Fix tooltip_node wrong references (#332)
* Created a signal room_ready in ESCMain to notify ESCTooltip that it is ready. Fixes #302 * docs: Automatic update of API docs Co-authored-by: StraToN <StraToN@users.noreply.github.com>
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@@ -6,6 +6,8 @@
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## Description
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A tooltip displaying <verb> <item1> [<item2>]
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## Constants Descriptions
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### MAX\_HEIGHT
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@@ -14,24 +16,32 @@
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const MAX_HEIGHT: int = 500
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```
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Maximum height of the label
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### MAX\_WIDTH
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```gdscript
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const MAX_WIDTH: int = 200
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```
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Maximum width of the label
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### MIN\_HEIGHT
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```gdscript
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const MIN_HEIGHT: int = 30
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```
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Minimum height of the label
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### ONE\_LINE\_HEIGHT
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```gdscript
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const ONE_LINE_HEIGHT: int = 16
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```
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Height of one line in the label
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## Property Descriptions
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### current\_action
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@@ -84,12 +94,16 @@ export var color = "0,0,0,1"
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- **Setter**: `set_color`
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Color of the label
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### offset\_from\_cursor
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```gdscript
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export var offset_from_cursor = "(10, 0)"
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```
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Vector2 defining the offset from the cursor
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### debug\_mode
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```gdscript
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@@ -98,37 +112,40 @@ export var debug_mode = false
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- **Setter**: `set_debug_mode`
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Activates debug mode. If enabled, shows the label with a white background.
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### debug\_texturerect\_node
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```gdscript
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var debug_texturerect_node: TextureRect
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```
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Node containing the debug white background
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## Method Descriptions
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### get\_class
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```gdscript
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func get_class()
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```
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### set\_color
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```gdscript
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func set_color(p_color: Color)
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```
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Set the color of the label
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## Parameters
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- p_color: the color to set the label
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### set\_debug\_mode
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```gdscript
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func set_debug_mode(p_debug_mode: bool)
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```
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### on\_action\_selected
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Enable/disable debug mode of the label. If enabled, the label is displayed
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with a white background.
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```gdscript
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func on_action_selected() -> void
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```
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## Parameters
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- p_debug_mode: if true, enable debug mode. False to disable
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### set\_target
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@@ -136,51 +153,99 @@ func on_action_selected() -> void
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func set_target(target: String, needs_second_target: bool = false) -> void
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```
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Set the first target of the label.
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## Parameters
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- target: String the target to add to the label
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- needs_second_target: if true, the label will prepare for a second target
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### set\_target2
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```gdscript
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func set_target2(target2: String) -> void
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```
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Set the second target of the label
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## Parameters
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- target2: String the second target to add to the label
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### update\_tooltip\_text
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```gdscript
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func update_tooltip_text()
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```
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Update the tooltip text.
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### update\_size
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```gdscript
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func update_size()
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```
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Update the tooltip size according to the text.
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### tooltip\_distance\_to\_edge\_top
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```gdscript
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func tooltip_distance_to_edge_top(position: Vector2)
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```
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Return the tooltip distance to top edge.
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## Parameters
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- position: the position to test
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**Return**
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The distance to the edge.
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### tooltip\_distance\_to\_edge\_bottom
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```gdscript
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func tooltip_distance_to_edge_bottom(position: Vector2)
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```
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Return the tooltip distance to bottom edge.
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## Parameters
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- position: the position to test
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**Return**
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The distance to the edge.
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### tooltip\_distance\_to\_edge\_left
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```gdscript
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func tooltip_distance_to_edge_left(position: Vector2)
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```
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Return the tooltip distance to left edge.
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## Parameters
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- position: the position to test
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**Return**
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The distance to the edge.
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### tooltip\_distance\_to\_edge\_right
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```gdscript
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func tooltip_distance_to_edge_right(position: Vector2)
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```
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Return the tooltip distance to right edge.
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## Parameters
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- position: the position to test
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**Return**
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The distance to the edge.
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### clear
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```gdscript
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func clear()
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```
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Clear the tooltip targets texts
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@@ -106,4 +106,8 @@ func check_game_scene_methods()
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Sanity check that the game.tscn scene's root node script MUST
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implement the following methods. If they do not exist, stop immediately.
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Implement them, even if empty
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Implement them, even if empty
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## Signals
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- signal room_ready():
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