virtualx-engine/core/string
Haoyu Qiu 818acb4290 Make editor use translation domains
How editor plugins use this feature:
1. Pick a unique translation domain name.
2. `_enter_tree()`: load translations into that translation domain.
3. Call `set_translation_domain()` for its root UI node.
4. `_exit_tree()`: remove that translation domain.

Plugins can also set the translation domain to `godot.editor` for
nested nodes that should use editor translations. `EditorFileDialog`
automatically does this.
2024-09-17 13:09:44 +08:00
..
char_range.inc
char_utils.h
locales.h
node_path.cpp
node_path.h
optimized_translation.cpp
optimized_translation.h
print_string.cpp
print_string.h
SCsub
string_buffer.h
string_builder.cpp
string_builder.h
string_name.cpp StringName: Fix empty hash 2024-09-09 13:30:02 -07:00
string_name.h StringName: Fix empty hash 2024-09-09 13:30:02 -07:00
translation.cpp StringName: Fix empty hash 2024-09-09 13:30:02 -07:00
translation.h StringName: Fix empty hash 2024-09-09 13:30:02 -07:00
translation_domain.cpp Add translation domain 2024-09-17 13:09:44 +08:00
translation_domain.h Add translation domain 2024-09-17 13:09:44 +08:00
translation_po.cpp
translation_po.h
translation_server.cpp Make editor use translation domains 2024-09-17 13:09:44 +08:00
translation_server.h Make editor use translation domains 2024-09-17 13:09:44 +08:00
ucaps.h
ustring.cpp Add String.is_valid_unicode_identifier() 2024-08-27 11:34:08 +08:00
ustring.h Add String.is_valid_unicode_identifier() 2024-08-27 11:34:08 +08:00