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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. |
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.. | ||
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 | ||
string_name.h | ||
translation.cpp | ||
translation.h | ||
translation_domain.cpp | ||
translation_domain.h | ||
translation_po.cpp | ||
translation_po.h | ||
translation_server.cpp | ||
translation_server.h | ||
ucaps.h | ||
ustring.cpp | ||
ustring.h |