("supersecret").to_utf8();
Error err = ctx.Start(HashingContext.HASH_SHA256, key); Error err = ctx.Start(HashingContext.HASH_SHA256, key);
GD.Assert(err == OK); GD.Assert(err == OK);
PackedByteArray msg1 = String("this is ").to_utf8(); PackedByteArray msg1 = String("this is ").to_utf8();
PackedByteArray msg2 = String("vewy vew secret").to_utf8(); PackedByteArray msg2 = String("vewy vew secret").to_utf8();
err = ctx.Update(msg1); err = ctx.Update(msg1);
GD.Assert(err == OK); GD.Assert(err == OK);
err = ctx.Update(msg2); err = ctx.Update(msg2);
GD.Assert(err == OK); GD.Assert(err == OK);
PackedByteArray hmac = ctx.Finish(); PackedByteArray hmac = ctx.Finish();
GD.Print(hmac.HexEncode()); GD.Print(hmac.HexEncode());
} }
} }
[/csharp] [/csharp]
[/codeblocks] [/codeblocks]
[b]Note:[/b] Not available in HTML5 exports. [b]Note:[/b] Not available in HTML5 exports.
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>

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@ -107,36 +107,36 @@
<description> <description>
Waits for a packet to arrive on the bound address. See [method bind]. Waits for a packet to arrive on the bound address. See [method bind].
[b]Note:[/b] [method wait] can't be interrupted once it has been called. This can be worked around by allowing the other party to send a specific "death pill" packet like this: [b]Note:[/b] [method wait] can't be interrupted once it has been called. This can be worked around by allowing the other party to send a specific "death pill" packet like this:
[codeblocks] [codeblocks]
[gdscript] [gdscript]
socket = PacketPeerUDP.new() socket = PacketPeerUDP.new()
# Server # Server
socket.set_dest_address("127.0.0.1", 789) socket.set_dest_address("127.0.0.1", 789)
socket.put_packet("Time to stop".to_ascii()) socket.put_packet("Time to stop".to_ascii())
# Client # Client
while socket.wait() == OK: while socket.wait() == OK:
var data = socket.get_packet().get_string_from_ascii() var data = socket.get_packet().get_string_from_ascii()
if data == "Time to stop": if data == "Time to stop":
return return
[/gdscript] [/gdscript]
[csharp] [csharp]
var socket = new PacketPeerUDP(); var socket = new PacketPeerUDP();
// Server // Server
socket.SetDestAddress("127.0.0.1", 789); socket.SetDestAddress("127.0.0.1", 789);
socket.PutPacket("Time to stop".ToAscii()); socket.PutPacket("Time to stop".ToAscii());
// Client // Client
while (socket.Wait() == OK) while (socket.Wait() == OK)
{ {
string data = socket.GetPacket().GetStringFromASCII(); string data = socket.GetPacket().GetStringFromASCII();
if (data == "Time to stop") if (data == "Time to stop")
{ {
return; return;
} }
} }
[/csharp] [/csharp]
[/codeblocks] [/codeblocks]
</description> </description>
</method> </method>
</methods> </methods>

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@ -336,7 +336,6 @@
<argument index="0" name="body" type="RID" /> <argument index="0" name="body" type="RID" />
<description> <description>
Returns the physics layer or layers a body can collide with. Returns the physics layer or layers a body can collide with.
-
</description> </description>
</method> </method>
<method name="body_get_constant_force" qualifiers="const"> <method name="body_get_constant_force" qualifiers="const">

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@ -5,7 +5,7 @@
</brief_description> </brief_description>
<description> <description>
This class contains the list of attachment descriptions for a framebuffer pass. Each points with an index to a previously supplied list of texture attachments. This class contains the list of attachment descriptions for a framebuffer pass. Each points with an index to a previously supplied list of texture attachments.
Multipass framebuffers can optimize some configurations in mobile, on desktop they provide little to no advantage. Multipass framebuffers can optimize some configurations in mobile, on desktop they provide little to no advantage.
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>