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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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.. | ||
editor_bottom_panel.cpp | ||
editor_bottom_panel.h | ||
editor_dir_dialog.cpp | ||
editor_dir_dialog.h | ||
editor_file_dialog.cpp | ||
editor_file_dialog.h | ||
editor_object_selector.cpp | ||
editor_object_selector.h | ||
editor_run_bar.cpp | ||
editor_run_bar.h | ||
editor_scene_tabs.cpp | ||
editor_scene_tabs.h | ||
editor_spin_slider.cpp | ||
editor_spin_slider.h | ||
editor_title_bar.cpp | ||
editor_title_bar.h | ||
editor_toaster.cpp | ||
editor_toaster.h | ||
editor_validation_panel.cpp | ||
editor_validation_panel.h | ||
editor_zoom_widget.cpp | ||
editor_zoom_widget.h | ||
scene_tree_editor.cpp | ||
scene_tree_editor.h | ||
SCsub |