找到项目设置里的窗口,找到嵌入子窗口把这个选项关掉。然后字体会清晰,不过字体不会自动适配窗口的大小了,如果还想要适配窗口大小的话需要用到脚本,这里我给一些参考,不一定能解决大部分的情况,根据自己的需求修改: extends MenuButton var a #初始化的主窗口大小 var b #改变后的主窗口大小 var c #取出最小变化...
Button: 一个可以包含文本和图标的主题按钮。 CheckBox: 一个表示二进制选择的按钮。 CheckButton: 一个表示二进制选择的按钮。 ColorPickerButton: 一个按钮,按下时会弹出 ColorPicker。 MenuButton: 一个按钮,点击时会弹出一个 PopupMenu。 OptionButton: 一个按钮,按下时会弹出一个带有可选选项的下拉菜单。 Link...
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Remove unused Reload button #103762 merged Mar 11, 2025 Android: enable support for volume button events #102984 merged Mar 11, 2025 Improve error message from JavaClassWrapper.wrap() #103571 merged Mar 11, 2025 Make Game view follow more editor settings #103758 merged Mar 11, ...
比方说,我有3个按钮,它们都是从名为"menuButton“的基类继承的,基类附加了名为"menuScript”的脚本,其中包括更改文本颜色onHover的代码。并且我需要引用当前节点,这样就可以更改子标签节点的颜色。 浏览0提问于2019-03-25得票数 3 回答已采纳 1回答 改变节点的转换对兄弟节点的影响 、 我有一个看起来像这棵树...
That said, we could display only one button per platform and include both 2D and 2D + 3D export templates in the same TPZ. This is probably fine since most people will only download 3-4 platforms at most. 👍 3 Contributor Author Zireael07 commented Aug 8, 2020 I expect web is the...
#鼠标按钮编码enum ButtonList:BUTTON_LEFT=1#鼠标左键BUTTON_RIGHT=2#鼠标右键BUTTON_MIDDLE=3#鼠标中键BUTTON_XBUTTON1=8#额外的鼠标按钮1(仅在某些鼠标上存在)BUTTON_XBUTTON2=9#额外的鼠标按钮2(仅在某些鼠标上存在)BUTTON_WHEEL_UP=4#鼠标滚轮向上BUTTON_WHEEL_DOWN=5#鼠标滚轮向下BUTTON_WHEEL_LEFT=6#鼠...
Auto translate popup menus of MenuButton and OptionButton[12] 其实是给所有都加上自动翻译,就差这两个 Only change floors in GridMap editor when holding Ctrl/Cmd, not Shift[13] shift太常用了,所以不用这个 Incorporating the availability of screen and depth textures for the GLES3 backend[14] ...
Fix 3D Viewport Front/Rear axis and Focus button[72] 前后方向修正 Update the gradle build tasks to generate play store builds[73] gradle生成play store构建 Fix Pathfollow direction and add Z forward option[74] 改一些命名和文档 Fix a crash when hovering over "Favorites" in the FileSystem dock...
scene/gui/popup_menu.h" #include "scene/gui/scroll_bar.h" # "scene/gui/slider.h" #include "scene/resources/text_paragraph.h" classTextEdit; classTree; classTreeItem : public Object { GD(TreeItem, Object); public: enum TreeCellMode { CELL_MODE_STRING ///<...