Generate Sphinx PO files from Weblate translations

Using `./update.sh --sphinx-po`.
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Rémi Verschelde
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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/about/faq.rst:4
msgid "Frequently asked questions"
msgstr ""
#: ../../docs/about/faq.rst:7
msgid ""
"What can I do with Godot? How much does it cost? What are the license terms?"
msgstr ""
#: ../../docs/about/faq.rst:9
msgid ""
"Godot is Free/Libre Open Source Software available under the `OSI-approved "
"<https://opensource.org/licenses/MIT>`_ MIT license."
msgstr ""
#: ../../docs/about/faq.rst:11
msgid ""
"This means it is free as in \"free speech\" as well as in \"free beer\"."
msgstr ""
#: ../../docs/about/faq.rst:13
msgid "In short:"
msgstr ""
#: ../../docs/about/faq.rst:15
msgid "There are no usage restrictions on Godot"
msgstr ""
#: ../../docs/about/faq.rst:16
msgid ""
"This means you can use it for any game or application, commercially or non-"
"commercially, in any industry"
msgstr ""
#: ../../docs/about/faq.rst:17
msgid "You can modify, (re)distribute and remix Godot to your heart's content"
msgstr ""
#: ../../docs/about/faq.rst:19
msgid ""
"For more, see `here <https://tldrlegal.com/license/mit-license>`_ or ask "
"your lawyer of choice."
msgstr ""
#: ../../docs/about/faq.rst:21
msgid ""
"All the contents of the documentation are under the permissive Creative "
"Commons Attribution 3.0 (`CC-BY 3.0 <https://creativecommons.org/licenses/"
"by/3.0/>`_) license, with attribution to \"Juan Linietsky, Ariel Manzur and "
"the Godot Engine community\"."
msgstr ""
#: ../../docs/about/faq.rst:25
msgid ""
"Logos and icons are generally under the same Creative Commons license. Note "
"that some third-party libraries included with Godot's source code may have "
"different licenses."
msgstr ""
#: ../../docs/about/faq.rst:28
msgid ""
"For full details, look at the `COPYRIGHT.txt <https://github.com/godotengine/"
"godot/blob/master/COPYRIGHT.txt>`_ as well as the `LICENSE.txt <https://"
"github.com/godotengine/godot/blob/master/LICENSE.txt>`_ and `LOGO_LICENSE."
"txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ "
"files in the Godot repository."
msgstr ""
#: ../../docs/about/faq.rst:31
msgid ""
"Also see `the license page on the Godot website <https://godotengine.org/"
"license>`_."
msgstr ""
#: ../../docs/about/faq.rst:34
msgid "Which platforms are supported by Godot?"
msgstr ""
#: ../../docs/about/faq.rst:36
msgid "**For the editor:**"
msgstr ""
#: ../../docs/about/faq.rst:38
msgid "Windows"
msgstr ""
#: ../../docs/about/faq.rst:39 ../../docs/about/faq.rst:45
msgid "Mac OS X"
msgstr ""
#: ../../docs/about/faq.rst:40 ../../docs/about/faq.rst:46
msgid "X11 (Linux, \\*BSD)"
msgstr ""
#: ../../docs/about/faq.rst:42
msgid "**For exporting your games:**"
msgstr ""
#: ../../docs/about/faq.rst:44
msgid "Windows (and UWP)"
msgstr ""
#: ../../docs/about/faq.rst:47
msgid "Android"
msgstr ""
#: ../../docs/about/faq.rst:48
msgid "iOS"
msgstr ""
#: ../../docs/about/faq.rst:49
msgid "Web"
msgstr ""
#: ../../docs/about/faq.rst:51
msgid ""
"Both 32 and 64 bit binaries are supported where it makes sense, with 64 "
"being the default."
msgstr ""
#: ../../docs/about/faq.rst:53
msgid ""
"Some users also report building and using Godot successfully on ARM-based "
"system with Linux, like the Raspberry Pi. There is also some unofficial "
"thirdparty work being done on building for some consoles. None of this is "
"included in the default build scripts or export templates, however."
msgstr ""
#: ../../docs/about/faq.rst:57
msgid ""
"For more on this, see the sections on :ref:`exporting <toc-learn-workflow-"
"export>` and :ref:`compiling Godot yourself <toc-devel-compiling>`."
msgstr ""
#: ../../docs/about/faq.rst:60
msgid "Which languages are supported in Godot?"
msgstr ""
#: ../../docs/about/faq.rst:62
msgid ""
"The officially supported languages for Godot are GDScript, Visual Scripting, "
"C# and C++. See the subcategories for each language in the :ref:`scripting "
"<toc-learn-scripting>` section."
msgstr ""
#: ../../docs/about/faq.rst:65
msgid ""
"Note that C# and Visual Scripting support is comparatively young and "
"GDScript still has some advantages as outlined below."
msgstr ""
#: ../../docs/about/faq.rst:68
msgid ""
"Support for new languages can be added by third parties using the GDNative / "
"NativeScript / PluginScript facilities. (See question about plugins below.)"
msgstr ""
#: ../../docs/about/faq.rst:71
msgid ""
"Work is currently underway, for example, on unofficial bindings for Godot to "
"`Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://"
"github.com/pragmagic/godot-nim>`_."
msgstr ""
#: ../../docs/about/faq.rst:75
msgid ""
"GDScript? Why use a custom scripting language instead of my language of "
"choice?"
msgstr ""
#: ../../docs/about/faq.rst:77
msgid ""
"The short answer is that we think the additional complexity both on your "
"side (when first learning Godot and GDScript) as well as our side "
"(maintenance) is worth the more integrated and seamless experience over "
"attracting additional users with more familiar programming languages that "
"result in a worse experience. We understand if you would rather use another "
"language in Godot (see list of supported options above), but we strongly "
"encourage you to try it and see the benefits for yourself."
msgstr ""
#: ../../docs/about/faq.rst:85
msgid ""
"GDScript is designed to integrate from the ground to the way Godot works, "
"more than any other language, and is very simple and easy to learn. Takes at "
"most a day or two to get comfortable and it's very easy to see the benefits "
"once you do. Please do the effort to learn GDScript, you will not regret it."
msgstr ""
#: ../../docs/about/faq.rst:91
msgid ""
"Godot C++ API is also efficient and easy to use (the entire Godot editor is "
"made with this API), and an excellent tool to optimize parts of a project, "
"but trying to use it instead of GDScript for an entire game is, in most "
"cases, a waste of time."
msgstr ""
#: ../../docs/about/faq.rst:96
msgid ""
"Yes, for more than a decade we tried in the past integrating several VMs "
"(and even shipped games using them), such as Python, Squirrel and Lua (in "
"fact we authored tolua++ in the past, one of the most popular C++ binders). "
"None of them worked as well as GDScript does now."
msgstr ""
#: ../../docs/about/faq.rst:101
msgid ""
"More information about getting comfortable with GDScript or dynamically "
"typed languages can be found in the :ref:`doc_gdscript_more_efficiently` "
"tutorial."
msgstr ""
#: ../../docs/about/faq.rst:105
msgid "For the more technically versed, proceed to the next item."
msgstr ""
#: ../../docs/about/faq.rst:108
msgid "I don't believe you. What are the technical reasons for the item above?"
msgstr ""
#: ../../docs/about/faq.rst:110
msgid "The main reasons are:"
msgstr ""
#: ../../docs/about/faq.rst:112
msgid ""
"No good thread support in most script VMs, and Godot uses threads (Lua, "
"Python, Squirrel, JS, AS, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:114
msgid ""
"No good class extending support in most script VMs, and adapting to the way "
"Godot works is highly inefficient (Lua, Python, JS)."
msgstr ""
#: ../../docs/about/faq.rst:116
msgid ""
"Horrible interface for binding to C++, results in large amount of code, "
"bugs, bottlenecks and general inefficiency (Lua, Python, Squirrel, JS, etc.)"
msgstr ""
#: ../../docs/about/faq.rst:119
msgid ""
"No native vector types (vector3, matrix4, etc.), resulting in highly reduced "
"performance when using custom types (Lua, Python, Squirrel, JS, AS, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:122
msgid ""
"Garbage collector results in stalls or unnecessarily large memory usage "
"(Lua, Python, JS, AS, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:124
msgid ""
"Difficulty to integrate with the code editor for providing code completion, "
"live editing, etc. (all of them). This is very well supported by GDScript."
msgstr ""
#: ../../docs/about/faq.rst:128
msgid ""
"GDScript was designed to solve the issues above, and performs very well in "
"all the above scenarios. Please learn GDScript and enjoy a very smooth "
"integration of scripting with the game engine (yes, it's a rare but very "
"enjoyable situation when things just work). It's worth it, give it a try!"
msgstr ""
#: ../../docs/about/faq.rst:135
msgid "I want to extend Godot. What are my options for creating plugins?"
msgstr ""
#: ../../docs/about/faq.rst:137
msgid ""
"For creating Godot Editor plugins look at :ref:`EditorPlugins "
"<doc_making_plugins>` and tool scripts."
msgstr ""
#: ../../docs/about/faq.rst:139
msgid ""
"Additional languages could be added via PluginScript or the more low-level "
"NativeScript."
msgstr ""
#: ../../docs/about/faq.rst:141
msgid ""
"If you want to add a certain native library, your best bet is GDNative and "
"custom C++ modules."
msgstr ""
#: ../../docs/about/faq.rst:143
msgid "Also see the official blog posts on these topics:"
msgstr ""
#: ../../docs/about/faq.rst:145
msgid ""
"`A look at the GDNative architecture <https://godotengine.org/article/look-"
"gdnative-architecture>`_"
msgstr ""
#: ../../docs/about/faq.rst:146
msgid "`GDNative is here! <https://godotengine.org/article/dlscript-here>`_"
msgstr ""
#: ../../docs/about/faq.rst:148
msgid ""
"You can also take a look at the GDScript implementation, the Godot modules "
"as well as the `unofficial Python support <https://github.com/touilleMan/"
"godot-python>`_ for Godot."
msgstr ""
#: ../../docs/about/faq.rst:152
msgid "Why is FBX not supported for import?"
msgstr ""
#: ../../docs/about/faq.rst:154
msgid ""
"FBX SDK has a very `restrictive license <http://www.blender.org/bf/"
"Autodesk_FBX_License.rtf>`_, that is incompatible with the `open license "
"<http://opensource.org/licenses/MIT>`_ provided by Godot."
msgstr ""
#: ../../docs/about/faq.rst:158
msgid ""
"That said, Godot's Collada support is really good, please use the "
"`OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-"
"Tools>`_ exporter for maximum compatibility if you are using Maya or 3DS "
"Max. If you are using Blender, take a look at our own `Better Collada "
"Exporter <https://godotengine.org/download>`_."
msgstr ""
#: ../../docs/about/faq.rst:164
msgid "Also, glTF support was added in Godot 3.0."
msgstr ""
#: ../../docs/about/faq.rst:166
msgid ""
"FBX support could still be provided by third parties as a plugin. (See "
"Plugins question above.)"
msgstr ""
#: ../../docs/about/faq.rst:169
msgid ""
"Will [Insert closed SDK such as PhysX, GameWorks, etc.] be supported in "
"Godot?"
msgstr ""
#: ../../docs/about/faq.rst:171
msgid ""
"No, the aim of Godot is to create a complete open source engine licensed "
"under MIT, so you have complete control over every single piece of it. Open "
"versions of functionality or features from such SDKs may be eventually added "
"though."
msgstr ""
#: ../../docs/about/faq.rst:176
msgid ""
"That said, because it is open source, and modular, nothing prevents you or "
"anyone else interested into adding those libraries as a module and ship your "
"game using them, as either open or closed source. Everything is allowed."
msgstr ""
#: ../../docs/about/faq.rst:181
msgid ""
"To see how support for your SDK of choice could still be provided, look at "
"the Plugins question above."
msgstr ""
#: ../../docs/about/faq.rst:184
msgid ""
"How should assets be created to handle multiple resolutions and aspect "
"ratios?"
msgstr ""
#: ../../docs/about/faq.rst:186
msgid ""
"This question pops up often and it's probably thanks to the misunderstanding "
"created by Apple when they originally doubled the resolution of their "
"devices. It made people think that having the same assets in different "
"resolutions was a good idea, so many continued towards that path. That "
"originally worked to a point and only for Apple devices, but then several "
"Android and Apple devices with different resolutions and aspect ratios were "
"created, with a very wide range of sizes and DPIs."
msgstr ""
#: ../../docs/about/faq.rst:195
msgid ""
"The most common and proper way to achieve this is to, instead, use a single "
"base resolution for the game and only handle different screen aspects. This "
"is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov."
msgstr ""
#: ../../docs/about/faq.rst:200
msgid ""
"Choose a single base resolution for your game. Even if there are devices "
"that go up to 2K and devices that go down to 400p, regular hardware scaling "
"in your device will take care of this at little or no performance cost. Most "
"common choices are either near 1080p (1920x1080) or 720p (1280x720). Keep in "
"mind the higher the resolution, the larger your assets, the more memory they "
"will take and the longer the time it will take for loading."
msgstr ""
#: ../../docs/about/faq.rst:208
msgid ""
"Use the stretch options in Godot, 2D stretching with keeping aspect works "
"best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve "
"this."
msgstr ""
#: ../../docs/about/faq.rst:212
msgid ""
"Determine a minimum resolution and then decide if you want your game to "
"stretch vertically or horizontally for different aspect ratios, or whether "
"there is a minimum one and you want black bars to appear instead. This is "
"also explained in the previous step."
msgstr ""
#: ../../docs/about/faq.rst:217
msgid ""
"For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>` to "
"determine where controls should stay and move. If UIs are more complex, "
"consider learning about Containers."
msgstr ""
#: ../../docs/about/faq.rst:221
msgid "And that's it! Your game should work in multiple resolutions."
msgstr ""
#: ../../docs/about/faq.rst:223
msgid ""
"If there really is a desire to make your game also work on ancient devices "
"with tiny screens (less than 300 pixels in width), you can use the export "
"option to shrink images, and set that build to be used for certain screen "
"sizes in the App Store or Google Play."
msgstr ""
#: ../../docs/about/faq.rst:229
msgid "I have a great idea that will make Godot better. What do you think?"
msgstr ""
#: ../../docs/about/faq.rst:231
msgid ""
"Your idea will most certainly be ignored. Examples of stuff that is ignored "
"by the developers:"
msgstr ""
#: ../../docs/about/faq.rst:234
msgid "Let's do this because it will make Godot better"
msgstr ""
#: ../../docs/about/faq.rst:235
msgid "Let's do this in Godot because another game engine does it"
msgstr ""
#: ../../docs/about/faq.rst:236
msgid "Let's remove this because I think it's not needed"
msgstr ""
#: ../../docs/about/faq.rst:237
msgid "Let's remove clutter and bloat and make Godot look nicer"
msgstr ""
#: ../../docs/about/faq.rst:238
msgid "Let's add an alternative workflow for people who prefer it"
msgstr ""
#: ../../docs/about/faq.rst:240
msgid ""
"Godot developers are always willing to talk to you and listen to your "
"feedback very openly, to an extent rarely seen in open source projects, but "
"they will care mostly about real issues you have while using Godot, not "
"ideas solely based on personal belief. Developers are interested in (for "
"example):"
msgstr ""
#: ../../docs/about/faq.rst:246
msgid ""
"Your experience using the software and the problems you have (we care about "
"this much more than ideas on how to improve it)."
msgstr ""
#: ../../docs/about/faq.rst:248
msgid ""
"The features you would like to see implemented because you need them for "
"your project."
msgstr ""
#: ../../docs/about/faq.rst:250
msgid ""
"The concepts that were difficult to understand in order to learn the "
"software."
msgstr ""
#: ../../docs/about/faq.rst:252
msgid "The parts of your workflow you would like to see optimized."
msgstr ""
#: ../../docs/about/faq.rst:253
msgid ""
"Parts where you missed clear tutorials or where the documentation wasn't up "
"to par."
msgstr ""
#: ../../docs/about/faq.rst:255
msgid ""
"Once one of the above points is stated, we can work together on a solution "
"and this is where your ideas and suggestions are most valuable and welcome, "
"they need to be in context of a real issue."
msgstr ""
#: ../../docs/about/faq.rst:259
msgid ""
"As such, please don't feel that your ideas for Godot are unwelcome. Instead, "
"try to reformulate them as a problem first, so developers and the community "
"have a base ground to discuss first."
msgstr ""
#: ../../docs/about/faq.rst:263
msgid "Examples of how NOT to state problems generally and vaguely are:"
msgstr ""
#: ../../docs/about/faq.rst:265
msgid "Certain feature is ugly"
msgstr ""
#: ../../docs/about/faq.rst:266
msgid "Certain workflow is slow"
msgstr ""
#: ../../docs/about/faq.rst:267
msgid "Certain feature needs optimization"
msgstr ""
#: ../../docs/about/faq.rst:268
msgid "Certain aspect of the UI looks cluttered"
msgstr ""
#: ../../docs/about/faq.rst:270
msgid ""
"Associating something with an adjective will not get you much attention and "
"developers will most likely not understand you. Instead, try to reformulate "
"your problem as a story such as:"
msgstr ""
#: ../../docs/about/faq.rst:274
msgid "I try to move objects around but always end up picking the wrong one"
msgstr ""
#: ../../docs/about/faq.rst:275
msgid ""
"I tried to make a game like Battlefield but I'm not managing to understand "
"how to get lighting to look the same."
msgstr ""
#: ../../docs/about/faq.rst:277
msgid ""
"I always forget which script I was editing, and it takes me too many steps "
"to go back to it."
msgstr ""
#: ../../docs/about/faq.rst:280
msgid ""
"This will allow you to convey what you are thinking much better and set a "
"common ground for discussion. Please try your best to state your problems as "
"stories to the developers and the community, before discussing any idea. Be "
"specific and concrete."
msgstr ""
#: ../../docs/about/faq.rst:285
msgid ""
"Bonus points for bringing screenshots, concrete numbers, test cases or "
"example projects (if applicable)."
msgstr ""
#: ../../docs/about/faq.rst:288
msgid "How can I support Godot development or contribute?"
msgstr ""
#: ../../docs/about/faq.rst:290
msgid "See :ref:`doc_ways_to_contribute`."
msgstr ""
#: ../../docs/about/faq.rst:293
msgid "Who is working on Godot? How can I contact you?"
msgstr ""
#: ../../docs/about/faq.rst:295
msgid ""
"See the corresponding page on the `Godot website <https://godotengine.org/"
"contact>`_."
msgstr ""

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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/about/index.rst:2
msgid "About"
msgstr ""

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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/about/introduction.rst:4
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/about/introduction.rst:11
msgid ""
"Welcome to the official documentation of Godot Engine, the free and open "
"source community-driven 2D and 3D game engine! Behind this mouthful, you "
"will find a powerful yet user-friendly tool that you can use to develop any "
"kind of game, for any platform and with no usage restriction whatsoever."
msgstr ""
#: ../../docs/about/introduction.rst:16
msgid ""
"This page aims at giving a broad presentation of the engine and of the "
"contents of this documentation, so that you know where to start if you are a "
"beginner or where to look if you need info on a specific feature."
msgstr ""
#: ../../docs/about/introduction.rst:21
msgid "About Godot Engine"
msgstr ""
#: ../../docs/about/introduction.rst:23
msgid ""
"A game engine is a complex tool, and it is therefore difficult to present "
"Godot in a few words. Here's however our PR presentation, which you are free "
"to reuse if you need a quick writeup about Godot Engine."
msgstr ""
#: ../../docs/about/introduction.rst:27
msgid ""
"Godot Engine is a feature-packed, cross-platform game engine to create 2D "
"and 3D games from a unified interface. It provides a comprehensive set of "
"common tools, so that users can focus on making games without having to "
"reinvent the wheel. Games can be exported in one click to a number of "
"platforms, including the major desktop platforms (Linux, macOS, Windows) as "
"well as mobile (Android, iOS) and web-based (HTML5) platforms."
msgstr ""
#: ../../docs/about/introduction.rst:34
msgid ""
"Godot is completely free and open source under the very permissive MIT "
"license. No strings attached, no royalties, nothing. Users' games are "
"theirs, down to the last line of engine code. Godot's development is fully "
"independent and community-driven, empowering users to help shape their "
"engine to match their expectations. It is supported by the `Software Freedom "
"Conservancy <https://sfconservancy.org>`_ not-for-profit."
msgstr ""
#: ../../docs/about/introduction.rst:41
msgid ""
"For a more in-depth view of the engine, you are encouraged to read this "
"documentation further, especially the :ref:`Step by step <toc-learn-"
"step_by_step>` tutorial."
msgstr ""
#: ../../docs/about/introduction.rst:46
msgid "About the documentation"
msgstr ""
#: ../../docs/about/introduction.rst:48
msgid ""
"This documentation is continuously written, corrected, edited and revamped "
"by members of the Godot Engine community. It is edited via text files in the "
"`reStructuredText <http://www.sphinx-doc.org/en/stable/rest.html>`_ markup "
"language and then compiled into a static website/offline document using the "
"open source `Sphinx <http://www.sphinx-doc.org>`_ and `ReadTheDocs <https://"
"readthedocs.org/>`_ tools."
msgstr ""
#: ../../docs/about/introduction.rst:55
msgid ""
"You can contribute to Godot's documentation by opening issue tickets or "
"sending patches via pull requests on its GitHub `source repository <https://"
"github.com/godotengine/godot-docs>`_."
msgstr ""
#: ../../docs/about/introduction.rst:59
msgid ""
"All the contents are under the permissive Creative Commons Attribution 3.0 "
"(`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) license, with "
"attribution to \"Juan Linietsky, Ariel Manzur and the Godot Engine community"
"\"."
msgstr ""
#: ../../docs/about/introduction.rst:64
msgid "Organisation of the documentation"
msgstr ""
#: ../../docs/about/introduction.rst:66
msgid ""
"This documentation is organised in five sections with an impressively "
"unbalanced distribution of contents but the way it is split up should be "
"relatively intuitive:"
msgstr ""
#: ../../docs/about/introduction.rst:70
msgid ""
"The :ref:`sec-general` section contains this introduction as well as "
"information about the engine, its history, its licensing, authors, etc. It "
"also contains the :ref:`doc_faq`."
msgstr ""
#: ../../docs/about/introduction.rst:73
msgid ""
"The :ref:`sec-learn` section is the the main *raison d'être* of this "
"documentation, as it contains all the necessary information on using the "
"engine to make games. It starts with the :ref:`Step by step <toc-learn-"
"step_by_step>` tutorial which should be the entry point for all new users."
msgstr ""
#: ../../docs/about/introduction.rst:78
msgid ""
"The :ref:`sec-tutorials` section, on the other hand, can be read as needed, "
"in any order. It contains many feature-specific tutorials and documentations."
msgstr ""
#: ../../docs/about/introduction.rst:80
msgid ""
"The :ref:`sec-devel` section is intended for advanced users and contributors "
"to the engine development, with information on compiling the engine, "
"developing C++ modules or editor plugins."
msgstr ""
#: ../../docs/about/introduction.rst:83
msgid ""
"The :ref:`sec-community` gives information related to contributing to the "
"engine development and the life of its community, e.g. how to report bugs, "
"help with the documentation, etc. It also points to various community "
"channels like IRC and Discord and contains a list of recommended third-party "
"tutorials outside of this documentation."
msgstr ""
#: ../../docs/about/introduction.rst:88
msgid ""
"Finally, the :ref:`sec-class-ref` is the documentation of the Godot API, "
"which is also available directly within the engine's script editor. It is "
"generated automatically from a file in the main source repository, therefore "
"the generated files of the documentation are not meant to be modified. See :"
"ref:`doc_updating_the_class_reference` for details."
msgstr ""
#: ../../docs/about/introduction.rst:94
msgid ""
"In addition to this documentation you may also want to take a look at the "
"various `Godot demo projects <https://github.com/godotengine/godot-demo-"
"projects>`_."
msgstr ""
#: ../../docs/about/introduction.rst:97
msgid "Have fun reading and making games with Godot Engine!"
msgstr ""

View File

@@ -0,0 +1,134 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/channels.rst:4
msgid "Channels"
msgstr ""
#: ../../docs/community/channels.rst:6
msgid ""
"So, where is the Godot community and where can you ask questions and get "
"help?"
msgstr ""
#: ../../docs/community/channels.rst:8
msgid ""
"Note that some of these channels are run and moderated by members of the "
"Godot community or third parties."
msgstr ""
#: ../../docs/community/channels.rst:10
msgid ""
"A brief overview over these channels is also available on the `website "
"<https://godotengine.org/community>`_."
msgstr ""
#: ../../docs/community/channels.rst:13
msgid "Q & A"
msgstr ""
#: ../../docs/community/channels.rst:15
msgid "`Official Godot Questions & Answers <https://godotengine.org/qa/>`_"
msgstr ""
#: ../../docs/community/channels.rst:18
msgid "IRC on Freenode"
msgstr ""
#: ../../docs/community/channels.rst:20
msgid ""
"`General: #godotengine <http://webchat.freenode.net/?channels=#godotengine>`_"
msgstr ""
#: ../../docs/community/channels.rst:21
msgid ""
"`Engine development: #godotengine-devel <http://webchat.freenode.net/?"
"channels=#godotengine-devel>`_"
msgstr ""
#: ../../docs/community/channels.rst:22
msgid ""
"`Documentation: #godotengine-doc <http://webchat.freenode.net/?"
"channels=#godotengine-doc>`_"
msgstr ""
#: ../../docs/community/channels.rst:23
msgid ""
"`GDNative: #godotengine-gdnative <http://webchat.freenode.net/?"
"channels=#godotengine-gdnative>`_"
msgstr ""
#: ../../docs/community/channels.rst:24
msgid ""
"`Webseite/PR: #godotengine-atelier <http://webchat.freenode.net/?"
"channels=#godotengine-atelier>`_"
msgstr ""
#: ../../docs/community/channels.rst:25
msgid "`IRC logs <https://godot.eska.me/irc-logs/>`_"
msgstr ""
#: ../../docs/community/channels.rst:28
msgid "Other chats"
msgstr ""
#: ../../docs/community/channels.rst:30
msgid ""
"`Matrix (IRC compatible) <https://matrix.to/#/#godotengine:matrix.org>`_"
msgstr ""
#: ../../docs/community/channels.rst:31
msgid "`Discord <https://discord.gg/zH7NUgz>`_"
msgstr ""
#: ../../docs/community/channels.rst:34
msgid "Social networks"
msgstr ""
#: ../../docs/community/channels.rst:36
msgid "`GitHub <https://github.com/godotengine/>`_"
msgstr ""
#: ../../docs/community/channels.rst:37
msgid "`Facebook group <https://www.facebook.com/groups/godotengine/>`_"
msgstr ""
#: ../../docs/community/channels.rst:38
msgid "`Twitter (also, #godotengine) <https://twitter.com/godotengine>`_"
msgstr ""
#: ../../docs/community/channels.rst:39
msgid "`Reddit <https://www.reddit.com/r/godot>`_"
msgstr ""
#: ../../docs/community/channels.rst:40
msgid "`Youtube <https://www.youtube.com/c/GodotEngineOfficial>`_"
msgstr ""
#: ../../docs/community/channels.rst:41
msgid "`Steam <https://steamcommunity.com/app/404790>`_"
msgstr ""
#: ../../docs/community/channels.rst:44
msgid "Forum"
msgstr ""
#: ../../docs/community/channels.rst:46
msgid "`Forum (godotdevelopers.org) <http://godotdevelopers.org/>`_"
msgstr ""

View File

@@ -0,0 +1,293 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/contributing/bug_triage_guidelines.rst:4
msgid "Bug triage guidelines"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:6
msgid ""
"This page describes the typical workflow of the bug triage team aka bugsquad "
"when handling issues and pull requests on Godot's `GitHub <https://github."
"com/godotengine/godot>`_ repository. It is bound to evolve together with the "
"bugsquad, so do not hesitate to propose modifications to the following "
"guidelines."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:12
msgid "Issues management"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:14
msgid "GitHub proposes various features to manage issues:"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:16
msgid "Set one or several labels from a predefined list"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:17
msgid "Set one milestone from a predefined list"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:18
msgid "Keep track of the issue in the project dashboard"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:19
msgid ""
"Define one contributor as \"assignee\" among the Godot engine organization "
"members"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:22
msgid ""
"As the Godot engine organization on GitHub currently has a restricted number "
"of contributors, we do not use assignees extensively for now. All "
"contributors are welcome to take on any issue, if relevant after mentioning "
"it on the issue ticket and/or discussing the best way to resolve it with "
"other developers."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:28
msgid "For the time being we do not use the project dashboard feature either."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:30
msgid ""
"As far as possible, we try to assign labels (and milestones, when relevant) "
"to both issues and pull requests."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:34
msgid "Labels"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:36
msgid "The following labels are currently defined in the Godot repository:"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:38
msgid "**Categories:**"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:40
msgid ""
"*Archived*: either a duplicate of another issue, or invalid. Such an issue "
"would also be closed."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:42
msgid "*Bug*: describes something that is not working properly."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:43
msgid ""
"*Confirmed*: has been confirmed by at least one other contributor than the "
"bug reporter (typically for *Bug* reports). The purpose of this label is to "
"let developers know which issues are still reproducible when they want to "
"select what to work on. It is therefore a good practice to add in a comment "
"on what platform and what version or commit of Godot the issue could be "
"reproduced; if a developer looks at the issue one year later, the "
"*Confirmed* label may not be relevant anymore."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:51
msgid ""
"*Discussion*: the issue is not consensual and needs further discussion to "
"define what exactly should be done to address the topic."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:54
msgid ""
"*Documentation*: issue related to the documentation. Mainly to request "
"enhancements in the API documentation. Issues related to the ReadTheDocs "
"documentation should be filed on the `godot-docs <https://github.com/"
"godotengine/godot-docs>`_ repository."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:58
msgid ""
"*Enhancement*: describes a proposed enhancement to an existing functionality."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:60
msgid ""
"*Feature proposal*: describes a wish for a new feature to be implemented."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:62
msgid ""
"*Junior job*: the issue is *assumed* to be an easy one to fix, which makes "
"it a great fit for junior contributors who need to become familiar with the "
"code base."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:65
msgid "*Needs rebase*: the issue need a git rebase to be merged."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:66
msgid ""
"*Needs testing*: the issue/pull request could not be completely tested and "
"thus need further testing. This can mean that it needs to be tested on "
"different hardware/software configurations or even that the steps to "
"reproduce are not certain."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:70
msgid ""
"*PR welcome / hero wanted!*: Contributions for issues with these labels are "
"especially welcome. Note that this **doesn't** mean you can't work on issues "
"without these labels."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:73
msgid ""
"*Tracker*: issue used to track other issues (like all issues related to the "
"plugin system)."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:75
msgid "*Usability*: issues that directly impact user usability."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:77
msgid ""
"The categories are used for general triage of the issues. They can be "
"combined in some way when relevant, e.g. an issue can be labelled "
"*Enhancement* and *Usability* at the same time if it's an issue to improve "
"usability. Or *Feature proposal* and *Discussion* if it's a non-consensual "
"feature request, or one that is not precise enough to be worked on."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:83
msgid "**Topics:**"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:85
msgid "*Assetlib*: relates to issues with the asset library."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:86
msgid "*Audio*: relates to the audio features (low and high level)."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:87
msgid ""
"*Buildsystem*: relates to building issues, either linked to the SCons "
"buildsystem or to compiler peculiarities."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:89
msgid ""
"*Core*: anything related to the core engine. It might be further split later "
"on as it's a pretty big topic."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:91
msgid "*Drivers*: relates to issues with the drivers used by the engine."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:92
msgid "*Editor*: relates to issues in the editor (mainly UI)."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:93
msgid "*GDNative*: relates to the GDNative module."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:94
msgid "*GDScript*: relates to GDScript."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:95
msgid "*Mono*: relates to the C# / Mono bindings."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:96
msgid "*Network*: relates to networking."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:97
msgid "*Physics*: relates to the physics engine (2D/3D)."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:98
msgid "*Plugin*: relates to problems encountered while writing plugins."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:99
msgid "*Porting*: relates to some specific platforms."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:100
msgid "*Rendering*: relates to the 2D and 3D rendering engines."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:101
msgid "*VisualScript*: relates to issues with the visual scripting language."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:103
msgid ""
"Issues would typically correspond to only one topic, though it's not "
"unthinkable to see issues that fit two bills. The general idea is that there "
"will be specialized contributors teams behind all topics, so they can focus "
"on the issues labelled with their team's topic."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:108
msgid "**Platforms:**"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:110
msgid "*Android*, *HTML5*, *iOS*, *Linux*, *OS X*, *Windows*, *UWP*"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:112
msgid ""
"By default, it is assumed that a given issue applies to all platforms. If "
"one of the platform labels is used, it is then exclusive and the previous "
"assumption doesn't stand anymore (so if it's a bug on e.g. Android and Linux "
"exclusively, select those two platforms)."
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:118
msgid "Milestones"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:120
msgid ""
"`Milestones <https://github.com/godotengine/godot/milestones>`_ correspond "
"to planned future versions of Godot for which there is an existing roadmap. "
"Issues that fit in the said roadmap should be filed under the corresponding "
"milestone; if they don't correspond to any current roadmap, they should be "
"left without milestone. As a rule of thumb, an issue corresponds to a given "
"milestone if it concerns a feature that is new in the milestone, or a "
"critical bug that can't be accepted in any future stable release, or "
"anything that Juan wants to work on right now :)"
msgstr ""
#: ../../docs/community/contributing/bug_triage_guidelines.rst:129
msgid ""
"Contributors are free to pick issues regardless of their assigned milestone; "
"if a fix is proposed for a bug that was not deemed urgent and thus without "
"milestone, it would likely still be very welcome."
msgstr ""

View File

@@ -0,0 +1,257 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/contributing/code_style_guidelines.rst:4
msgid "Code style guidelines"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:8
msgid ""
"When contributing to Godot's source code, you will be expected to follow the "
"style guidelines outlined below. Some of them are checked via the Continuous "
"Integration process and reviewers will ask you to fix potential issues, so "
"best setup your system as outlined below to ensure all your commits follow "
"the guidelines."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:15
msgid "C++ and Objective-C"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:17
msgid ""
"There are no written guidelines, but the code style agreed upon by the "
"developers is enforced via the `clang-format <http://clang.llvm.org/docs/"
"ClangFormat.html>`__ code beautifier, which takes care for you of all our "
"conventions. To name a few:"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:22
msgid ""
"Indentation and alignment are both tab based (respectively one and two tabs)"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:23
msgid "One space around math and assignments operators as well as after commas"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:24
msgid ""
"Pointer and reference operators are affixed to the variable identifier, not "
"to the type name"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:27
msgid ""
"The rules used by clang-format are outlined in the `.clang-format <https://"
"github.com/godotengine/godot/blob/master/.clang-format>`__ file of the Godot "
"repository."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:31
msgid ""
"As long as you ensure that your style matches the surrounding code and that "
"you not introducing trailing whitespace or space-based indentation, you "
"should be fine. If you plan to contribute regularly however, we strongly "
"advise that you setup clang-format locally to check and automatically fix "
"all your commits."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:36
msgid ""
"Godot's code style should *not* be applied to thirdparty code, i.e. that is "
"included in Godot's source tree but was not written specifically for our "
"project. Such code usually come from different upstream projects with their "
"own style guides (or lack thereof), and don't want to introduce differences "
"that would make syncing with upstream repositories harder."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:43
msgid ""
"Thirdparty code is usually included in the ``thirdparty/`` folder and can "
"thus easily be excluded from formatting scripts. For the rare cases where a "
"thirdparty code snippet needs to be included directly within a Godot file, "
"you can use ``/* clang-format off */`` and ``/* clang-format on */`` to tell "
"clang-format to ignore a chunk of code."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:51
msgid "Using clang-format locally"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:53
msgid ""
"First of all, you will need to install clang-format. As of now, you need to "
"use **clang-format 5.x** to be compatible with Godot's format. The upcoming "
"6.x branch has not been tested yet and my cause inconsistencies; the "
"previous 3.x branch is incompatible with the style definitions and will "
"error out."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:59
msgid "Installation"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:61
msgid "Here's how to install clang-format:"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:63
msgid ""
"Linux: It will usually be available out-of-the-box with the clang toolchain "
"packaged by your distribution. If your distro version is not the required "
"one, you can download a pre-compiled version from the `LLVM website <http://"
"llvm.org/releases/download.html>`__, or if you are on a Debian derivative, "
"use the `upstream repos <http://apt.llvm.org/>`__."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:68
msgid ""
"macOS and Windows: You can download precompiled binaries from the `LLVM "
"website <http://llvm.org/releases/download.html>`__. You may need to add the "
"path to the binary's folder to your system's ``PATH`` environment variable "
"to be able to call ``clang-format`` out of the box."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:73
msgid ""
"You then have different possibilities to apply clang-format to your changes:"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:76
msgid "Manual usage"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:78
msgid ""
"You can apply clang-format manually one or more files with the following "
"command:"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:85
msgid ""
"``-i`` means that the changes should be written directly to the file (by "
"default clang-format would only output the fixed version to the terminal)."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:87
msgid ""
"The path can point to several files, either one after the other or using "
"wildcards like in a typical Unix shell. Be careful when globbing so that you "
"don't run clang-format on compiled objects (.o and .a files) that are in "
"Godot's tree. So better use ``core/*.{cpp,h}`` than ``core/*``."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:93
msgid "Pre-commit hook"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:95
msgid ""
"For ease of use, we provide a pre-commit hook for Git that will run clang-"
"format automatically on all your commits to check them, and let you apply "
"its changes in the final commit."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:99
msgid ""
"This \"hook\" is a script which can be found in ``misc/hooks``, refer to "
"that folder's README.md for installation instructions."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:102
msgid ""
"If your clang-format is not in the ``PATH``, you may have to edit the ``pre-"
"commit-clang-format`` to point to the correct binary for it to work. The "
"hook was tested on Linux and macOS, but should also work in the Git Shell on "
"Windows."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:108
msgid "IDE plugin"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:110
msgid ""
"Most IDEs or code editors have beautifier plugins that can be configured to "
"run clang-format automatically, for example each time you save a file."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:113
msgid "Here is a non-exhaustive list of beautifier plugins for some IDEs:"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:115
msgid ""
"Qt Creator: `Beautifier plugin <http://doc.qt.io/qtcreator/creator-"
"beautifier.html>`__"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:116
msgid ""
"Visual Studio Code: `Clang-Format <https://marketplace.visualstudio.com/"
"items?itemName=xaver.clang-format>`__"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:117
msgid ""
"Visual Studio: `ClangFormat <https://marketplace.visualstudio.com/items?"
"itemName=LLVMExtensions.ClangFormat>`__"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:118
msgid "vim: `vim-clang-format <https://github.com/rhysd/vim-clang-format>`__"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:120
msgid "(Pull requests welcome to extend this list with tested plugins.)"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:123
msgid "Java"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:125
msgid ""
"For Godot's Java code (mostly in ``platform/android``), there is currently "
"no style guide, so for now try to stay consistent with the existing code."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:128
msgid ""
"Once a style is decided upon, it could also be enforced via clang-format."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:131
msgid "Python"
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:133
msgid ""
"Godot's SCons buildsystem is written in Python, and various scripts included "
"in the source tree are also using Python."
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:136
msgid ""
"For those, we follow the `PEP-8 style guide <https://www.python.org/dev/peps/"
"pep-0008/>`__, this is however not as strongly enforced as for the C++ code. "
"If you are so inclined, you can check and format your Python changes using "
"`autopep8 <https://pypi.python.org/pypi/autopep8>`__."
msgstr ""

View File

@@ -0,0 +1,510 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/contributing/docs_writing_guidelines.rst:4
msgid "Docs writing guidelines"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:6
msgid ""
"The Godot community is rich and international. Users come from all around "
"the world. Some of them are young, and many aren't native English speakers. "
"That's why we must all write using a clear and a common language. For the "
"class reference, the goal is to make it easy to read for everyone and "
"precise."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:12
msgid "In summary, always try to:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:14
#: ../../docs/community/contributing/docs_writing_guidelines.rst:40
msgid "Use the direct voice"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:15
#: ../../docs/community/contributing/docs_writing_guidelines.rst:76
msgid "Use precise action verbs"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:16
#: ../../docs/community/contributing/docs_writing_guidelines.rst:98
msgid "Avoid verbs that end in -ing"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:17
msgid "Remove unnecessary adverbs and adjectives."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:18
msgid ""
"Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and "
"however"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:19
#: ../../docs/community/contributing/docs_writing_guidelines.rst:212
msgid "Use explicit references"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:20
#: ../../docs/community/contributing/docs_writing_guidelines.rst:233
msgid "Use 's to show possession"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:21
msgid "Use the Oxford comma"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:23
msgid "There are 3 rules to describe classes:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:25
#: ../../docs/community/contributing/docs_writing_guidelines.rst:280
msgid "Give an overview of the node in the brief description"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:26
#: ../../docs/community/contributing/docs_writing_guidelines.rst:309
msgid "Mention what methods return if it's useful"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:27
#: ../../docs/community/contributing/docs_writing_guidelines.rst:334
msgid "Use \"if true\" to describe booleans"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:31
msgid ""
"A technical writer's job is to pack as much information as possible into the "
"smallest and clearest sentences possible. These guidelines will help you "
"work towards that goal."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:36
msgid "7 rules for a clear english"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:42
msgid ""
"Use the direct voice when possible. Take the classes, methods, and constants "
"you describe as the subject. It's natural to write using the passive voice, "
"but it's harder to read and produces longer sentences."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:48
msgid "Passive:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:54
msgid "Active:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:61
#: ../../docs/community/contributing/docs_writing_guidelines.rst:315
msgid "**Don't** use the passive voice:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:68
msgid "**Do** use the node's name as a noun:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:78
msgid ""
"Favor precise yet common verbs over generic ones like ``make``, ``set``, and "
"any expression you can replace with a single word."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:81
msgid ""
"**Don't** repeat the method's name. It already states it sets the pivot "
"value to a new one:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:89
msgid ""
"**Do** explain what's the consequence of this \"set\": use precise verbs "
"like ``place``, ``position``, ``rotate``, ``fade``, etc."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:100
msgid ""
"The progressive forms describe continuous actions. E.g. \"is calling\", \"is "
"moving\"."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:103
msgid "**Don't** use the progressive form for instant changes."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:110
msgid "**Do** use simple present, preterit or future."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:117
msgid ""
"You may use the progressive tense to describe actions that are continuous in "
"time. Anything like animation or coroutines."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:122
msgid ""
"Verbs can turn into adjectival nouns with -ing. This is not a conjugation, "
"so you may use them: ``the remaining movement``, ``the missing file``, etc."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:127
msgid "Remove unnecessary adverbs and adjectives"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:129
msgid ""
"Write as few adjectives and adverbs as possible. Only use them if they add "
"key information to the description."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:132
msgid ""
"**Don't** use redundant or meaningless adverbs. Words that lengthen the "
"documentation but don't add any information:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:139
msgid "**Do** write short sentences in a simple, descriptive language:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:146
msgid "Ban these 8 words"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:148
msgid "**Don't** ever use these 8 banned words:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:150
msgid "obvious"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:151
msgid "simple"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:152
msgid "basic"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:153
msgid "easy"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:154
msgid "actual"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:155
msgid "just"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:156
msgid "clear"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:157
msgid "however (some uses)"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:159
msgid ""
"Game creation and programming aren't simple, and nothing's easy to someone "
"learning to use the API for the first time. Other words in the list, like "
"``just`` or ``actual`` won't add any info to the sentence. Don't use "
"corresponding adverbs either: obviously, simply, basically, easily, "
"actually, clearly."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:165
msgid ""
"**Don't** example. The banned words lengthen the description and take "
"attention away from the most important info:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:173
msgid "**Do** remove them:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:180
msgid ""
"\"Simple\" never helps. Remember, for other users, anything could be complex "
"or frustrate them. There's nothing like a good old *it's simple* to make you "
"cringe. Here's the old brief description, the first sentence on the Timer "
"node's page:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:190
msgid "**Do** explain what the node does instead:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:197
msgid "**Don't** use \"basic\", it is too vague:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:204
msgid "**Do** use the brief description to offer an overview of the node:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:214
msgid "Favor explicit references over implicit ones."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:216
msgid ""
"**Don't** use words like \"the former\", \"the latter\", etc. They're not "
"the most common in English, and they require you to check the reference."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:223
msgid "**Do** repeat words. They remove all ambiguity:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:229
msgid ""
"If you need to repeat the same variable name 3 or 4 times, you probably need "
"to rephrase your description."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:235
msgid ""
"Avoid \"The milk **of** the cow\". It feels unnatural in English. Write "
"\"The cow's milk\" instead."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:238
msgid "**Don't** write \"of the X\":"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:244
msgid ""
"**Do** use ``'s``. It lets you put the main subject at the start of the "
"sentence, and keep it short:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:252
msgid "Use the Oxford comma to enumerate anything"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:254
msgid "From the Oxford dictionary:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:256
msgid ""
"The 'Oxford comma' is an optional comma before the word 'and' at the end of "
"a list: *We sell books, videos, and magazines.*"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:259
msgid ""
"[...] Not all writers and publishers use it, but it can clarify the meaning "
"of a sentence when the items in a list are not single words: *These items "
"are available in black and white, red and yellow, and blue and green.*"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:262
msgid "**Don't** leave the last element of a list without a comma:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:268
msgid ""
"**Do** add a comma before `and` or `or`, for the last element of a list with "
"more than two elements."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:277
msgid "How to write methods and classes"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:282
msgid ""
"The brief description is the reference's most important sentence. It's the "
"user's first contact with a node:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:285
msgid "It's the only description in the \"Create New Node\" dialog."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:286
msgid "It's at the top of every page in the reference"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:288
msgid ""
"The brief description should explain the node's role and its functionality, "
"in up to 200 characters."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:291
msgid "**Don't** write tiny and vague summaries:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:298
msgid "**Do** give an overview of the node's functionality:"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:305
msgid ""
"Use the node's full description to provide more information, and a code "
"example, if possible."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:311
msgid ""
"Some methods return important values. Describe them at the end of the "
"description, ideally on a new line. No need to mention the return values for "
"any method whose name starts with ``set`` or ``get``."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:322
msgid "**Do** always use \"Returns\"."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:329
msgid ""
"Notice the exception to the \"direct voice\" rule: with the move method, an "
"external collider can influence the method and the body that calls ``move``. "
"In this case, you can use the passive voice."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:336
msgid ""
"For boolean member variables, always use ``if true`` and/or ``if false``, to "
"stay explicit. ``Controls whether or not`` may be ambiguous and won't work "
"for every member variable."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:340
msgid ""
"Also surround boolean values, variable names and methods with [code][/code]."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:342
msgid "**Do** start with \"if true\":"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:351
msgid "Use [code] around arguments"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:353
msgid ""
"In the class reference, always surround arguments with [code][/code]. In the "
"documentation and in Godot, it will display like ``this``. When you edit XML "
"files in the Godot repository, replace existing arguments written like "
"'this' or \\`this\\` with [code]this[/code]."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:357
msgid "Common vocabulary to use in godot's docs"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:359
msgid ""
"The developers chose some specific words to refer to areas of the interface. "
"They're used in the sources, in the documentation, and you should always use "
"them instead of synonyms, so the users know what you're talking about."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:367
msgid "Overview of the interface and common vocabulary"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:369
msgid ""
"In the top left corner of the editor lie the ``main menus``. In the center, "
"the buttons change the ``workspace``. And together the buttons in the top "
"right are the ``playtest buttons``. The area in the center, that displays "
"the 2D or the 3D space, is the ``viewport``. At its top, you find a list of "
"``tools`` inside the ``toolbar``."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:375
msgid ""
"The tabs or dockable panels on either side of the viewport are ``docks``. "
"You have the ``FileSystem dock``, the ``Scene dock`` that contains your "
"scene tree, the ``Import dock``, the ``Node dock``, and the ``Inspector`` or "
"``Inspector dock``. With the default layout you may call the tabbed docks "
"``tabs``: the ``Scene tab``, the ``Node tab``..."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:381
msgid ""
"The Animation, Debugger, etc. at the bottom of the viewport are ``panels``. "
"Together they make up the ``bottom panels``."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:384
msgid ""
"Foldable areas of the Inspector are ``sections``. The node's parent class "
"names, which you can't fold, are ``Classes`` e.g. the ``KinematicBody2D "
"class``. And individual lines with key-value pairs are ``properties``. E.g. "
"``position`` or ``modulate color`` are both ``properties``."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:391
msgid "Image Contribution guidelines"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:393
msgid ""
"A significant part of the documentation is images, and there are several "
"important guidelines to follow."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:396
msgid ""
"First, you should always be using the default editor theme and text when "
"taking screenshots."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:398
msgid ""
"For 3D screenshots use 4xMSAA, enable anisotropic filtering on the projects "
"textures, and set the anisotropic filter quality to 16x in Project Settings"
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:401
msgid "Screenshot size should not exceed 1920x1080."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:403
msgid ""
"When you need to highlight an area of the editor to show something, like a "
"button or option, use a 2 pixel thick outline without a bevel."
msgstr ""
#: ../../docs/community/contributing/docs_writing_guidelines.rst:406
msgid ""
"Before you add or replace any images in the documentation, they should be "
"run through a png compressor to save size. The built in lossless compressor "
"in programs like Krita or Photoshop should be done. However you should also "
"use a lossy one, such as `pngquant <https://pngquant.org/>`_ where almost no "
"image quality is lost during compression."
msgstr ""

View File

@@ -0,0 +1,185 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/contributing/documentation_guidelines.rst:4
msgid "Documentation guidelines"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:6
msgid ""
"This page describes the rules to follow if you want to contribute to Godot "
"Engine by writing or reviewing documentation, or by translating existing "
"documentation."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:11
msgid "How to contribute"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:13
msgid ""
"Creating or modifying documentation pages is mainly done via the `godot-docs "
"GitHub repository <https://github.com/godotengine/godot-docs>`_. The HTML "
"(or PDF and EPUB) documentation is generated from the .rst files "
"(reStructuredText markup language) in that repository. Modifying those pages "
"in a pull request and getting it merged will trigger a rebuild of the online "
"documentation."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:20
msgid ""
"For details on Git usage and the pull request workflow, please refer to the :"
"ref:`doc_pr_workflow` page. Most of what it describes regarding the main "
"godotengine/godot repository is also valid for the docs repository."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:25
msgid ""
"The README.md file contains all the information you need to get you started, "
"please read it. In particular, it contains some tips and tricks and links to "
"reference documentation about the reStructuredText markup language."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:29
msgid ""
"If you want to edit the **API reference**, please note that it should *not* "
"be done in the godot-docs repository. Instead, you should edit the ``doc/"
"classes/*`` XML files of Godot's main repository. These files are then later "
"used to generate the in-editor documentation as well as the API reference of "
"the online docs. Read more here: :ref:`doc_updating_the_class_reference`."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:37
msgid "What makes good documentation?"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:39
msgid ""
"Documentation should be well written in plain English, using well-formed "
"sentences and various levels of sections and subsections. It should be clear "
"and objective."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:43
msgid ""
"We differentiate tutorial pages from other documentation pages by these "
"definitions:"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:46
msgid ""
"Tutorial: a page aiming at explaining how to use one or more concepts in the "
"editor or scripts in order to achieve a specific goal with a learning "
"purpose (e.g. \"Making a simple 2d Pong game\", \"Applying forces to an "
"object\")."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:50
msgid ""
"Documentation: a page describing precisely one and only one concept at a "
"time, if possible exhaustively (e.g. the list of methods of the Sprite "
"class, or an overview of the input management in Godot)."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:54
msgid ""
"You are free to write the kind of documentation you wish, as long as you "
"respect the following rules (and the ones on the repo). In particular, you "
"can contribute tutorials in the \"Community\" section of the docs, where "
"they could be merged relatively easily, improved by other contributors and "
"eventually moved to an \"official\" section if relevant."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:61
msgid "Titles"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:63
msgid "Always begin pages with their title and a Sphinx reference name:"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:72
msgid ""
"The reference allows to link to this page using the ``:ref:`` format, e.g. "
"``:ref:`doc_insert_your_title_here``` would link to the above example page "
"(note the lack of leading underscore in the reference)."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:76
msgid ""
"Also, avoid American CamelCase titles: title's first word should begin with "
"a capitalized letter, and every following word should not. Thus, this is a "
"good example:"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:80
msgid "Insert your title here"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:82
msgid "And this is a bad example:"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:84
msgid "Insert Your Title Here"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:86
msgid ""
"Only project, people and node class names should have capitalized first "
"letter."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:90
msgid "Translating existing pages"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:92
msgid ""
"For the moment, only English documentation is provided. We want to propose "
"localized documentation in the future, but this is not a priority for now. "
"Indeed, since the English documentation is still evolving a lot as the "
"community improves it and make it more professional, we prefer that "
"translators do not spend too much time on it, as their translated "
"documentation might quickly grow out of sync with the original."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:99
msgid ""
"When the English documentation is ready for translations, we will provide "
"tools to simplify the work of translators by tracking changes to the English "
"docs that they should translate on their end."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:104
msgid "License"
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:106
msgid ""
"This documentation and every page it contains is published under the terms "
"of the Creative Commons Attribution 3.0 license (CC-BY-3.0), with "
"attribution to \"Juan Linietsky, Ariel Manzur and the Godot community\"."
msgstr ""
#: ../../docs/community/contributing/documentation_guidelines.rst:110
msgid ""
"By contributing to the documentation on the GitHub repository, you agree "
"that your changes are distributed under this license."
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/contributing/index.rst:2
msgid "Contributing"
msgstr ""

View File

@@ -0,0 +1,560 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/contributing/pr_workflow.rst:4
msgid "Pull request workflow"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:8
msgid ""
"The so-called \"PR workflow\" used by Godot is common to many projects using "
"Git, and should be familiar to veteran free software contributors. The idea "
"is that only a small number (if any) commit directly to the *master* branch. "
"Instead, contributors *fork* the project (i.e. create a copy of it, which "
"they can modify as they wish), and then use the GitHub interface to request "
"a *pull* from one of their fork's branches to one branch of the original "
"(often named *upstream*) repository."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:16
msgid ""
"The resulting *pull request* (PR) can then be reviewed by other "
"contributors, which might approve it, reject it, or most often request that "
"modifications be done. Once approved, the PR can then be merged by one of "
"the core developers, and its commit(s) will become part of the target branch "
"(usually the *master* branch)."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:22
msgid ""
"We will go together through an example to show the typical workflow and "
"associated Git commands. But first, let's have a quick look at the "
"organisation of Godot's Git repository."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:27
msgid "Git source repository"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:29
msgid ""
"The `repository on GitHub <https://github.com/godotengine/godot>`_ is a `Git "
"<https://git-scm.com>`_ code repository together with an embedded issue "
"tracker and PR system."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:33
msgid ""
"If you are contributing to the documention, its repository can be found "
"`here <https://github.com/godotengine/godot-docs>`_."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:36
msgid ""
"The Git version control system is the tool used to keep track of successive "
"edits to the source code - to contribute efficiently to Godot, learning the "
"basics of the Git command line is *highly* recommended. There exist some "
"graphical interfaces for Git, but they usually encourage users to take bad "
"habits regarding the Git and PR workflow, and we therefore recommend not to "
"use them. In particular, we advise not to use Github's online editor for "
"code contributions (although it's tolerated for small fixes or documentation "
"changes) as it enforces one commit per file and per modification, which "
"qucikly leads to PRs with an unreadable Git history (especially after peer "
"review)."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:46
msgid ""
"The first sections of Git's \"Book\" are a good introduction to the tool's "
"philosophy and the various commands you need to master in your daily "
"workflow. You can read them online on the `Git SCM <https://git-scm.com/book/"
"en/v2>`_ website."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:51
msgid "The branches on the Git repository are organized as follows:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:53
msgid ""
"The *master* branch is where the development of the next major version "
"occurs. As a development branch, it can be unstable and is not meant for use "
"in production. This is where PRs should be done in priority."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:57
msgid ""
"The stable branches are named after their version, e.g. *3.0* and *2.1*. "
"They are used to backport bugfixes and enhancements from the *master* branch "
"to the currently maintained stable release (e.g. 3.0.2 or 2.1.5). As a rule "
"of thumb, the last stable branch is maintained until the next major version "
"(e.g. the *2.0* branch was maintained until the release of Godot 2.1). If "
"you want to make PRs against a maintained stable branch, you will have to "
"check if your changes are also relevant for the *master* branch."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:65
msgid ""
"There might be feature branches at time, usually meant to be merged into the "
"*master* branch at some time."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:69
msgid "Forking and cloning"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:71
msgid ""
"The first step is to *fork* the `godotengine/godot <https://github.com/"
"godotengine/godot>`_ repository on GitHub. To do so, you will need to have a "
"GitHub account and to be logged in. In the top right corner of the "
"repository's GitHub page, you should see the \"Fork\" button as shown below:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:78
msgid ""
"Click it, and after a while you should be redirected to your own fork of the "
"Godot repo, with your GitHub username as namespace:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:83
msgid ""
"You can then *clone* your fork, i.e. create a local copy of the online "
"repository (in Git speak, the *origin remote*). If you haven't already, "
"download Git from `its website <https://git-scm.com>`_ if you're using "
"Windows or Mac, if you're using Linux install it through your package "
"manager."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:88
msgid ""
"if you are on Windows open Git Bash to type commands. Mac and linux users "
"can use their respective terminals."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:91
msgid "To clone your fork from GitHub, use the following command:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:97
msgid ""
"In our examples, the \"$\" character denotes the command line prompt on "
"typical UNIX shells. It is not part of the command and should not be typed."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:101
msgid ""
"After a little while, you should have a ``godot`` directory in your current "
"working directory. Move into it using the ``cd`` command:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:108
msgid ""
"We will start by setting up a reference to the original repository that we "
"forked:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:115
msgid ""
"This will create a reference named *upstream* pointing to the original "
"godotengine/godot repository. This will be useful when you want to pull new "
"commits from its *master* branch to update your fork. You have another "
"*remote* reference named *origin*, which points to your fork."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:120
msgid ""
"You only need to do the above steps once, as long as you keep that local "
"``godot`` folder (which you can move around if you want, the relevant "
"metadata is hidden in its ``.git`` subfolder)."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:124
msgid ""
"*Branch it, pull it, code it, stage it, commit, push it, rebase it... "
"technologic.*"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:127
msgid ""
"This bad take on Daft Punk's *Technologic* shows the general conception Git "
"beginners have of its workflow: lots of strange commands to learn by copy "
"and paste, hoping they will work as expected. And that's actually not a bad "
"way to learn, as long as you're curious and don't hesitate to question your "
"search engine when lost, so we will give you the basic commands to know when "
"working in Git."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:135
msgid ""
"In the following, we will assume that you want to implement a feature in "
"Godot's project manager, which is coded in the ``editor/project_manager."
"cpp`` file."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:140
msgid "Branching"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:142
msgid ""
"By default, the ``git clone`` should have put you on the *master* branch of "
"your fork (*origin*). To start your own feature development, we will create "
"a feature branch:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:154
msgid "This command is equivalent:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:161
msgid "If you want to go back to the *master* branch, you'd use:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:167
msgid ""
"You can see which branch you are currently on with the ``git branch`` "
"command:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:178
msgid "Updating your branch"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:180
msgid ""
"This would not be needed the first time, just after you forked the upstream "
"repository. However, the next time you want to work on something, you will "
"notice that your fork's *master* is several commits behind the upstream "
"*master* branch: pull requests from other contributors would have been "
"merged in the meantime."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:186
msgid ""
"To ensure there won't be conflicts between the feature you develop and the "
"current upstream *master* branch, you will have to update your branch by "
"*pulling* the upstream branch."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:194
msgid ""
"However, if you had local commits, this method will create a so-called "
"\"merge commit\", and you will soon hear from fellow contributors that those "
"are not wanted in PRs. Then how to update the branch without creating a "
"merge commit? You will have to use the ``--rebase`` option, so that your "
"local commits are replayed on top of the updated upstream *master* branch. "
"It will effectively modify the Git history of your branch, but that is for "
"the greater good."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:201
msgid "Then command that you should (almost) always use is there:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:208
msgid "Making changes"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:210
msgid ""
"You would then do your changes to our example's ``editor/project_manager."
"cpp`` file with your usual development environment (text editor, IDE, etc.)."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:214
msgid ""
"By default, those changes are *unstaged*. The staging area is a layer "
"between your working directory (where you make your modifications) and the "
"local git repository (the commits and all the metadata in the ``.git`` "
"folder). To bring changes from the working directory to the git repository, "
"you need to *stage* them with the ``git add`` command, and then to commit "
"them with the ``git commit`` command."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:221
msgid ""
"There are various commands you should know to review your current work, "
"before staging it, while it is staged, and after it has been committed."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:224
msgid ""
"``git diff`` will show you the current unstaged changes, i.e. the "
"differences between your working directory and the staging area."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:226
msgid ""
"``git checkout -- <files>`` will undo the unstaged changes to the given "
"files."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:228
msgid "``git add <files>`` will *stage* the changes on the listed files."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:229
msgid ""
"``git diff --staged`` will show the current staged changes, i.e. the "
"differences between the staging area and the last commit."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:231
msgid "``git reset HEAD <files>`` will *unstage* changes to the listed files."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:232
msgid ""
"``git status`` will show you what are the currently staged and unstaged "
"modifications."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:234
msgid ""
"``git commit`` will commit the staged files. It will open a text editor (you "
"can define the one you want to use with the ``GIT_EDITOR`` environment "
"variable or the ``core.editor`` setting in your Git config) to let you write "
"a commit log. You can use ``git commit -m \"Cool commit log\"`` to write the "
"log directly."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:239
msgid ""
"``git log`` will show you the last commits of your current branch. If you "
"did local commits, they should be shown at the top."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:241
msgid ""
"``git show`` will show you the changes of the last commit. You can also "
"specify a commit hash to see the changes for that commit."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:244
msgid ""
"That's a lot to memorise! Don't worry, just check this cheat sheet when you "
"need to make changes, and learn by doing."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:247
msgid "Here's how the shell history could look like on our example:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:279
msgid ""
"With this, we should have two new commits in our *better-project-manager* "
"branch which were not in the *master* branch. They are still only local "
"though, the remote fork does not know about them, nor does the upstream repo."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:284
msgid "Pushing changes to a remote"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:286
msgid ""
"That's where ``git push`` will come into play. In Git, a commit is always "
"done in the local repository (unlike Subversion where a commit will modify "
"the remote repository directly). You need to *push* the new commits to a "
"remote branch to share them with the world. The syntax for this is:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:295
msgid ""
"The part about the remote branch can be omitted if you want it to have the "
"same name as the local branch, which is our case in this example, so we will "
"do:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:303
msgid ""
"Git will ask you for your username and password, and the changes will be "
"sent to your remote. If you check the fork's page on GitHub, you should see "
"a new branch with your added commits."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:308
msgid "Issuing a pull request"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:310
msgid ""
"When you load your fork's branch on GitHub, you should see a line saying "
"\"This branch is 2 commits ahead of godotengine:master.\" (and potentially "
"some commits behind, if your *master* branch was out of sync with the "
"upstream *master* branch."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:317
msgid ""
"On that line, there is a \"Pull request\" link. Clicking it will open a form "
"that will let you issue a pull request on the godotengine/godot upstream "
"repository. It should show you your two commits, and state \"Able to merge"
"\". If not (e.g. it has way more commits, or says there are merge "
"conflicts), don't create the PR, something went wrong. Go to IRC and ask for "
"support :)"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:323
msgid ""
"Use an explicit title for the PR and put the necessary details in the "
"comment area. You can drag and drop screenshots, gifs or zipped projects if "
"relevant, to showcase what your work implements. Click \"Create a pull "
"request\", and tadaa!"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:329
msgid "Modifying a pull request"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:331
msgid ""
"While it is reviewed by other contributors, you will often need to make "
"changes to your yet-unmerged PR, either because contributors requested them, "
"or because you found issues yourself while testing."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:335
msgid ""
"The good news is that you can modify a pull request simply by acting on the "
"branch you made the pull request from. You can e.g. make a new commit on "
"that branch, push it to your fork, and the PR will be updated automatically:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:350
msgid "That should do the trick, but..."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:353
msgid "Mastering the PR workflow: the rebase"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:355
msgid ""
"On the situation outlined above, your fellow contributors who are "
"particularly pedantic regarding the Git history might ask your to *rebase* "
"your branch to *squash* or *meld* the last two commits together (i.e. the "
"two related to the project manager), as the second commit basically fixes an "
"issue in the first one."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:360
msgid ""
"Once the PR is merged, it is not relevant for a changelog reader that the PR "
"author made mistakes; instead, we want to keep only commits that bring from "
"one working state to another working state."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:364
msgid ""
"To squash those two commits together, we will have to *rewrite history*. "
"Right, we have that power. You may read that it's a bad practice, and it's "
"true when it comes to branches of the upstream repo. But in your fork, you "
"can do whatever you want, and everything is allowed to get neat PRs :)"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:369
msgid ""
"We will use the *interactive rebase* ``git rebase -i`` to do this. This "
"command takes a commit hash as argument, and will let you modify all commits "
"between that commit hash and the last one of the branch, the so-called "
"*HEAD*. In our example, we want to act on the last two commits, so we will "
"do:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:380
msgid "This will open a text editor with:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:387
msgid ""
"The editor will also show instructions regarding how you can act on those "
"commits. In particular, it should tell you that \"pick\" means to use that "
"commit (do nothing), and that \"squash\" and \"fixup\" can be used to *meld* "
"the commit in its parent commit. The difference between \"squash\" and "
"\"fixup\" is that \"fixup\" will discard the commit log from the squashed "
"commit. In our example, we are not interested in keeping the log of the "
"\"Fix a typo\" commit, so we use:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:400
msgid ""
"Upon saving and quitting the editor, the rebase will occur. The second "
"commit will be melded into the first one, and ``git log`` and ``git show`` "
"should now confirm that you have only one commit with the changes from both "
"previous commits."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:405
msgid ""
"You could have avoided this rebase by using ``git commit --amend`` when "
"fixing the typo. This command will write the staged changes directly into "
"the *last* commit (*HEAD*), instead of creating a new commit like we did in "
"this example. So it is equivalent to what we did with a new commit and then "
"a rebase to mark it as \"fixup\"."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:411
msgid ""
"But! You rewrote the history, and now your local and remote branches have "
"diverged. Indeed, commit 1b4aad7 in the above example will have changed, and "
"therefore got a new commit hash. If you try to push to your remote branch, "
"it will raise an error:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:425
msgid ""
"This is a sane behaviour, Git will not let you push changes that would "
"override remote content. But that's actually what we want to do here, so we "
"will have to *force* it:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:433
msgid ""
"And tadaa! Git will happily *replace* your remote branch with what you had "
"locally (so make sure that's what you wanted, using ``git log``). This will "
"also update the PR accordingly."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:438
msgid "Deleting a Git Branch"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:440
msgid ""
"After your pull request gets merged there's one last thing you should do, "
"delete your Git branch for the PR. There wont be issues if you don't delete "
"your branch, but it's good practice to do so. You'll need to do this twice, "
"once for the local branch and another for the remote branch on GitHub."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:445
msgid "To delete our better project manager branch locally use this command:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:451
msgid ""
"Alternatively, if the branch hadn't been merged yet and we wanted to delete "
"it anyway, instead of ``-d`` you would use ``-D``."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:454
msgid "Next, to delete the remote branch on GitHub use this command:"
msgstr ""

View File

@@ -0,0 +1,585 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/contributing/updating_the_class_reference.rst:4
msgid "Contribute to the Class Reference"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:6
msgid ""
"Godot ships with many nodes and singletons to help you develop your games in "
"GDscript. Each is a class, documented in the :ref:`class reference <toc-"
"class-ref>`. This reference is essential for anyone learning the engine: it "
"is available both online and in the engine."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:8
msgid ""
"But it's incomplete. Some methods, variables and signals lack descriptions. "
"Others changed with recent releases and need updates. The developers can't "
"write the entire reference on their own. Godot needs you, and all of us, to "
"contribute."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:10
msgid ""
"**Important:** If you are planning to make larger changes or a more "
"substantial contribution, it is usually a good idea to create an issue (or a "
"comment in an existing one) to let others know so they don't start working "
"on the same thing too."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:13
msgid ""
"This guide is available as a `Youtube video <https://www.youtube.com/watch?"
"v=mKKjOulm5XI>`_."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:17
msgid "How to contribute"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:19
msgid ""
"The class reference lies in the following XML files, in Godot's GitHub "
"repository: `doc/classes/ <https://github.com/godotengine/godot/tree/master/"
"doc/classes>`_."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:21
msgid "There are 5 steps to update the class reference (full guide below):"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:23
msgid "Fork `Godot's repository <https://github.com/godotengine/godot>`_"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:24
msgid "Clone your fork on your computer"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:25
msgid "Edit the class file in ``doc/classes/`` to write documentation"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:26
msgid "Commit your changes and push them to your fork"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:27
msgid "Make a pull request on the Godot repository"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:29
msgid ""
"Always use these XML files to edit the API reference. Do not edit the "
"generated .rst files :ref:`in the online documentation <toc-class-ref>`, "
"hosted in the `godot-docs <https://github.com/godotengine/godot-docs>`_ "
"repository."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:32
msgid "Get started with GitHub"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:34
msgid ""
"If you're new to git and GitHub, this guide will help you get started. "
"You'll learn to:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:36
msgid "Fork and clone Godot's repository"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:37
msgid "Keep your fork up to date with other contributors"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:38
msgid "Create a pull request so your improvements end in the official docs"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:40
msgid ""
"If you're new to git, the version-control system Godot uses, go through "
"`GitHub's interactive guide <https://try.github.io/levels/1/challenges/1>`_. "
"You'll learn some essential vocabulary and get a sense for the tool."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:43
msgid "Fork Godot"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:45
msgid "Fork the Godot Engine into a GitHub repository of your own."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:47
msgid "Clone the repository on your computer:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:53
msgid ""
"Create a new branch to make your changes. It makes it a lot easier to sync "
"your improvements with other docs writers, and it's easier to cleanup your "
"repository clean if you have any issues with git."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:59
msgid ""
"The new branch is the same as your master branch, until you start to write "
"API docs. In the ``doc/`` folder, you'll find the class reference."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:62
msgid "How to keep your local clone up-to-date"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:64
msgid ""
"Other writers contribute to Godot's documentation. Your local repository "
"will fall behind it, and you'll have to synchronize it. Especially if other "
"contributors update the class reference while you work on it."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:66
msgid ""
"First add an ``upstream`` git *remote* to work with. Remotes are links to "
"online repositories you can download new files from."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:72
msgid "You can check the list of all remote servers with:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:78
msgid ""
"You should have 2: ``origin``, your fork on github, that git adds by "
"default, and ``upstream``, that you just added:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:88
msgid ""
"Each time you want to sync your branch to the state of the upstream "
"repository, enter:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:94
msgid ""
"This command will first ``fetch``, or download the latest version of the "
"Godot repository. Then, it will reapply your local changes on top."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:96
msgid ""
"If you made changes you don't want to keep in your local branch, use the "
"following commands instead:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:103
msgid ""
"**Warning:** The above command will reset your branch to the state of the "
"``upstream master`` branch. It will discard all local changes. Make sure to "
"only run this *before* you make important changes."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:105
msgid ""
"Another option is to delete the branch you're working on, synchronize the "
"master branch with the Godot repository, and create a brand new branch:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:114
msgid ""
"If you're feeling lost by now, come to our `IRC channels <http://webchat."
"freenode.net/?channels=#godotengine>`_ and ask for help. Experienced git "
"users will give you a hand."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:117
msgid "Updating the documentation template"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:119
msgid ""
"When classes are modified in the source code, the documentation template "
"might become outdated. To make sure that you are editing an up-to-date "
"version, you first need to compile Godot (you can follow the :ref:"
"`doc_introduction_to_the_buildsystem` page), and then run the following "
"command (assuming 64-bit Linux):"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:125
msgid ""
"The xml files in doc/classes should then be up-to-date with current Godot "
"Engine features. You can then check what changed using the ``git diff`` "
"command. If there are changes to other classes than the one you are planning "
"to document, please commit those changes first before starting to edit the "
"template:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:132
msgid "You are now ready to edit this file to add stuff."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:134
msgid ""
"**Note:** If this has been done recently by another contributor, you don't "
"forcefully need to go through these steps (unless you know that the class "
"you plan to edit *has* been modified recently)."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:137
msgid "Push and request a pull of your changes"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:139
msgid ""
"Once your modifications are finished, push your changes on your GitHub "
"repository:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:148
msgid ""
"When it's done, you can ask for a Pull Request via the GitHub UI of your "
"Godot fork."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:152
msgid ""
"Although you can edit files on GitHub, it's not recommended. As hundreds of "
"contributors work on Godot, the git history must stay clean. Each commit "
"should bundle all related improvements you make to the class reference, a "
"new feature, bug fixes... When you edit from GitHub, it will create a new "
"branch and a Pull Request every time you want to save it. If a few days pass "
"before your changes get a review, you won't be able to update to the latest "
"version of the repository cleanly. Also, it's harder to keep clean indents "
"from GitHub. And they're very important in the docs."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:154
msgid ""
"TL;DR: If you don't know what you're doing exactly, do not edit files from "
"GitHub."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:157
msgid "How to edit class XML"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:159
msgid ""
"Edit the file for your chosen class in ``doc/classes/`` to update the class "
"reference. The folder contains an XML file for each class. The XML lists the "
"constants and methods you'll find in the class reference. Godot generates "
"and updates the XML automatically."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:161
msgid ""
"Edit it using your favourite text editor. If you use a code editor, make "
"sure that it doesn't change the indent style: tabs for the XML, and 4 spaces "
"inside BBcode-style blocks. More on that below."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:164
msgid "How to write the class reference"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:166
msgid ""
"Each class has a brief and a long description. The brief description is "
"always at the top of the page, while the full description lies below the "
"list of methods, variables and constants. Methods, member variables, "
"constants and signals are in separate categories or XML nodes. For each, "
"learn how they work in Godot's source code, and fill their <description>."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:168
msgid "Our job is to add the missing text between these marks:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:170
msgid "<description></description>"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:171
msgid "<brief_description></brief_description>"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:172
msgid "<constant></constant>"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:173
msgid "<method></method>"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:174
msgid "<member></member>"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:175
msgid "<signal></signal>"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:177
msgid ""
"Write in a clear and simple language. Always follow the :ref:`writing "
"guidelines <doc_docs_writing_guidelines>` to keep your descriptions short "
"and easy to read. **Do not leave empty lines** in the descriptions: each "
"line in the XML file will result in a new paragraph."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:179
msgid "Here's how a class looks like in XML:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:218
msgid ""
"Use a code editor like Vim, Atom, Code, Notepad++ or anything similar to "
"edit the file quickly. Use the search function to find classes fast."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:222
msgid "Improve formatting with BBcode style tags"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:224
msgid ""
"Godot's class reference supports BBcode-like tags. They add nice formatting "
"to the text. Here's the list of available tags:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:227
msgid "Tag"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:227
msgid "Effect"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:227
msgid "Usage"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:227
msgid "Result"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:229
msgid "[Class]"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:229
msgid "Link a class"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:229
msgid "Move the [Sprite]."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:229
msgid "Move the :ref:`class_sprite`."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:231
msgid "[method methodname]"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:231
msgid "Link to a method in this class"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:231
msgid "Call [method hide]."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:231
#: ../../docs/community/contributing/updating_the_class_reference.rst:233
msgid "See :ref:`hide <class_spatial_hide>`."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:233
msgid "[method Class.methodname]"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:233
msgid "Link to another class's method"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:233
msgid "Call [method Spatial.hide]."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:235
msgid "[member membername]"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:235
msgid "Link to a member in this class"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:235
msgid "Get [member scale]."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:235
#: ../../docs/community/contributing/updating_the_class_reference.rst:237
msgid "Get :ref:`scale <class_node2d_scale>`."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:237
msgid "[member Class.membername]"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:237
msgid "Link to another class's member"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:237
msgid "Get [member Node2D.scale]."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:239
msgid "[signal signalname]"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:239
msgid "Link to a signal in this class"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:239
msgid "Emit [signal renamed]."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:239
#: ../../docs/community/contributing/updating_the_class_reference.rst:241
msgid "Emit :ref:`renamed <class_node_renamed>`."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:241
msgid "[signal Class.signalname]"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:241
msgid "Link to another class's signal"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:241
msgid "Emit [signal Node.renamed]."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:243
msgid "[b] [/b]"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:243
msgid "Bold"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:243
msgid "Some [b]bold[/b] text."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:243
msgid "Some **bold** text."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:245
msgid "[i] [/i]"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:245
msgid "Italic"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:245
msgid "Some [i]italic[/i] text."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:245
msgid "Some *italic* text."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:247
msgid "[code] [/code]"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:247
msgid "Monospace"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:247
msgid "Some [code]monospace[/code] text."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:247
msgid "Some ``monospace`` text."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:249
msgid "[codeblock] [/codeblock]"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:249
msgid "Multiline preformatted block"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:249
msgid "*See below.*"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:252
msgid ""
"Use ``[codeblock]`` for pre-formatted code blocks. Inside ``[codeblock]``, "
"always use spaces for indentation (the parser will delete tabs). Example:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:262
msgid "Will display as:"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:272
msgid "I don't know what this method does!"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:274
msgid ""
"No problem. Leave it behind, and list the methods you skipped when you "
"request a pull of your changes. Another writer will take care of it."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:276
msgid ""
"You can still have a look at the methods' implementation in Godot's source "
"code on GitHub. Also, if you have doubts, feel free to ask on the `Q&A "
"website <https://godotengine.org/qa/>`__ and on IRC (freenode, #godotengine)."
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:280
msgid "Localization"
msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:282
msgid ""
"Before we translate the documentation, we need to complete and proof-read it "
"in English. We'll work on localization when we get past 90% completion."
msgstr ""

View File

@@ -0,0 +1,302 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/contributing/ways_to_contribute.rst:4
msgid "Ways to contribute"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:6
msgid ""
"Godot Engine is a non-profit, community-driven free and open source project. "
"Almost all (but our lead dev Juan, more on that below) developers are "
"working *pro bono* on their free time, out of personal interest and for the "
"love of creating a libre engine of exceptional quality."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:11
msgid ""
"This means that to thrive, Godot needs as many users as possible to get "
"involved by contributing to the engine. There are many ways to contribute to "
"such a big project, making it possible for everybody to bring something "
"positive to the engine, regardless of their skill set:"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:16
msgid ""
"**Be part of the community.** The best way to contribute to Godot and help "
"it become ever better is simply to use the engine and promote it by word-of-"
"mouth, in the credits or splash screen of your games, blog posts, tutorials, "
"videos, demos, gamedev or free software events, support on the Q&A, IRC, "
"forums, Discord, etc. Participate! Being a user and advocate helps spread "
"the word about our great engine, which has no marketing budget and can "
"therefore only rely on its community to become more mainstream."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:25
msgid ""
"**Make games.** It's no secret that, to convince new users and especially "
"the industry at large that Godot is a relevant market player, we need great "
"games made with Godot. We know that the engine has a lot of potential, both "
"for 2D and 3D games, but given its young age we still lack big releases that "
"will draw attention to Godot. So keep working on your awesome projects, each "
"new game increases our credibility on the gamedev market!"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:32
msgid ""
"**Get involved in the engine's development.** This can be by contributing "
"code via pull requests, testing the development snapshots or directly the "
"git *master* branch, report bugs or suggest enhancements on the issue "
"tracker, improve the official documentation (both the class reference and "
"tutorials). The following sections will cover each of those \"direct\" ways "
"of contributing to the engine."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:39
msgid ""
"**Donate.** Godot is a non-profit project, but it can still benefit from "
"user donations for many things. Apart from usual expenses such as hosting "
"costs or promotion material on events, we also use donation money to acquire "
"hardware when necessary (e.g. we used donation money to buy a Macbook Pro to "
"implement Retina/HiDPI support and various other macOS-related features). "
"Most importantly, we also used donation money to hire our lead developer "
"Juan Linietsky, so that he can work full-time on the engine. Even with a low "
"monthly wage, we need a steady donation income to continue doing this, which "
"has been very beneficial to the project so far. So if you want to donate "
"some money to the project, check `our website <http://godotengine.org/"
"donate>`_ for details."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:53
msgid "Contributing code"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:55
msgid ""
"The possibility to study, use, modify and redistribute modifications of the "
"engine's source code are the fundamental rights that Godot's license grant "
"you, making it `free and open source software <https://en.wikipedia.org/wiki/"
"Free_and_open-source_software>`_."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:59
msgid ""
"As such, everyone is entitled to modify `Godot's source code <https://github."
"com/godotengine/godot>`_, and send those modifications back to the upstream "
"project in the form of a patch (a text file describing the changes in a "
"ready-to-apply manner) or - in the modern workflow that we use - via a so-"
"called \"pull request\" (PR), i.e. a proposal to directly merge one or more "
"git commits (patches) into the main development branch."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:66
msgid "Contributing code changes upstream has two big advantages:"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:68
msgid ""
"Your own code will be reviewed and improved by other developers, and will be "
"further maintained directly in the upstream project, so you won't have to "
"reapply your own changes every time you move to a newer version. On the "
"other hand it comes with a responsibility, as your changes have to be "
"generic enough to be beneficial to all users, and not just your project; so "
"in some cases it might still be relevant to keep your changes only for your "
"own project, if they are too specific."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:76
msgid ""
"The whole community will benefit from your work, and other contributors will "
"behave the same way, contributing code that will be beneficial to you. At "
"the time of this writing, more than 300 developers have contributed code "
"changes to the engine!"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:81
msgid ""
"To ensure good collaboration and overall quality, the Godot developers "
"enforce some rules for code contributions, for example regarding the style "
"to use in the C++ code (indentation, brackets, etc.) or the git and PR "
"workflow."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:85
msgid ""
"Technical details about the PR workflow are outlined in a specific section, :"
"ref:`doc_pr_workflow`."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:88
msgid ""
"Details about the code style guidelines and the ``clang-format`` tool used "
"to enforce them are outlined in :ref:`doc_code_style_guidelines`."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:93
msgid "Testing and reporting issues"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:95
msgid ""
"Another great way of contributing to the engine is to test development "
"releases or the development branch and to report issues. It is also helpful "
"to report issues discovered in stable releases, so that they can be fixed in "
"the development branch and in future maintenance releases."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:101
msgid "Testing development versions"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:103
msgid "To help with the testing, you have several possibilities:"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:105
msgid ""
"Compile the engine from source yourself, following the instructions of the :"
"ref:`Compiling <toc-devel-compiling>` page for your platform."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:108
msgid ""
"Test official pre-release binaries when they are announced (usually on the "
"blog and other community platforms), such as alpha, beta and RC (release "
"candidate) builds."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:112
msgid ""
"Test \"trusted\" unofficial builds of the development branch; just ask "
"community members for reliable providers. Whenever possible, it's best to "
"use official binaries or to compile yourself though, to be sure about the "
"provenance of your binaries."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:117
msgid ""
"As mentioned previously, it is also helpful to keep your eyes peeled for "
"potential bugs that might still be present in the stable releases, "
"especially when using some niche features of the engine which might get less "
"testing by the developers."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:123
msgid "Filing an issue on GitHub"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:125
msgid ""
"Godot uses `GitHub's issue tracker <https://github.com/godotengine/godot/"
"issues>`_ for bug reports and enhancement suggestions. You will need a "
"GitHub account to be able to open a new issue there, and click on the \"New "
"issue\" button."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:129
msgid ""
"When you report a bug, you should keep in mind that the process is very "
"similar to an appointment with your doctor. You noticed *symptoms* that make "
"you think that something might be wrong (the engine crashes, some features "
"don't work as expected, etc.). It's the role of the bug triaging team and "
"the developers to then help make the diagnosis of the issue you met, so that "
"the actual cause of the bug can be identified and addressed."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:136
msgid ""
"You should therefore always ask yourself: what is relevant information to "
"give so that other Godot contributors can understand the bug, identify it "
"and hopefully fix it. Here are some of the most important infos that you "
"should always provide:"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:141
msgid ""
"**Operating system.** Sometimes bugs are system-specific, i.e. they happen "
"only on Windows, or only on Linux, etc. That's particularly relevant for all "
"bugs related to OS interfaces, such as file management, input, window "
"management, audio, etc."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:146
msgid ""
"**Hardware.** Sometimes bugs are hardware-specific, i.e. they happen only on "
"certain processors, graphic cards, etc. If you are able to, it can be "
"helpful to include information on your hardware."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:150
msgid ""
"**Godot version.** This is a must have. Some issues might be relevant in the "
"current stable release, but fixed in the development branch, or the other "
"way around. You might also be using an obsolete version of Godot and "
"experiencing a known issue fixed in a later version, so knowing this from "
"the start helps to speed up the diagnosis."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:156
msgid ""
"**How to reproduce the bug.** In the majority of cases, bugs are "
"reproducible, i.e. it is possible to trigger them reliably by following some "
"steps. Please always describe those steps as clearly as possible, so that "
"everyone can try to reproduce the issue and confirm it. Ideally, make a demo "
"project that reproduces this issue out of the box, zip it and attach it to "
"the issue (you can do this by drag and drop). Even if you think that the "
"issue is trivial to reproduce, adding a minimal project that lets reproduce "
"it is a big added value. You have to keep in mind that there are thousands "
"of issues in the tracker, and developers can only dedicate little time to "
"each issue."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:167
msgid ""
"When you click the \"New issue\" button, you should be presented with a text "
"area prefilled with our issue template. Please try to follow it so that all "
"issues are consistent and provide the required information."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:172
msgid "Contributing to the documentation"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:174
msgid ""
"There are two separate resources referred to as \"documentation\" in Godot:"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:176
msgid ""
"**The class reference.** This is the documentation for the complete Godot "
"API as exposed to GDScript and the other scripting languages. It can be "
"consulted offline, directly in Godot's code editor, or online at :ref:`Godot "
"API <toc-class-ref>`. To contribute to the class reference, you have to edit "
"the `doc/base/classes.xml` in Godot's git repository, and make a pull "
"request. See :ref:`doc_updating_the_class_reference` for more details."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:184
msgid ""
"**The tutorials and engine documentation.** This is the part you are reading "
"now, which is distributed in the HTML, PDF and EPUB formats. Its contents "
"are generated from plain text files in the reStructured Text (rst) format, "
"to which you can contribute via pull requests on the `godot-docs <https://"
"github.com/godotengine/godot-docs>`_ GitHub repository. See :ref:"
"`doc_documentation_guidelines` for more details."
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/index.rst:2
msgid "Community"
msgstr ""

View File

@@ -0,0 +1,44 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/resources.rst:4
msgid "Resources"
msgstr ""
#: ../../docs/community/resources.rst:6
msgid ""
"This is a list of third-party resources created by the community that may be "
"of interest."
msgstr ""
#: ../../docs/community/resources.rst:9
msgid "General"
msgstr ""
#: ../../docs/community/resources.rst:11
msgid ""
"`awesome-godot: A curated list of resources by Calinou <https://github.com/"
"Calinou/awesome-godot>`_"
msgstr ""
#: ../../docs/community/resources.rst:12
msgid ""
"`Zeef Godot Engine: A curated directory of resources by Andre Schmitz "
"<https://godot-engine.zeef.com/andre.antonio.schmitz>`_"
msgstr ""

View File

@@ -0,0 +1,44 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/tutorials.rst:4
msgid "Tutorials"
msgstr ""
#: ../../docs/community/tutorials.rst:6
msgid ""
"This is a list of third-party tutorials created by the community that may be "
"of interest."
msgstr ""
#: ../../docs/community/tutorials.rst:9
msgid "Video tutorials"
msgstr ""
#: ../../docs/community/tutorials.rst:11
msgid ""
"`GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/"
"playlists>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:12
msgid ""
"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/"
"playlists>`_"
msgstr ""

View File

@@ -0,0 +1,366 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/compiling_for_android.rst:4
msgid "Compiling for Android"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:9
msgid "Note"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:11
msgid ""
"For most cases, using the built-in deployer and export templates is good "
"enough. Compiling the Android APK manually is mostly useful for custom "
"builds or custom packages for the deployer."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:15
msgid ""
"Also, you still need to do all the steps mentioned in the :ref:"
"`doc_exporting_for_android` tutorial before attempting your custom export "
"template."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:20
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:22
msgid "For compiling under Windows, Linux or macOS, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:24
msgid "Python 2.7+ or Python 3.5+"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:25
msgid "SCons build system"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:26
msgid "[Windows only] PyWin32 (optional, for parallel compilation)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:27
msgid ""
"Android SDK version 23.0.3 [Note: Please install all tools and extras of the "
"SDK Manager]"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:28
msgid "Android build tools version 19.1"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:29
msgid "Android NDK r13 or later"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:30
msgid "Gradle (will be downloaded and installed automatically if missing)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:31
msgid ""
"JDK 6 or later (either OpenJDK or Oracle JDK) - JDK 9 is untested as of now"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:34
msgid "Setting up the buildsystem"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:36
msgid "Set the environment variable ANDROID_HOME to point to the Android SDK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:39
msgid ""
"Set the environment variable ANDROID_NDK_ROOT to point to the Android NDK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:42
msgid ""
"To set those environment variables on Windows, press Windows+R, type "
"\"control system\", then click on **Advanced system settings** in the left "
"pane, then click on **Environment variables** on the window that appears."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:47
msgid ""
"To set those environment variables on Unix (e.g. Linux, macOS), use ``export "
"ANDROID_HOME=/path/to/android-sdk`` and ``export ANDROID_NDK_ROOT=/path/to/"
"android-ndk``. Where /path/to/android-sdk and /path/to/android-ndk is the "
"path where Android SDK and Android NDK are placed on your PC."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:54
msgid "Toolchain"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:56
msgid ""
"We usually try to keep the Godot Android build code up to date, but Google "
"changes their toolchain versions very often, so if compilation fails due to "
"wrong toolchain version, go to your NDK directory and check the current "
"number, then set the following environment variable:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:66
msgid "Building the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:68
msgid ""
"Godot needs two export templates for Android: the optimized \"release\" "
"template (`android_release.apk`) and the debug version (`android_debug."
"apk`). Compiling the standard export templates is done by calling scons with "
"the following arguments:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:73
msgid "Release template (used when exporting with \"Debugging Enabled\" OFF)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:81
msgid ""
"(on Linux or macOS, execute the `gradlew` script with `./gradlew build`)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:83
#: ../../docs/development/compiling/compiling_for_android.rst:97
msgid "The resulting APK is in:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:89
msgid "Debug template (used when exporting with \"Debugging Enabled\" ON)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:104
msgid "Faster compilation"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:106
msgid ""
"If you are on Unix or installed PyWin32 on Windows and have multiple CPU "
"cores available, you can speed up the compilation by adding the ``-jX`` "
"argument to the SCons command, where ``X`` is the number of cores that you "
"want to allocate to the compilation, e.g. ``scons -j4``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:113
msgid "Adding support for x86 devices"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:115
msgid ""
"If you also want to include support for x86 devices, run the scons command a "
"second time with the ``android_arch=x86`` argument before building the APK "
"with Gradle. For example for the release template:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:127
msgid ""
"This will create a fat binary that works in both platforms, but will add "
"about 6 megabytes to the APK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:131
#: ../../docs/development/compiling/compiling_for_android.rst:174
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:133
msgid ""
"It might be necessary to clean the build cache between two APK compilations, "
"as some users have reported issues when building the two export templates "
"one after the other."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:138
msgid "Using the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:140
msgid ""
"As export templates for Android, Godot needs release and debug APKs that "
"were compiled against the same version/commit as the editor. If you are "
"using official binaries for the editor, make sure to install the matching "
"export templates, or to build your own from the same version."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:145
msgid ""
"When exporting your game, Godot opens the APK, changes a few things inside, "
"adds your file and spits it back. It's really handy! (and required some "
"reverse engineering of the format)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:150
msgid "Installing the templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:152
msgid ""
"The newly-compiled templates (android_debug.apk and android_release.apk) "
"must be copied to Godot's templates folder with their respective names. The "
"templates folder can be located in:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:156
msgid "Windows: ``C:\\Users\\[username]\\AppData\\Roaming\\Godot\\templates``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:157
msgid "Linux: ``/home/[username]/.local/share/godot/templates/[gd-version]/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:158
msgid "macOS: ``/users/[username]/.godot/templates``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:162
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your APKs as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:168
msgid ""
"You don't even need to copy them, you can just reference the resulting file "
"in the ``bin\\`` directory of your Godot source folder, so that the next "
"time you build you will automatically have the custom templates referenced."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:177
msgid "Application not installed"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:179
msgid ""
"Android might complain the application is not correctly installed. If so, "
"check the following:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:182
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:183
msgid "Check that jarsigner is from JDK 6, 7 or 8."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:185
msgid "If it still fails, open a command line and run logcat:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:191
msgid ""
"And check the output while the application is installed. Reason for failure "
"should be presented there."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:194
msgid "Seek assistance if you can't figure it out."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:197
msgid "Application exits immediately"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:199
msgid ""
"If the application runs but exits immediately, there might be one of the "
"following reasons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:202
msgid ""
"Make sure to use export templates that match your editor version; if you use "
"a new Godot version, you *have* to update the templates too."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:204
msgid "libgodot_android.so is not in ``lib/armeabi-v7a`` or ``lib/armeabi``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:205
msgid "Device does not support armv7 (try compiling yourself for armv6)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:206
msgid "Device is Intel, and apk is compiled for ARM."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:208
msgid "In any case, ``adb logcat`` should also show the cause of the error."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:211
msgid "Compilation fails"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:213
msgid ""
"On Linux systems with Kernel version 4.3 or newer, compilation may fail with "
"the error \"pthread_create failed: Resource temporarily unavailable.\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:216
msgid ""
"This is because of a change in the way Linux limits thread creation. But you "
"can change those limits through the command line. Please read this section "
"thoroughly before beginning."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:220
msgid ""
"First open a terminal, then begin compilation as usual (it may be a good "
"idea to run a --clean first). While compiling enter the following in your "
"terminal:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:228
msgid ""
"The output should list a scons process, with its PID as the first number in "
"the output. For example the PID 1077 in the output shown below:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:236
msgid ""
"Now you can use another command to increase the number of processes that "
"scons is allowed to spawn. You can check its current limits with:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:243
msgid "You can increase those limits with the command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:249
msgid ""
"Obviously you should substitute the scons PID output by top and a limits "
"that you think suitable. These are in the form --nproc=soft:hard where soft "
"must be lesser than or equal to hard. See the man page for more information."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:254
msgid ""
"If all went well, and you entered the prlimit command while scons was "
"running, then your compilation should continue without the error."
msgstr ""

View File

@@ -0,0 +1,90 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/compiling_for_ios.rst:4
msgid "Compiling for iOS"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:9
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:11
msgid ""
"SCons (you can get it from macports, you should be able to run ``scons`` in "
"a terminal when installed)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:13
msgid "Xcode with the iOS SDK and the command line tools."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:16
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:18
msgid "Open a Terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:24
msgid "for a debug build, or:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:30
msgid ""
"for a release build (check ``platform/iphone/detect.py`` for the compiler "
"flags used for each configuration)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:33
msgid "Alternatively, you can run"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:39
msgid "for a Simulator executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:41
msgid ""
"Additionally since some time Apple requires 64 bit version of application "
"binary when you are uploading to iStore. The best way to provide these is to "
"create a bundle in which there are both 32bit and 64 binaries, so every "
"device will be able to run the game. It can be done in three steps, first "
"compile 32 bit version, then compile 64 bit version and then use ``lipo`` to "
"bundle them into one fat binary, all those steps can be performed with "
"following commands:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:53
msgid "Run"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:55
msgid ""
"To run on a device or simulator, follow these instructions: :ref:"
"`doc_exporting_for_ios`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:58
msgid ""
"Replace or add your executable to the Xcode project, and change the "
"\"executable name\" property on Info.plist accordingly if you use an "
"alternative build."
msgstr ""

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@@ -0,0 +1,127 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/compiling_for_osx.rst:4
msgid "Compiling for OSX"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:9
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:11
msgid ""
"For compiling under Linux or other Unix variants, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:14
msgid "Python 2.7+ or Python 3.5+"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:15
msgid "SCons build system"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:16
msgid "Xcode (or the more lightweight Command Line Tools for Xcode)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:19
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:21
msgid ""
"Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:27
msgid ""
"If all goes well, the resulting binary executable will be placed in the \"bin"
"\" subdirectory. This executable file contains the whole engine and runs "
"without any dependencies. Executing it will bring up the project manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:32
msgid ""
"To create an .app like in the official builds, you need to use the template "
"located in ``misc/dist/osx_tools.app``. Typically, for a \".64\" optimised "
"binary built with `scons p=osx target=release_debug`:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:44
msgid "Compiling for 32 and 64-bit"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:46
msgid ""
"All macOS versions after 10.6 are 64-bit exclusive, so the executable will "
"be a \".64\" file by default for most users. If you would like to compile a "
"\".fat\" executable which contains both 32 and 64-bit code, you can do so by "
"specifying the bits in the scons command like so:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:56
msgid "Cross-compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:58
msgid ""
"It is possible to compile for OSX in a Linux environment (and maybe also in "
"Windows with Cygwin). For that you will need `OSXCross <https://github.com/"
"tpoechtrager/osxcross>`__ to be able to use OSX as target. First, follow the "
"instructions to install it:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:63
msgid ""
"Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>` "
"somewhere on your machine (or download a zip file and extract it somewhere), "
"e.g.:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:71
msgid ""
"Follow the instructions to package the SDK: https://github.com/tpoechtrager/"
"osxcross#packaging-the-sdk"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:73
msgid ""
"Follow the instructions to install OSXCross: https://github.com/tpoechtrager/"
"osxcross#installation"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:76
msgid ""
"After that, you will need to define the ``OSXCROSS_ROOT`` as the path to the "
"OSXCross installation (the same place where you cloned the repository/"
"extracted the zip), e.g.:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:84
msgid "Now you can compile with SCons like you normally would:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:90
msgid ""
"If you have an OSXCross SDK version different from the one expected by the "
"SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` "
"argument:"
msgstr ""

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@@ -0,0 +1,214 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/compiling_for_uwp.rst:4
msgid "Compiling for Universal Windows Platform"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:9
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:11
msgid "SCons (see :ref:`doc_compiling_for_windows` for more details)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:12
msgid ""
"Visual Studio 2015 Update 2. It may work with earlier versions. See :ref:"
"`doc_compiling_for_windows` about the caveats of installing it and the "
"various prompts."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:15
msgid "Windows 10 SDK (can be selected in Visual Studio installation)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:16
msgid ""
"`ANGLE source <https://github.com/Microsoft/angle>`__. Use the ``ms_master`` "
"(default) branch. Keep it in a path without spaces to avoid problems."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:21
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:23
msgid ""
"You need to open a proper Visual Studio prompt for the target architecture "
"you want to build. Check :ref:`doc_compiling_for_windows` to see how these "
"prompts work."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:27
msgid ""
"There are three target architectures for UWP: x86 (32-bits), x64 (64-bits) "
"and ARM (32-bits). For the latter, you can run ``vcvarsall.bat`` with "
"``x86_arm`` or ``amd64_arm`` as argument to set the environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:31
msgid ""
"Set the ``ANGLE_SRC_PATH`` to the directory where you downloaded the ANGLE "
"source code. The build process will also build ANGLE to produce the required "
"DLLs for the selected architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:35
msgid ""
"Once you're set, run the SCons command similarly to the other platforms::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:40
msgid "Creating UWP export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:42
msgid ""
"To export using the editor you need to properly build package the templates. "
"You need all three architectures with ``debug`` and ``release`` templates to "
"be able to export."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:46
msgid ""
"Open the command prompt for one architecture and run SCons twice (once for "
"each target)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:52
msgid "Repeat for the other architectures."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:54
msgid ""
"In the end your ``bin`` folder will have the ``.exe`` binaries with a name "
"like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each target/"
"arch)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:58
msgid ""
"Copy one of these to ``misc/dist/uwp_template`` inside the Godot source "
"folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source, "
"under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``, "
"``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``, "
"putting them along with the executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:64
msgid ""
"Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting "
"Zip according to the target/architecture of the template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:74
msgid ""
"Move those templates to the ``[versionstring]\\templates`` folder in Godot "
"settings path, where `versionstring` is the version of Godot you have "
"compiled the export templates for - e.g. `3.0.alpha` for the alpha version "
"of Godot 3. If you don't want to replace the templates, you can set the "
"\"Custom Package\" property in the export window."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:81
msgid "Running UWP apps with Visual Studio"
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:83
msgid ""
"If you want to debug the UWP port or simply run your apps without packaging "
"and signing, you can deploy and launch them using Visual Studio. It might be "
"the easiest way if you are testing on a device such as a Windows Phone or an "
"Xbox One."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:88
msgid ""
"Within the ANGLE source folder, open ``templates`` and double-click the "
"``install.bat`` script file. This will install the Visual Studio project "
"templates for ANGLE apps."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:92
msgid ""
"If you have not built Godot yet, open the ``winrt/10/src/angle.sln`` "
"solution from the ANGLE source and build it to Release/Win32 target. You may "
"also need to build it for ARM if you plan to run on a device. You can also "
"use MSBuild if you're comfortable with the command line."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:97
msgid ""
"Create a new Windows App project using the \"App for OpenGL ES (Windows "
"Unversal)\" project template, which can be found under the ``Visual C++/"
"Windows/Universal`` category."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:101
msgid ""
"This is a base project with the ANGLE dependencies already set up. However, "
"by default it picks the debug version of the DLLs which usually have a very "
"poor performance. So in the \"Binaries\" filter, click in each of the DLLs "
"there and in the \"Properties\" window and change the relative path from "
"``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:107
msgid ""
"In the same \"Binaries\" filter, select \"Add > Existing Item\" and point to "
"the Godot executable for UWP you have. In the \"Properties\" window, set "
"\"Content\" to ``True`` so it's included in the project."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:111
msgid ""
"Right-click the ``Package.appxmanifest`` file and select \"Open With... > "
"XML (Text) Editor\". In the ``Package/Applications/Application`` element, "
"replace the ``Executable`` attribute from ``$targetnametoken$.exe`` to "
"``godot.uwp.exe`` (or whatever your Godot executable is called). Also change "
"the ``EntryPoint`` attribute to ``GodotUWP.App``. This will ensure that the "
"Godot executable is correctly called when the app starts."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:118
msgid ""
"Create a folder (*not* a filter) called ``game`` in your Visual Studio "
"project folder and there you can put either a ``data.pck`` file or your "
"Godot project files. After that, make sure to include it all with the \"Add "
"> Existing Item\" command and set their \"Content\" property to ``True`` so "
"they're copied to the app."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:124
msgid ""
"To ease the workflow, you can open the \"Solution Properties\" and in the "
"\"Configuration\" section untick the \"Build\" option for the app. You still "
"have to build it at least once to generate some needed files, you can do so "
"by right-clicking the project (*not* the solution) in the \"Solution Explorer"
"\" and selecting \"Build\"."
msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:130
msgid ""
"Now you can just run the project and your app should open. You can use also "
"the \"Start Without Debugging\" from the \"Debug\" menu (Ctrl+F5) to make it "
"launch faster."
msgstr ""

View File

@@ -0,0 +1,135 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/compiling_for_web.rst:4
msgid "Compiling for the Web"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:9
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:11
msgid "To compile export templates for the Web, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:13
msgid ""
"`Emscripten 1.37.9+ <http://emscripten.org/>`__: If the version available "
"per package manager is not recent enough, the best alternative is to install "
"using the `Emscripten SDK <http://kripken.github.io/emscripten-site/docs/"
"gettng_started/downloads.html>`__ (Install in a path without spaces, i.e. "
"not in ``Program Files``)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:17
msgid "`Python 2.7+ or Python 3.5+ <https://www.python.org/>`__"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:18
msgid "`SCons <http://www.scons.org>`__ build system"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:21
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:23
msgid ""
"Start a terminal and set the environment variable ``EMSCRIPTEN_ROOT`` to the "
"installation directory of Emscripten:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:26
msgid ""
"If you installed Emscripten via the Emscripten SDK, declare the variable "
"with a path to the downloaded folder::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:31
msgid ""
"If you installed Emscripten via package manager, the path can be retrieved "
"with the ``em-config`` command::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:36
msgid ""
"On Windows you can set the environment variable in the system settings or in "
"the command prompt::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:41
msgid ""
"Now go to the root directory of the engine source code and instruct SCons to "
"build the JavaScript platform. Specify ``target`` as either ``release`` for "
"a release build or ``release_debug`` for a debug build::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:48
msgid ""
"The engine will now be compiled to WebAssembly by Emscripten. If all goes "
"well, the resulting file will be placed in the ``bin`` subdirectory. Its "
"name is ``godot.javascript.opt.zip`` for release or ``godot.javascript.opt."
"debug.zip`` for debug."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:53
msgid ""
"Finally, rename the zip archive to ``webassembly_release.zip`` for the "
"release template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:58
msgid "And ``webassembly_debug.zip`` for the debug template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:63
msgid "Building per asm.js translation or LLVM backend"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:65
msgid ""
"WebAssembly can be compiled in two ways: The default is to first compile to "
"asm.js, a highly optimizable subset of JavaScript, using Emscripten's "
"*fastcomp* fork of LLVM. This code is then translated to WebAssembly using a "
"tool called ``asm2wasm``. Emscripten automatically takes care of both "
"processes, we simply run SCons."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:71
msgid ""
"The other method uses LLVM's WebAssembly backend. This backend is not yet "
"available in release versions of LLVM, only in development builds built with "
"``LLVM_EXPERIMENTAL_TARGETS_TO_BUILD=WebAssembly``. Compiling with this "
"backend outputs files in LLVM's ``.s`` format, which is translated into "
"actual WebAssembly using a tool called ``s2wasm``. Emscripten manages these "
"processes as well, so we just invoke SCons."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:78
msgid ""
"In order to choose one of the two methods, the ``LLVM_ROOT`` variable in the "
"Emscripten configuration file ``~/.emscripten`` is set. If it points to a "
"directory containing binaries of Emscripten's *fastcomp* fork of clang, "
"``asm2wasm`` is used. This is the default in a normal Emscripten "
"installation. Otherwise, LLVM binaries built with the WebAssembly backend "
"will be expected and ``s2wasm`` is used. On Windows, make sure to escape "
"backslashes of paths within this file as double backslashes ``\\\\`` or use "
"Unix-style paths with a single forward slash ``/``."
msgstr ""

View File

@@ -0,0 +1,587 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/compiling_for_windows.rst:4
msgid "Compiling for Windows"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:9
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:11
msgid "For compiling under Windows, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:13
msgid ""
"Visual C++, `Visual Studio Community <https://www.visualstudio.com/en-us/"
"products/visual-studio-community-vs.aspx>`__ (recommended), version 2013 "
"(12.0) or later. **Make sure you read Installing Visual Studio caveats below "
"or you will have to run/download the installer again.**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:18
msgid "`Python 2.7+ or Python 3.5+ <https://www.python.org/downloads/>`__."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:19
msgid ""
"`Pywin32 Python Extension <https://github.com/mhammond/pywin32>`__ for "
"parallel builds (which increase the build speed by a great factor)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:21
msgid "`SCons <http://www.scons.org>`__ build system."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:24
msgid "Setting up SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:26
msgid ""
"Python adds the interpreter (python.exe) to the path. It usually installs in "
"``C:\\Python`` (or ``C:\\Python[Version]``). SCons installs inside the "
"Python install (typically in the ``Scripts`` folder) and provides a batch "
"file called ``scons.bat``. The location of this file can be added to the "
"path or it can simply be copied to ``C:\\Python`` together with the "
"interpreter executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:33
msgid ""
"To check whether you have installed Python and SCons correctly, you can type "
"``python --version`` and ``scons --version`` into the Windows Command Prompt "
"(``cmd.exe``)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:37
msgid ""
"If commands above do not work, make sure you add Python to your PATH "
"environment variable after installing it, and check again."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:41
msgid "Setting up Pywin32"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:43
msgid ""
"Pywin32 is required for parallel builds using multiple CPU cores. If SCons "
"is issuing a warning about Pywin32 after parsing SConstruct build "
"instructions, when beginning to build, you need to install it properly from "
"the correct installer executable for your Python version `located at "
"Sourceforge. <https://sourceforge.net/projects/pywin32/files/pywin32/>`__"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:49
msgid ""
"For example, if you installed a 32-bit version of Python 2.7, you would want "
"to install the latest version of Pywin32 that is built for the mentioned "
"version of Python. That executable installer would be named ``pywin32-221."
"win32-py2.7.exe``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:53
msgid ""
"The ``amd64`` version of Pywin32 is for a 64-bit version of Python "
"``pywin32-221.win-amd64-py2.7.exe``. Change the ``py`` number to install for "
"your version of Python (check via ``python --version`` mentioned above)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:58
msgid "Installing Visual Studio caveats"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:60
msgid ""
"If installing Visual Studio 2015 or later, make sure to run **Custom** "
"installation, not **Typical** and select C++ as language there (and any "
"other things you might need). The installer does not install C++ by default. "
"C++ was the `only language made optional <https://blogs.msdn.microsoft.com/"
"vcblog/2015/07/24/setup-changes-in-visual-studio-2015-affecting-c-developers/"
">`__ in Visual Studio 2015."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:66
msgid ""
"If you have already made the mistake of installing a **Typical**, "
"installation, rerun the executable installer you downloaded from internet, "
"it will give you a **Modify** Button option. Running the install from Add/"
"Remove programs will only give you the \"Repair\" option, which will do "
"nothing for your problem."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:72
msgid ""
"If you're using Express, make sure you get/have a version that can compile "
"for ***C++, Desktop***."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:76
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:78
msgid ""
"`Godot's <https://github.com/godotengine/godot>`__ source is hosted on "
"GitHub. Downloading it (cloning) via `Git <https://git-scm.com/>`__ is "
"recommended."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:81
msgid ""
"The tutorial will presume from now on that you placed the source into ``C:"
"\\godot``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:85
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:87
msgid ""
"SCons will not be able out of the box to compile from the Windows Command "
"Prompt (``cmd.exe``) because SCons and Visual C++ compiler will not be able "
"to locate environment variables and executables they need for compilation."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:92
msgid ""
"Therefore, you need to start a Visual Studio command prompt. It sets up "
"environment variables needed by SCons to locate the compiler. It should be "
"called similar to one of the below names (for your respective version of "
"Visual Studio):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:97
msgid "\"Developer Command Prompt for VS2013\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:98
msgid "\"VS2013 x64 Native Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:99
msgid "\"VS2013 x86 Native Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:100
msgid "\"VS2013 x64 Cross Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:101
msgid "\"VS2013 x86 Cross Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:103
msgid ""
"You should be able to find at least the Developer Command Prompt for your "
"version of Visual Studio in your start menu."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:106
msgid ""
"However Visual Studio sometimes seems to not install some of the above "
"shortcuts, except the Developer Console at these locations that are "
"automatically searched by the start menu search option:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:116
msgid ""
"If you found the Developer Console, it will do for now to create a 32-bit "
"version of Godot, but if you want the 64-bit version, you might need to "
"setup the prompts manually for easy access."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:120
msgid ""
"If you don't see some of the shortcuts, \"How the prompts actually work\" "
"section below will explain how to setup these prompts if you need them."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:124
msgid "About the Developer/Tools Command Prompts and the Visual C++ compiler"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:126
msgid ""
"There is a few things you need to know about these consoles and the Visual C+"
"+ compiler."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:129
msgid ""
"Your Visual Studio installation will ship with several Visual C++ compilers, "
"them being more or less identical, however each ``cl.exe`` (Visual C++ "
"compiler) will compile Godot for a different architecture (32-bit x86 or 64-"
"bit x86; the ARM compiler is not supported)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:134
msgid ""
"The **Developer Command Prompt** will build a 32-bit version of Godot by "
"using the 32-bit Visual C++ compiler."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:137
msgid ""
"**Native Tools** Prompts (mentioned above) are used when you want the 32-bit "
"cl.exe to compile a 32-bit executable (x86 Native Tools Command Prompt). For "
"the 64-bit cl.exe, it will compile a 64-bit executable (x64 Native Tools "
"Command Prompt)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:142
msgid ""
"The **Cross Tools** are used when your Windows is using one architecture (32-"
"bit, for example) and you need to compile to a different architecture (64-"
"bit). As you might be familiar, 32-bit Windows can not run 64-bit "
"executables, but you still might need to compile for them."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:147
msgid "For example:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:149
msgid ""
"\"VS2013 x64 Cross Tools Command Prompt\" will use a 32-bit cl.exe that will "
"compile a 64 bit application."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:152
msgid ""
"\"VS2013 x86 Cross Tools Command Prompt\" will use a 64-bit cl.exe that will "
"compile a 32-bit application. This one is useful if you are running a 32-bit "
"Windows."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:156
msgid ""
"On a 64-bit Windows, you can run any of above prompts and compilers (``cl."
"exe`` executables) because 64-bit Windows can run any 32-bit application. 32-"
"bit Windows cannot run 64-bit executables, so the Visual Studio installer "
"won't even install shortcuts for some of these prompts."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:162
msgid ""
"Note that you need to choose the **Developer Console** or the correct "
"**Tools Prompt** to build Godot for the correct architecture. Use only "
"Native Prompts if you are not sure yet what exactly Cross Compile Prompts do."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:168
msgid "Running SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:170
msgid ""
"Once inside the **Developer Console/Tools Console Prompt**, go to the root "
"directory of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:177
msgid ""
"Tip: if you installed \"Pywin32 Python Extension\" you can append the -j "
"command to instruct SCons to run parallel builds like this:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:184
msgid ""
"In general, it is OK to have at least as many threads compiling Godot as you "
"have cores in your CPU, if not one or two more. Feel free to add the -j "
"option to any SCons command you see below if you setup the \"Pywin32 Python "
"Extension\"."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:189
msgid ""
"If all goes well, the resulting binary executable will be placed in ``C:"
"\\godot\\bin\\`` with the name of ``godot.windows.tools.32.exe`` or ``godot."
"windows.tools.64.exe``. SCons will automatically detect what compiler "
"architecture the environment (the prompt) is setup for and will build a "
"corresponding executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:195
msgid ""
"This executable file contains the whole engine and runs without any "
"dependencies. Executing it will bring up the Project Manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:199
msgid "How the prompts actually work"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:201
msgid ""
"The Visual Studio command prompts are just shortcuts that call the standard "
"Command Prompt and have it run a batch file before giving you control. The "
"batch file itself is called **vcvarsall.bat** and it sets up environment "
"variables, including the PATH variable, so that the correct version of the "
"compiler can be run. The Developer Command Prompt calls a different file "
"called **VsDevCmd.bat** but none of the other tools that this batch file "
"enables are needed by Godot/SCons."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:209
msgid ""
"Since you are probably using Visual Studio 2013 or 2015, if you need to "
"recreate them manually, use the below folders, or place them on the desktop/"
"taskbar:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:218
msgid ""
"Start the creation of the shortcut by pressing the ``right mouse button/New/"
"Shortcut`` in an empty place in your desired location."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:221
msgid ""
"Then copy one of these commands below for the corresponding tool you need "
"into the \"Path\" and \"Name\" sections of the shortcut creation wizard, and "
"fix the path to the batch file if needed."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:225
msgid "Visual Studio 2013 is in the \"Microsoft Visual Studio 12.0\" folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:226
msgid "Visual Studio 2015 is in the \"Microsoft Visual Studio 14.0\" folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:227
msgid "etc."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:246
msgid ""
"After you create the shortcut, in the shortcut's properties, that you can "
"access by right clicking with your mouse on the shortcut itself, you can "
"choose the starting directory of the command prompt (\"Start in\" field)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:251
msgid ""
"Some of these shortcuts (namely the 64-bit compilers) seem to not be "
"available in the Express edition of Visual Studio or Visual C++. Before "
"recreating the commands, make sure that ``cl.exe`` executables are present "
"in one of these locations, they are the actual compilers for the arhitecture "
"you want to build from the command prompt."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:272
msgid ""
"In case you are wondering what these prompt shortcuts do, they call ``cmd."
"exe`` with the ``\\k`` option and have it run a Batch file."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:284
msgid "How to run an automated build of Godot"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:286
msgid ""
"If you just need to run the compilation process via a Batch file or directly "
"in the Windows Command Prompt you need to use the following command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:294
msgid "with one of the following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:296
msgid "x86 (32-bit cl.exe to compile for the 32-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:297
msgid "amd64 (64-bit cl.exe to compile for the 64-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:298
msgid "x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:299
msgid "amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:301
msgid "and after that one, you can run SCons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:307
msgid "or you can run them together:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:318
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:320
msgid ""
"For most projects, using only scripting is enough but when development in C+"
"+ is needed, for creating modules or extending the engine, working with an "
"IDE is usually desirable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:324
msgid ""
"You can create a Visual Studio solution via SCons by running SCons with the "
"``vsproj=yes`` parameter, like this:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:331
msgid ""
"You will be able to open Godot's source in a Visual Studio solution now, and "
"able to build Godot via the Visual Studio **Build** button. However, make "
"sure that you have installed Pywin32 so that parallel (-j) builds work "
"properly."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:336
msgid ""
"If you need to edit the compilation commands, they are located in \"Godot\" "
"project settings, NMAKE sheet. SCons is called at the very end of the "
"commands. If you make a mistake, copy the command from one of the other "
"build configurations (debug, release_debug, release) or architectures (Win32/"
"x64). They are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:343
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:345
msgid ""
"If you are a Linux or macOS user, you need to install `MinGW-w64 <https://"
"mingw-w64.org>`_, which typically comes in 32-bit and 64-bit variants. The "
"package names may differ based on your distro, here are some known ones:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:350
msgid "**Arch**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:354
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:358
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:362
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:366
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:371
msgid ""
"Before allowing you to attempt the compilation, SCons will check for the "
"following binaries in your ``$PATH``:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:379
msgid ""
"If the binaries are not located in the ``$PATH`` (e.g. ``/usr/bin``), you "
"can define the following environment variables to give a hint to the build "
"system:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:388
msgid ""
"To make sure you are doing things correctly, executing the following in the "
"shell should result in a working compiler (the version output may differ "
"based on your system):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:398
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:400
msgid ""
"Cross-compiling from some versions of Ubuntu may lead to `this bug <https://"
"github.com/godotengine/godot/issues/9258>`_, due to a default configuration "
"lacking support for POSIX threading."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:403
msgid ""
"You can change that configuration following those instructions, for 32-bit:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:413
msgid "And for 64-bit:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:423
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:425
msgid ""
"Windows export templates are created by compiling Godot as release, with the "
"following flags:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:428
msgid "(using Mingw32 command prompt, using the bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:435
msgid "(using Mingw-w64 command prompt, using the bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:442
msgid ""
"(using the Visual Studio command prompts for the correct architecture, "
"notice the lack of bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:450
msgid "If you plan on replacing the standard templates, copy these to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:456
msgid "With the following names:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:465
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your binaries as custom export templates "
"here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:471
msgid ""
"You don't even need to copy them, you can just reference the resulting files "
"in the ``bin\\`` directory of your Godot source folder, so the next time you "
"build you automatically have the custom templates referenced."
msgstr ""

View File

@@ -0,0 +1,190 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/compiling_for_x11.rst:4
msgid "Compiling for X11 (Linux, \\*BSD)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:9
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:11
msgid ""
"For compiling under Linux or other Unix variants, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:14
msgid "GCC or Clang"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:15
msgid "Python 2.7+ (Python 3 only supported as of SCons 3.0)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:16
msgid "SCons build system"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:17
msgid "pkg-config (used to detect the dependencies below)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:18
msgid "X11, Xcursor, Xinerama, Xi and XRandR development libraries"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:19
msgid "MesaGL development libraries"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:20
msgid "ALSA development libraries"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:21
msgid "PulseAudio development libraries (for sound support)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:22
msgid "Freetype (for the editor)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:23
msgid "OpenSSL (for HTTPS and TLS)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:24
msgid "libudev (optional, build with `udev=yes`)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:27
msgid "Distro-specific oneliners"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:29
msgid "**Arch**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:33
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:39
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:45
msgid "**FreeBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:50
msgid "**Gentoo**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:55
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:61
msgid "**OpenBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:65
msgid "**openSUSE**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:71
msgid "**Solus**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:78
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:80
msgid ""
"Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:86
msgid ""
"If all goes well, the resulting binary executable will be placed in the \"bin"
"\" subdirectory. This executable file contains the whole engine and runs "
"without any dependencies. Executing it will bring up the project manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:93
msgid "If you wish to compile using Clang rather than GCC, use this command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:99
msgid ""
"Using Clang appears to be a requirement for OpenBSD, otherwise fonts would "
"not build."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:103
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:105
msgid ""
"To build X11 (Linux, \\*BSD) export templates, run the build system with the "
"following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:108
msgid "(32 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:115
msgid "(64 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:122
msgid ""
"Note that cross compiling for the opposite bits (64/32) as your host "
"platform is not always straight-forward and might need a chroot environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:125
msgid ""
"To create standard export templates, the resulting files must be copied to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:131
msgid ""
"and named like this (even for \\*BSD which is seen as \"Linux X11\" by "
"Godot):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:140
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your binaries as custom export templates "
"here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:146
msgid ""
"You don't even need to copy them, you can just reference the resulting files "
"in the bin/ directory of your Godot source folder, so the next time you "
"build you automatically have the custom templates referenced."
msgstr ""

View File

@@ -0,0 +1,128 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/compiling_with_mono.rst:4
msgid "Compiling with Mono"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:9
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:11
msgid "Mono 5.2.0+ (mono-complete)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:12
msgid "MSBuild"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:13
msgid "pkg-config"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:16
msgid "Environment Variables"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:18
msgid ""
"By default, SCons will try to find Mono in the Windows Registry on Windows "
"or via ``pkg-config`` on other platforms. You can specify a different "
"installation directory by using the following environment variables for the "
"respective ``bits`` option: ``MONO32_PREFIX`` and ``MONO64_PREFIX``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:20
msgid ""
"The specified directory must contain the subdirectories ``bin``, "
"``include``, and ``lib``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:23
msgid "Enable Mono Module"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:25
msgid ""
"By default, the mono module is disabled for builds. To enable it you can "
"pass the option ``module_mono_enabled=yes`` to your SCons command."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:28
msgid "Generate The Glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:30
msgid ""
"The glue sources are the wrapper functions that will be called by the "
"managed side. In order to generate them, first, you must build Godot with "
"the options ``tools=yes`` and ``mono_glue=no``:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:36
msgid ""
"After the build finishes, you need to run the compiled executable with the "
"parameter ``--generate-mono-glue`` followed by the path to an output "
"directory. This path must be ``modules/mono/glue`` in the Godot directory."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:42
msgid ""
"This command will tell Godot to generate the file *modules/mono/glue/"
"mono_glue.gen.cpp*. Once this file is generated, you can build Godot for all "
"the desired targets without the need to repeat this process."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:44
msgid ""
"As always, ``godot`` refers to the compiled Godot binary, so if it isn't in "
"your PATH, you need to give the full path to the executable, e.g. if it is "
"located in the ``bin`` subfolder, it becomes ``bin/godot``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:47
msgid "Notes"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:48
msgid ""
"**Do not** build normal binaries with ``mono_glue=no``. This option disables "
"C# scripting and therefore must only be used for the temporary binary that "
"will be used to generate the glue. Godot should print a message at startup "
"warning you about this."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:49
msgid ""
"The glue sources must be regenerated every time the ClassDB API changes. If "
"there is an API mismatch with the generated glue, Godot will print an error "
"at startup."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:52
msgid "Example (x11)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:68
msgid ""
"If everything went well, apart from the normal output, SCons should have "
"also built the *GodotSharpTools.dll* assembly and copied it together with "
"the mono runtime shared library to the ``bin`` subdirectory."
msgstr ""

View File

@@ -0,0 +1,188 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:4
msgid "Cross-compiling for iOS on Linux"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:8
msgid ""
"The procedure for this is somewhat complex and requires a lot of steps, but "
"once you have the environment properly configured it will be easy to compile "
"Godot for iOS anytime you want."
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:13
msgid "Disclaimer"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:15
msgid ""
"While it is possible to compile for iOS on a Linux environment, Apple is "
"very restrictive about the tools to be used (especially hardware-wise), "
"allowing pretty much only their products to be used for development. So this "
"is **not official**. However, a `statement from Apple in 2010 <http://www."
"apple.com/pr/library/2010/09/09Statement-by-Apple-on-App-Store-Review-"
"Guidelines.html>`__ says they relaxed some of the `App Store review "
"guidelines <https://developer.apple.com/app-store/review/guidelines/>`__ to "
"allow any tool to be used, as long as the resulting binary does not download "
"any code, which means it should be OK to use the procedure described here "
"and cross-compiling the binary."
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:27
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:29
msgid ""
"`XCode with the iOS SDK <https://developer.apple.com/xcode/download>`__ (a "
"dmg image)"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:31
msgid ""
"`Clang >= 3.5 <http://clang.llvm.org>`__ for your development machine "
"installed and in the ``PATH``. It has to be version >= 3.5 to target "
"``arm64`` architecture."
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:34
msgid ""
"`Fuse <http://fuse.sourceforge.net>`__ for mounting and umounting the dmg "
"image."
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:36
msgid ""
"`darling-dmg <https://github.com/darlinghq/darling-dmg>`__, which needs to "
"be built from source. The procedure for that is explained below."
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:40
msgid ""
"For building darling-dmg, you'll need the development packages of the "
"following libraries: fuse, icu, openssl, zlib, bzip2."
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:43
msgid ""
"`cctools-port <https://github.com/tpoechtrager/cctools-port>`__ for the "
"needed build tools. The procedure for building is quite peculiar and is "
"described below."
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:47
msgid "This also has some extra dependencies: automake, autogen, libtool."
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:50
msgid "Configuring the environment"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:53
msgid "darling-dmg"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:55
msgid "Clone the repository on your machine:"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:61
msgid "Build it:"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:73
msgid "Preparing the SDK"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:75
msgid "Mount the XCode image:"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:84
msgid "Extract the iOS SDK:"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:93
msgid "Pack the SDK:"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:101
msgid "Toolchain"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:103
msgid "Build cctools:"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:111
msgid ""
"Copy the tools to a nicer place. Note that the SCons scripts for building "
"will look under ``usr/bin`` inside the directory you provide for the "
"toolchain binaries, so you must copy to such subdirectory, akin to the "
"following commands:"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:121
msgid ""
"Now you should have the iOS toolchain binaries in ``/home/user/iostoolchain/"
"usr/bin``."
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:125
msgid "Compiling Godot for iPhone"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:127
msgid ""
"Once you've done the above steps, you should keep two things in your "
"environment: the built toolchain and the iPhoneOS SDK directory. Those can "
"stay anywhere you want since you have to provide their paths to the SCons "
"build command."
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:132
msgid ""
"For the iPhone platform to be detected, you need the ``OSXCROSS_IOS`` "
"environment variable defined to anything."
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:139
msgid ""
"Now you can compile for iPhone using SCons like the standard Godot way, with "
"some additional arguments to provide the correct paths:"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:148
msgid "Producing fat binaries"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:150
msgid ""
"Apple requires a fat binary with both architectures (``armv7`` and "
"``arm64``) in a single file. To do this, use the ``arm-apple-darwin11-lipo`` "
"executable. The following example assumes you are in the root Godot source "
"directory:"
msgstr ""
#: ../../docs/development/compiling/cross-compiling_for_ios_on_linux.rst:159
msgid ""
"Then you will have an iOS fat binary in ``bin/godot.iphone.opt.debug.fat``."
msgstr ""

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@@ -0,0 +1,83 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/getting_source.rst:4
msgid "Getting the source"
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:7
msgid "Downloading the Godot source code"
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:9
msgid ""
"Before :ref:`getting into the SCons build system "
"<doc_introduction_to_the_buildsystem>` and compiling Godot, you need to "
"actually download the Godot source code."
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:12
msgid ""
"The source code is available on `GitHub <https://github.com/godotengine/"
"godot>`__ and while you can manually download it via the website, in general "
"you want to do it via the ``git`` version control system."
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:16
msgid ""
"If you don't know much about ``git`` yet, there are a great number of "
"`tutorials <https://git-scm.com/book>`__ available on various websites."
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:19
msgid ""
"In general, you need to install ``git`` and/or one of the various GUI "
"clients."
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:21
msgid ""
"Afterwards, to get the latest development version of the Godot source code "
"(the unstable ``master`` branch), you can use ``git clone``."
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:24
msgid ""
"If you are using the ``git`` command line client, this is done by entering "
"the following in a terminal:"
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:31
msgid ""
"For any stable release, visit the `release page <https://github.com/"
"godotengine/godot/releases>`__ and click on the link for the release you "
"want. You can then download and extract the source from the download link on "
"the page."
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:35
msgid ""
"There are also generally branches besides ``master`` for each major version."
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:37
msgid ""
"After downloading the Godot source code, you can :ref:`continue to compiling "
"Godot <doc_introduction_to_the_buildsystem>`."
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/index.rst:2
msgid "Compiling"
msgstr ""

View File

@@ -0,0 +1,296 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:4
msgid "Introduction to the buildsystem"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:9
msgid "SCons"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:11
msgid ""
"Godot uses `SCons <http://www.scons.org>`__ to build. We love it, we are not "
"changing it for anything else. We are not even sure other build systems are "
"up to the task of building Godot. We constantly get requests to move the "
"build system to CMake, or Visual Studio, but this is not going to happen. "
"There are many reasons why we have chosen SCons over other alternatives, for "
"example:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:18
msgid ""
"Godot can be compiled for a dozen different platforms. All PC platforms, all "
"mobile platforms, many consoles, and many web-based platforms (such as HTML5 "
"and Chrome PNACL)."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:21
msgid ""
"Developers often need to compile for several of the platforms **at the same "
"time**, or even different targets of the same platform. They can't afford "
"reconfiguring and rebuilding the project each time. SCons can do this with "
"no sweat, without breaking the builds."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:25
msgid ""
"SCons will *never* break a build no matter how many changes, configurations, "
"additions, removals etc. You have more chances to die struck by lightning "
"than needing to clean and rebuild in SCons."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:28
msgid ""
"Godot build process is not simple. Several files are generated by code "
"(binders), others are parsed (shaders), and others need to offer "
"customization (plugins). This requires complex logic which is easier to "
"write in an actual programming language (like Python) rather than using a "
"mostly macro-based language only meant for building."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:33
msgid ""
"Godot build process makes heavy use of cross compiling tools. Each platform "
"has a specific detection process, and all these must be handled as specific "
"cases with special code written for each."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:37
msgid ""
"So, please try to keep an open mind and get at least a little familiar with "
"it if you are planning to build Godot yourself."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:41
msgid "Setup"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:42
msgid ""
"Please refer to the documentation for :ref:`doc_compiling_for_android`, :ref:"
"`doc_compiling_for_ios`, :ref:`doc_compiling_for_osx`, :ref:"
"`doc_compiling_for_uwp`, :ref:`doc_compiling_for_web`, :ref:"
"`doc_compiling_for_windows` and :ref:`doc_compiling_for_x11`."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:44
msgid ""
"Note that for **Windows/Visual Studio**, you need to use ``x86_x64 Cross "
"Tools Command Prompt for VS 2017`` or similar, depending on your install, "
"instead of the standard Windows command prompt to enter the commands below."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:47
msgid "Platform selection"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:49
msgid ""
"Godot's build system will begin by detecting the platforms it can build for. "
"If not detected, the platform will simply not appear on the list of "
"available platforms. The build requirements for each platform are described "
"in the rest of this tutorial section."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:54
msgid "SCons is invoked by just calling ``scons``."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:56
msgid ""
"However, this will do nothing except list the available platforms, for "
"example:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:77
msgid ""
"To build for a platform (for example, x11), run with the ``platform=`` (or "
"just ``p=`` to make it short) argument:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:84
msgid ""
"This will start the build process, which will take a while. If you want "
"scons to build faster, use the ``-j <cores>`` parameter to specify how many "
"cores will be used for the build. Or just leave it using one core, so you "
"can use your computer for something else :)"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:89
msgid "Example for using 4 cores:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:95
msgid ""
"Note that there are currently `issues <https://github.com/godotengine/godot/"
"issues/5182>`__ with parallel builds for at least some users, so if you are "
"running into errors, try building without the ``-j`` parameter."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:98
msgid "Resulting binary"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:100
msgid ""
"The resulting binaries will be placed in the bin/ subdirectory, generally "
"with this naming convention:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:107
msgid "For the previous build attempt the result would look like this:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:114
msgid ""
"This means that the binary is for X11, is not optimized, has tools (the "
"whole editor) compiled in, and is meant for 64 bits."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:117
msgid "A Windows binary with the same configuration will look like this."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:124
msgid ""
"Just copy that binary to wherever you like, as it contains the project "
"manager, editor and all means to execute the game. However, it lacks the "
"data to export it to the different platforms. For that the export templates "
"are needed (which can be either downloaded from `godotengine.org <https://"
"godotengine.org/>`__, or you can build them yourself)."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:130
msgid ""
"Aside from that, there are a few standard options that can be set in all "
"build targets, and which will be explained below."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:134
msgid "Tools"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:136
msgid ""
"Tools are enabled by default in all PC targets (Linux, Windows, macOS), "
"disabled for everything else. Disabling tools produces a binary that can run "
"projects but that does not include the editor or the project manager."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:146
msgid "Target"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:148
msgid "Target controls optimization and debug flags. Each mode means:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:150
msgid ""
"**debug**: Build with C++ debugging symbols, runtime checks (performs checks "
"and reports error) and none to little optimization."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:152
msgid ""
"**release_debug**: Build without C++ debugging symbols and optimization, but "
"keep the runtime checks (performs checks and reports errors). Official "
"binaries use this configuration."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:155
msgid ""
"**release**: Build without symbols, with optimization and with little to no "
"runtime checks. This target can't be used together with tools=yes, as the "
"tools require some debug functionality and run-time checks to run."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:164
msgid ""
"This flag appends the \".debug\" suffix (for debug), or \".tools\" (for "
"debug with tools enabled). When optimization is enabled (release) it appends "
"the \".opt\" suffix."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:169
msgid "Bits"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:171
msgid ""
"Bits is meant to control the CPU or OS version intended to run the binaries. "
"It is focused mostly on desktop platforms and ignored everywhere else."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:175
msgid "**32**: Build binaries for 32 bits platform."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:176
msgid "**64**: Build binaries for 64 bits platform."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:177
msgid ""
"**default**: Build whatever the build system feels is best. On Linux this "
"depends on the host platform (if not cross compiling), on Mac it defaults to "
"64 bits and on Windows it defaults to 32 bits."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:185
msgid ""
"This flag appends \".32\" or \".64\" suffixes to resulting binaries when "
"relevant."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:189
msgid "Export templates"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:191
msgid ""
"Official export templates are downloaded from the Godot Engine site: "
"`godotengine.org <https://godotengine.org/>`__. However, you might want to "
"build them yourself (in case you want newer ones, you are using custom "
"modules, or simply don't trust your own shadow)."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:196
msgid ""
"If you download the official export templates package and unzip it, you will "
"notice that most are just optimized binaries or packages for each platform:"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:219
msgid ""
"To create those yourself, just follow the instructions detailed for each "
"platform in this same tutorial section. Each platform explains how to create "
"its own template."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:223
msgid ""
"If you are developing for multiple platforms, macOS is definitely the most "
"convenient host platform for cross compilation, since you can cross-compile "
"for almost every target (except for UWP). Linux and Windows come in second "
"place, but Linux has the advantage of being the easier platform to set this "
"up."
msgstr ""

View File

@@ -0,0 +1,106 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/compiling/packaging_godot.rst:4
msgid "Packaging Godot"
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:6
msgid ""
"Godot has features to make it easier to distribute and to package it for "
"application repositories."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:9
msgid "Default behaviour"
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:11
msgid ""
"By default, Godot stores all settings and installed templates in a per-user "
"directory. First Godot checks the ``APPDATA`` environment variable. If it "
"exists, the per-user directory is the ``Godot`` subdirectory of ``APPDATA``. "
"If ``APPDATA`` doesn't exist, Godot checks the ``HOME`` environment "
"variable. The per-user directory is then the \".godot\" subdir of ``HOME``."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:17
msgid "This meets common operating system standards."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:20
msgid "Global template path (Unix only)"
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:22
msgid ""
"The ``unix_global_settings_path`` build variable is meant for Unix/Linux "
"distro packagers who want to package export templates together with godot. "
"It allows to put the export templates on a hardcoded path."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:26
msgid ""
"To use it, pass the desired path via the scons ``unix_global_settings_path`` "
"build variable when building the editor. The export templates then live at "
"the \"templates\" subdirectory of the path specified."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:30
msgid ""
"Templates installed at the per-user location still override the system wide "
"templates."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:32
msgid "This option is only available on unix based platforms."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:35
msgid "Self contained mode"
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:37
msgid ""
"The self contained mode can be used to package Godot for distribution "
"systems where it doesn't live at a fixed location. If the editor finds a ``."
"_sc_`` file in the directory the executable is located in, Godot will "
"continue in \"self contained mode\". On Windows, the file name to use is "
"``_sc_`` (without the preceding dot)."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:42
msgid ""
"In self contained mode, all config files are located next to the executable "
"in a directory called ``editor_data``. Godot doesn't read or write to the "
"per-user location anymore."
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:45
msgid ""
"The contents of the ``._sc_`` file (when not empty) are read with the "
"ConfigFile api (same format as ``project.godot``, etc). So far it can "
"contain a list of pre-loaded project in this format:"
msgstr ""
#: ../../docs/development/compiling/packaging_godot.rst:54
msgid ""
"The paths are relative to the executable location, and will be added to the "
"file ``editor_settings.xml`` when this is created for the first time."
msgstr ""

View File

@@ -0,0 +1,369 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/configuring_an_ide.rst:4
msgid "Configuring an IDE"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:6
msgid ""
"We assume that you already `cloned <https://github.com/godotengine/godot>`_ "
"and :ref:`compiled <toc-devel-compiling>` Godot."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:10
msgid "Kdevelop"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:12
msgid ""
"It is a free, open source IDE (Integrated Development Environment) for "
"Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:15
msgid ""
"You can find a video tutorial `here <https://www.youtube.com/watch?"
"v=yNVoWQi9TJA>`_. Or you may follow this text version tutorial."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:18
msgid "Start by opening Kdevelop and choosing \"open project\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:22
msgid "Choose the directory where you cloned Godot."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:26
msgid "For the build system, choose \"custom build system\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:30
msgid "Now that the project has been imported, open the project configuration."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:34
msgid "Add the following includes/imports:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:48
msgid ""
"Apply the changes then switch to the \"Custom Buildsystem\" tab. Leave the "
"build directory blank. Enable build tools and add ``scons`` as the "
"executable and add ``platform=x11 target=debug`` (``platform=osx`` if you're "
"on OS X)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:55
msgid ""
"Next we need to tell KDevelop where to find the binary. From the \"run\" "
"menu, choose \"Configure Launches\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:60
msgid ""
"Click \"Add new\" if no launcher exists. Then add the path to your "
"executable in the executable section. Your executable should be located in "
"the ``bin/`` sub-directory and should be named something like ``godot.x11."
"tools.64`` (the name could be different depending on your platform and "
"depending on your build options)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:68
msgid "That's it! Now you should be good to go :)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:71
msgid "QtCreator"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:74
msgid "Importing the project"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:76
msgid "Choose *New Project* -> *Import Project* -> *Import Existing Project*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:77
msgid "Set the path to your Godot root directory and enter the project name."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:78
msgid ""
"Here you can choose which folders and files will be visible to the project. "
"C/C++ files are added automatically. Potentially useful additions: \\*.py "
"for buildsystem files, \\*.java for Android development, \\*.mm for macOS. "
"Click \"Next\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:81
msgid "Click *Finish*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:82
msgid ""
"Add a line containing ``.`` to *project_name.includes* to get working code "
"completion."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:85
msgid "Build and run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:87
msgid "Build configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:89
msgid "Click on *Projects* and open the *Build* tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:90
msgid "Delete the pre-defined ``make`` build step."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:91
msgid "Click *Add Build Step* -> *Custom Process Step*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:92
msgid "Type ``scons`` in the *Command* field."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:93
msgid ""
"Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 "
"target=debug -j 4``)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:95
msgid "Run configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:97
msgid "Open the *Run* tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:98
msgid ""
"Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}\\bin"
"\\godot.windows.tools.64.exe``)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:99
msgid ""
"If you want to run a specific game or project, point *Working directory* to "
"the game directory."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:100
msgid ""
"If you want to run the editor, add ``-e`` to the *Command line arguments* "
"field."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:103
msgid "Xcode"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:106
msgid "Project Setup"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:108
msgid "Create an Xcode external build project anywhere"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:112
msgid "Set the *Build tool* to the path to scons"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:114
msgid "Modify Build Target's Xcode Info Tab:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:116
msgid ""
"Set *Arguments* to something like: platform=osx tools=yes bits=64 "
"target=debug"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:117
msgid ""
"Set *Directory* to the path to Godot's source folder. Keep it blank if "
"project is already there."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:118
msgid "You may uncheck *Pass build settings in environment*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:122
msgid "Add a Command Line Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:124
msgid ""
"Go to Xcode File > New > Target... and add a new Xcode command line target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:130
msgid "Name it something so you know not to compile with this target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:131
msgid "e.g. ``GodotXcodeIndex``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:132
msgid ""
"Goto the newly created target's *Build Settings* tab and search for *Header "
"Search Paths*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:133
msgid "Set *Header Search Paths* to an absolute path to Godot's source folder"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:134
msgid "Make it recursive by adding two \\*'s to the end of the path"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:135
msgid "e.g. ``/Users/me/repos/godot-source/\\**``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:137
msgid "Add Godot Source to the Project:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:139
msgid "Drag and drop godot source into project file browser."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:140
msgid "Uncheck *Create External Build System*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:144
msgid "Click Next"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:145
msgid "Select *create groups*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:149
msgid "Check off only your command line target in the *Add to targets* section"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:150
msgid "Click finish. Xcode will now index the files."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:151
msgid "Grab a cup of coffee... Maybe make something to eat, too"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:152
msgid ""
"You should have jump to definition, auto completion, and full syntax "
"highlighting when it is done."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:155
msgid "Scheme Setup"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:157
msgid "Edit Build Scheme of External Build Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:159
msgid "Open scheme editor of external build target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:160
msgid "Expand the *Build* menu"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:161
msgid "Goto *Post Actions*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:162
msgid ""
"Add a new script run action, select your project in ``Provide build settings "
"from`` as this allows you to use ``${PROJECT_DIR}`` variable."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:166
msgid "Write a script that gives the binary a name that Xcode will recognize"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:167
msgid ""
"e.g. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/"
"godot/bin/godot``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:168
msgid "Build the external build target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:170
msgid "Edit Run Scheme of External Build Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:172
msgid "Open the scheme editor again"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:173
msgid "Click Run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:177
msgid ""
"Set the *Executable* to the file you linked in your post build action script"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:178
msgid "Check *Debug executable* if it isn't already"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:179
msgid ""
"You can go to *Arguments* tab and add an -e and a -path to a project to "
"debug the editor not the project selection screen"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:182
msgid "Test it:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:184
msgid "Set a breakpoint in platform/osx/godot_main_osx.mm"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:185
msgid "It should break at the point!"
msgstr ""

View File

@@ -0,0 +1,363 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/core_types.rst:4
msgid "Core types"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:6
msgid ""
"Godot has a rich set of classes and templates that compose its core, and "
"everything is built upon them."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:9
msgid ""
"This reference will try to list them in order for their better understanding."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:13
msgid "Definitions"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:15
msgid ""
"Godot uses the standard C98 datatypes, such as ``uint8_t``, ``uint32_t``, "
"``int64_t``, etc. which are nowadays supported by every compiler. "
"Reinventing the wheel for those is not fun, as it makes code more difficult "
"to read."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:20
msgid ""
"In general, care is not taken to use the most efficient datatype for a given "
"task unless using large structures or arrays. ``int`` is used through most "
"of the code unless necessary. This is done because nowadays every device has "
"at least a 32 bits bus and can do such operations in one cycle. It makes "
"code more readable too."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:26
msgid ""
"For files or memory sizes, ``size_t`` is used, which is warranted to be 64 "
"bits."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:29
msgid ""
"For Unicode characters, CharType instead of wchar_t is used, because many "
"architectures have 4 bytes long wchar_t, where 2 bytes might be desired. "
"However, by default, this has not been forced and CharType maps directly to "
"wchar_t."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:35
#: ../../docs/development/cpp/core_types.rst:133
#: ../../docs/development/cpp/core_types.rst:167
#: ../../docs/development/cpp/core_types.rst:183
#: ../../docs/development/cpp/core_types.rst:199
#: ../../docs/development/cpp/core_types.rst:210
#: ../../docs/development/cpp/core_types.rst:221
#: ../../docs/development/cpp/core_types.rst:234
msgid "References:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:37
msgid ""
"`core/typedefs.h <https://github.com/godotengine/godot/blob/master/core/"
"typedefs.h>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:40
msgid "Memory model"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:42
msgid ""
"PC is a wonderful architecture. Computers often have gigabytes of RAM, "
"terabytes of storage and gigahertz of CPU, and when an application needs "
"more resources the OS will just swap out the inactive ones. Other "
"architectures (like mobile or consoles) are in general more limited."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:47
msgid ""
"The most common memory model is the heap, where an application will request "
"a region of memory, and the underlying OS will try to fit it somewhere and "
"return it. This often works best and is very flexible, but over time and "
"with abuse, this can lead to segmentation."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:52
msgid ""
"Segmentation slowly creates holes that are too small for most common "
"allocations, so that memory is wasted. There is a lot of literature about "
"heap and segmentation, so this topic will not be developed further here. "
"Modern operating systems use paged memory, which helps mitigate the problem "
"of segmentation but doesn't solve it."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:58
msgid ""
"However, in many studies and tests, it is shown that given enough memory, if "
"the maximum allocation size is below a given threshold in proportion to the "
"maximum heap size and proportion of memory intended to be unused, "
"segmentation will not be a problem over time as it will remain constant. In "
"other words, just leave 10-20% of your memory free and perform all small "
"allocations and you are fine."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:65
msgid ""
"Godot ensures that all objects that can be allocated dynamically are small "
"(less than a few kb at most). But what happens if an allocation is too large "
"(like an image or mesh geometry or large array)? In this case Godot has the "
"option to use a dynamic memory pool. This memory needs to be locked to be "
"accessed, and if an allocation runs out of memory, the pool will be "
"rearranged and compacted on demand. Depending on the need of the game, the "
"programmer can configure the dynamic memory pool size."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:74
msgid "Allocating memory"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:76
msgid ""
"Godot has many tools for tracking memory usage in a game, especially during "
"debug. Because of this, the regular C and C++ library calls should not be "
"used. Instead, a few other ones are provided."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:80
msgid "For C-style allocation, Godot provides a few macros:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:88
msgid ""
"These are equivalent to the usual malloc, realloc, free of the standard "
"library."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:91
msgid "For C++-style allocation, special macros are provided:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:101
msgid "which are equivalent to new, delete, new[] and delete[]."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:103
msgid ""
"memnew/memdelete also use a little C++ magic and notify Objects right after "
"they are created, and right before they are deleted."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:106
msgid ""
"For dynamic memory, the DVector<> template is provided. Just use it like:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:113
msgid ""
"DVector is just a standard vector class, it can be accessed using the [] "
"operator, but that's probably slow for large amount of accesses (as it has "
"to lock internally). A few helpers exist for this:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:122
msgid "and"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:129
msgid ""
"respectively. These allow fast read/write from DVectors and keep it locked "
"until they go out of scope."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:135
msgid ""
"`core/os/memory.h <https://github.com/godotengine/godot/blob/master/core/os/"
"memory.h>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:136
msgid ""
"`core/dvector.h <https://github.com/godotengine/godot/blob/master/core/"
"dvector.h>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:139
msgid "Containers"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:141
msgid "Godot provides also a set of common containers:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:143
msgid "Vector"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:144
msgid "List"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:145
msgid "Set"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:146
msgid "Map"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:148
msgid ""
"They are very simple and aim to be as minimal as possible, as templates in C+"
"+ are often inlined and make the binary size much fatter, both in debug "
"symbols and code. List, Set and Map can be iterated using pointers, like "
"this:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:159
msgid "The Vector<> class also has a few nice features:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:161
msgid ""
"It does copy on write, so making copies of it is cheap as long as they are "
"not modified."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:163
msgid ""
"It supports multi-threading, by using atomic operations on the reference "
"counter."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:169
msgid ""
"`core/vector.h <https://github.com/godotengine/godot/blob/master/core/vector."
"h>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:170
msgid ""
"`core/list.h <https://github.com/godotengine/godot/blob/master/core/list."
"h>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:171
msgid ""
"`core/set.h <https://github.com/godotengine/godot/blob/master/core/set.h>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:172
msgid ""
"`core/map.h <https://github.com/godotengine/godot/blob/master/core/map.h>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:175
msgid "String"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:177
msgid ""
"Godot also provides a String class. This class has a huge amount of "
"features, full Unicode support in all the functions (like case operations) "
"and utf8 parsing/extracting, as well as helpers for conversion and "
"visualization."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:185
msgid ""
"`core/ustring.h <https://github.com/godotengine/godot/blob/master/core/"
"ustring.h>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:188
msgid "StringName"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:190
msgid ""
"StringNames are like a String, but they are unique. Creating a StringName "
"from a string results in a unique internal pointer for all equal strings. "
"StringNames are really useful for using strings as identifier, as comparing "
"them is basically comparing a pointer."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:195
msgid ""
"Creation of a StringName (especially a new one) is slow, but comparison is "
"fast."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:201
msgid ""
"`core/string_db.h <https://github.com/godotengine/godot/blob/master/core/"
"string_db.h>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:204
msgid "Math types"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:206
msgid ""
"There are several linear math types available in the core/math directory, "
"they are basically just that."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:212
msgid ""
"`core/math <https://github.com/godotengine/godot/blob/master/core/math>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:215
msgid "NodePath"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:217
msgid ""
"This is a special datatype used for storing paths in a scene tree and "
"referencing them fast."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:223
msgid ""
"`core/path_db.h <https://github.com/godotengine/godot/blob/master/core/"
"path_db.h>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:226
msgid "RID"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:228
msgid ""
"RIDs are resource IDs. Servers use these to reference data stored in them. "
"RIDs are opaque, meaning that the data they reference can't be accessed "
"directly. RIDs are unique, even for different types of referenced data."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:236
msgid ""
"`core/rid.h <https://github.com/godotengine/godot/blob/master/core/rid.h>`__"
msgstr ""

View File

@@ -0,0 +1,348 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/creating_android_modules.rst:4
msgid "Creating Android modules"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/development/cpp/creating_android_modules.rst:9
msgid ""
"Making video games portable is all fine and dandy, until mobile gaming "
"monetization shows up."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:12
msgid ""
"This area is complex, usually a mobile game that monetizes needs special "
"connections to a server for thingst like:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:15
msgid "Analytics"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:16
msgid "In-app purchases"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:17
msgid "Receipt validation"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:18
msgid "Install tracking"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:19
msgid "Ads"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:20
msgid "Video ads"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:21
msgid "Cross-promotion"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:22
msgid "In-game soft & hard currencies"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:23
msgid "Promo codes"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:24
msgid "A/B testing"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:25
msgid "Login"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:26
msgid "Cloud saves"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:27
msgid "Leaderboards and scores"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:28
msgid "User support & feedback"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:29
msgid "Posting to Facebook, Twitter, etc."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:30
msgid "Push notifications"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:32
msgid ""
"On iOS, you can write a C++ module and take advantage of the C++/ObjC "
"intercommunication."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:35
msgid ""
"On Android, interfacing with C++ through JNI (Java Native Interface) isn't "
"as convenient."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:38
msgid "Maybe REST?"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:40
msgid ""
"Most of these APIs allow communication via REST/JSON APIs. Godot has great "
"support for HTTP, HTTPS and JSON, so consider this as an option that works "
"on every platform. Only write the code once and you are set to go."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:46
msgid "Android module"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:48
msgid ""
"Writing an Android module is similar to :ref:`doc_custom_modules_in_c++`, "
"but needs a few more steps."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:51
msgid ""
"Make sure you are familiar with building your own :ref:`Android export "
"templates <doc_compiling_for_android>`, as well as creating :ref:"
"`doc_custom_modules_in_c++`."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:55
msgid "config.py"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:57
msgid ""
"In the config.py for the module, some extra functions are provided for "
"convenience. First, it's often wise to detect if Android is the target "
"platform being built for and only enable building in this case:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:66
msgid ""
"If more than one platform can be built (typical if implementing the module "
"also for iOS), check manually for Android in the configure functions for "
"Android (or other platform-specific) code:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:80
msgid "Java singleton"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:82
msgid ""
"An Android module will usually have a singleton class that will load it, "
"this class inherits from ``Godot.SingletonBase``. Resource identifiers for "
"any additional resources you have provided for the module will be in the "
"``com.godot.game.R`` class, so you'll likely want to import it."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:87
msgid "A singleton object template follows:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:134
msgid ""
"Calling back to Godot from Java is a little more difficult. The instance ID "
"of the script must be known first, this is obtained by calling "
"``get_instance_ID()`` on the script. This returns an integer that can be "
"passed to Java."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:139
msgid ""
"From Java, use the ``calldeferred`` function to communicate back with Godot. "
"Java will most likely run in a separate thread, so calls are deferred:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:146
msgid ""
"Add this singleton to the build of the project by adding the following to "
"config.py:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:162
msgid "AndroidManifest"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:164
msgid ""
"Some SDKs need custom values in AndroidManifest.xml. Permissions can be "
"edited from the godot exporter so there is no need to add those, but maybe "
"other functionalities are needed."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:168
msgid ""
"Create the custom chunk of android manifest and put it inside the module, "
"add it like this:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:185
msgid "Resources"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:187
msgid ""
"In order to provide additional resources with your module you have to add "
"something like this:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:197
msgid ""
"Now you can refer to those resources by their id (``R.string.my_string``, "
"and the like) by importing the ``com.godot.game.R`` class in your Java code."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:201
msgid "SDK library"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:203
msgid ""
"So, finally it's time to add the SDK library. The library can come in two "
"flavors, a JAR file or an Android project for ant. JAR is the easiest to "
"integrate, just put it in the module directory and add it:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:223
msgid "SDK project"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:225
msgid ""
"When this is an Android project, things usually get more complex. Copy the "
"project folder inside the module directory and configure it:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:232
msgid ""
"As of this writing, Godot uses minsdk 10 and target sdk 15. If this ever "
"changes, it should be reflected in the manifest template: `AndroidManifest."
"xml.template <https://github.com/godotengine/godot/blob/master/platform/"
"android/AndroidManifest.xml.template>`"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:236
msgid "Then, add the module folder to the project:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:252
msgid "Building"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:254
msgid ""
"As you probably modify the contents of the module, and modify your .java "
"inside the module, you need the module to be built with the rest of Godot, "
"so compile android normally."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:262
msgid ""
"This will cause your module to be included, the .jar will be copied to the "
"java folder, the .java will be copied to the sources folder, etc. Each time "
"you modify the .java, scons must be called."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:266
msgid ""
"Afterwards, just continue the steps for compiling android :ref:"
"`doc_compiling_for_android`."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:269
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:271
msgid ""
"To use the module from GDScript, first enable the singleton by adding the "
"following line to project.godot:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:280
msgid ""
"More than one singleton module can be enabled by separating with commas:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:288
msgid "Then just request the singleton Java object from Globals like this:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:301
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:304
msgid "Godot crashes upon load"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:306
msgid "Check ``adb logcat`` for possible problems, then:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:308
msgid "Make sure libgodot_android.so is in the ``libs/armeabi`` folder"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:309
msgid ""
"Check that the methods used in the Java singleton only use simple Java "
"datatypes, more complex ones are not supported."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:313
msgid "Future"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:315
msgid ""
"Godot has an experimental Java API Wrapper that allows to use the entire "
"Java API from GDScript."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:318
msgid "It's simple to use and it's used like this:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:324
msgid ""
"This is most likely not functional yet, if you want to test it and help us "
"make it work, contact us through the `developer mailing list <https://groups."
"google.com/forum/#!forum/godot-engine>`__."
msgstr ""

View File

@@ -0,0 +1,145 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/custom_audiostreams.rst:4
msgid "Custom AudioStreams"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/development/cpp/custom_audiostreams.rst:9
msgid ""
"AudioStream is the base class of all audio emitting objects. "
"AudioStreamPlayer binds onto an AudioStream to emit PCM data into an "
"AudioServer which manages audio drivers."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:13
msgid ""
"All audio resources require two audio based classes: AudioStream and "
"AudioStreamPlayback. As a data container, AudioStream contains the resource "
"and exposes itself to GDScript. AudioStream references its own internal "
"custom AudioStreamPlayback which translates AudioStream into PCM data."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:19
msgid ""
"This guide assumes the reader knows how to create C++ modules. If not, refer "
"to this guide :ref:`doc_custom_modules_in_c++`."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:23
#: ../../docs/development/cpp/custom_audiostreams.rst:119
#: ../../docs/development/cpp/custom_audiostreams.rst:342
msgid "References:"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:25
#: ../../docs/development/cpp/custom_audiostreams.rst:121
#: ../../docs/development/cpp/custom_audiostreams.rst:344
msgid ""
"`servers/audio/audio_stream.h <https://github.com/godotengine/godot/blob/"
"master/servers/audio/audio_stream.h>`__"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:26
#: ../../docs/development/cpp/custom_audiostreams.rst:345
msgid ""
"`scene/audio/audioplayer.cpp <https://github.com/godotengine/godot/blob/"
"master/scene/audio/audio_player.cpp>`__"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:31
msgid "What for?"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:33
msgid "Binding external libraries (like Wwise, FMOD, etc)."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:34
msgid "Adding custom audio queues"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:35
msgid "Adding support for more audio formats"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:38
msgid "Create an AudioStream"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:41
msgid ""
"An AudioStream consists of three components: data container, stream name, "
"and an AudioStreamPlayback friend class generator. Audio data can be loaded "
"in a number of ways such as with an internal counter for a tone generator, "
"internal/external buffer, or a file reference."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:47
msgid ""
"Some AudioStreams need to be stateless such as objects loaded from "
"ResourceLoader. ResourceLoader loads once and references the same object "
"regardless how many times ``load`` is called on a specific resource. "
"Therefore, playback state must be self contained in AudioStreamPlayback."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:125
msgid "Create an AudioStreamPlayback"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:127
msgid ""
"AudioStreamPlayer uses ``mix`` callback to obtain PCM data. The callback "
"must match sample rate and fill the buffer."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:129
msgid ""
"Since AudioStreamPlayback is controlled by the audio thread, i/o and dynamic "
"memory allocation are forbidden."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:228
msgid "Resampling"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:231
msgid ""
"Godots AudioServer currently uses 44100 Hz sample rate. When other sample "
"rates are needed such as 48000, either provide one or use "
"AudioStreamPlaybackResampled. Godot provides cubic interpolation for audio "
"resampling."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:235
msgid ""
"Instead of overloading ``mix``, AudioStreamPlaybackResampled uses "
"``_mix_internal`` to query AudioFrames and ``get_stream_sampling_rate`` to "
"query current mix rate."
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:343
msgid ""
"`core/math/audio_frame.h <https://github.com/godotengine/godot/blob/master/"
"core/math/audio_frame.h>`__"
msgstr ""

View File

@@ -0,0 +1,376 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:4
msgid "Custom modules in C++"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:7
msgid "Modules"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:9
msgid ""
"Godot allows extending the engine in a modular way. New modules can be "
"created and then enabled/disabled. This allows for adding new engine "
"functionality at every level without modifying the core, which can be split "
"for use and reuse in different modules."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:14
msgid ""
"Modules are located in the ``modules/`` subdirectory of the build system. By "
"default, many different modules exist, such as GDScript (which, yes, is not "
"part of the base engine), the Mono runtime, a regular expressions module, "
"and others. As many new modules as desired can be created and combined, and "
"the SCons build system will take care of it transparently."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:22
msgid "What for?"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:24
msgid ""
"While it's recommended that most of a game is written in scripting (as it is "
"an enormous time saver), it's perfectly possible to use C++ instead. Adding C"
"++ modules can be useful in the following scenarios:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:28
msgid "Binding an external library to Godot (like PhysX, FMOD, etc)."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:29
msgid "Optimize critical parts of a game."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:30
msgid "Adding new functionality to the engine and/or editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:31
msgid "Porting an existing game."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:32
msgid "Write a whole, new game in C++ because you can't live without C++."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:35
msgid "Creating a new module"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:37
msgid ""
"Before creating a module, make sure to download the source code of Godot and "
"manage to compile it. There are tutorials in the documentation for this."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:40
msgid ""
"To create a new module, the first step is creating a directory inside "
"``modules/``. If you want to maintain the module separately, you can "
"checkout a different VCS into modules and use it."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:44
msgid ""
"The example module will be called \"summator\", and is placed inside the "
"Godot source tree (``C:\\godot`` refers to wherever the Godot sources are "
"located):"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55
msgid "Inside we will create a simple summator class:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:83
msgid "And then the cpp file."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:117
msgid ""
"Then, the new class needs to be registered somehow, so two more files need "
"to be created:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:125
msgid "With the following contents:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:152
msgid ""
"Next, we need to create a ``SCsub`` file so the build system compiles this "
"module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:162
msgid ""
"With multiple sources, you can also add each file individually to a Python "
"string list:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:170
msgid ""
"This allows for powerful possibilities using Python to contruct the file "
"list using loops and logic statements. Look at some of the other modules "
"that ship with Godot by default for examples."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:174
msgid ""
"To add include directories for the compiler to look at you can append it to "
"the environment's paths:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:182
msgid ""
"If you want to add custom compiler flags when building your module, you need "
"to clone `env` first, so it won't add those flags to whole Godot build "
"(which can cause errors). Example `SCsub` with custom flags:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:195
msgid ""
"And finally, the configuration file for the module, this is a simple python "
"script that must be named ``config.py``:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208
msgid ""
"The module is asked if it's ok to build for the specific platform (in this "
"case, True means it will build for every platform)."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:211
msgid ""
"And that's it. Hope it was not too complex! Your module should look like "
"this:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:223
msgid ""
"You can then zip it and share the module with everyone else. When building "
"for every platform (instructions in the previous sections), your module will "
"be included."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:228
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230
msgid ""
"Using your newly created module is very easy, from any script you can now do:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:242
msgid "And the output will be ``60``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245
msgid "Improving the build system for development"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:247
msgid ""
"So far we defined a clean and simple SCsub that allows us to add the sources "
"of our new module as part of the Godot binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250
msgid ""
"This static approach is fine when we want to build a release version of our "
"game given we want all the modules in a single binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:253
msgid ""
"However the trade-of is every single change means a full recompilation of "
"the game. Even if SCons is able to detect and recompile only the file that "
"have changed, finding such files and eventually linking the final binary is "
"a long and costly part."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:258
msgid ""
"The solution to avoid such a cost is to build our own module as a shared "
"library that will be dynamically loaded when starting our game's binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:290
msgid ""
"Once compiled, we should end up with a ``bin`` directory containing both the "
"``godot*`` binary and our ``libsummator*.so``. However given the .so is not "
"in a standard directory (like ``/usr/lib``), we have to help our binary find "
"it during runtime with the ``LD_LIBRARY_PATH`` environ variable:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300
msgid ""
"**note**: Pay attention you have to ``export`` the environ variable "
"otherwise you won't be able to play you project from within the editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:303
msgid ""
"On top of that, it would be nice to be able to select whether to compile our "
"module as shared library (for development) or as a part of the godot binary "
"(for release). To do that we can define a custom flag to be passed to SCons "
"using the `ARGUMENT` command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:333
msgid ""
"Now by default ``scons`` command will build our module as part of godot's "
"binary and as a shared library when passing ``summator_shared=yes``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:336
msgid ""
"Finally you can even speedup build further by explicitly specifying your "
"shared module as target in the scons command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:344
msgid "Writing custom documentation"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:346
msgid ""
"Writing documentation may seem like a boring task, but it is highly "
"recommended to document your newly created module in order to make it easier "
"for users to benefit from it. Not to mention that the code you've written "
"one year ago may become indistinguishable from the code that was written by "
"someone else, so be kind to your future self!"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:352
msgid "There are several steps in order to setup custom docs for the module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:354
msgid ""
"Make a new directory in the root of the module. The directory name can be "
"anything, but we'll be using the ``doc_classes`` name throughout this "
"section."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:357
msgid "Append the following code snippet to ``config.py``:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:369
msgid ""
"The ``get_doc_classes()`` method is necessary for the build system to know "
"which documentation classes of the module must be merged, since the module "
"may contain several classes. Replace ``ClassName`` with the name of the "
"class you want to write documentation for. If you need docs for more than "
"one class, append those as well."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375
msgid ""
"The ``get_doc_path()`` method is used by the build system to determine the "
"location of the docs. In our case, they will be located in the "
"``doc_classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:379
msgid "Run command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:385
msgid ""
"This will dump the engine API reference to the given ``<path>`` in XML "
"format. Notice that you'll need to configure your ``PATH`` to locate Godot's "
"executable, and make sure that you have write access rights. If not, you "
"might encounter an error similar to the following:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:395
msgid "Get generated doc file from ``godot/doc/classes/ClassName.xml``"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:397
msgid ""
"Copy this file to ``doc_classes``, optionally edit it, then compile the "
"engine."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:399
msgid ""
"The build system will fetch the documentation files from the ``doc_classes`` "
"directory and merge them with the base types. Once the compilation process "
"is finished, the docs will become accessible within the engine's built-in "
"documentation system."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:403
msgid ""
"In order to keep documentation up-to-date, all you'll have to do is simply "
"modify one of the ``ClassName.xml`` files and recompile the engine from now "
"on."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:407
msgid "Summing up"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409
msgid ""
"As you see, it's really easy to develop Godot in C++. Just write your stuff "
"normally and remember to:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412
msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:413
msgid ""
"use ``_bind_methods`` to bind your functions to scripting, and to allow them "
"to work as callbacks for signals."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416
msgid ""
"But this is not all, depending what you do, you will be greeted with some "
"surprises."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419
msgid ""
"If you inherit from :ref:`class_Node` (or any derived node type, such as "
"Sprite), your new class will appear in the editor, in the inheritance tree "
"in the \"Add Node\" dialog."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422
msgid ""
"If you inherit from :ref:`class_Resource`, it will appear in the resource "
"list, and all the exposed properties can be serialized when saved/loaded."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:425
msgid ""
"By this same logic, you can extend the Editor and almost any area of the "
"engine."
msgstr ""

View File

@@ -0,0 +1,185 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:4
msgid "Custom Resource Format Loaders"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:9
msgid ""
"ResourceFormatLoader is a factory interface for loading file assets. "
"Resources are primary containers. When load is called on the same file path "
"again, the previous loaded Resource will be referenced. Naturally, loaded "
"resources must be stateless."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:14
msgid ""
"This guide assumes the reader knows how to create C++ modules and godot data "
"types. If not, refer to this guide :ref:`doc_custom_modules_in_c++`."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:19
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:40
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:211
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:244
msgid "References:"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:21
msgid ":ref:`ResourceLoader<class_resourceloader>`"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:22
msgid ""
"`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/"
"master/core/io/resource_loader.cpp#L258>`__"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:25
msgid "What for?"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:27
msgid "Adding new support for many file formats"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:28
msgid "Audio formats"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:29
msgid "Video formats"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:30
msgid "Machine learning models"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:33
msgid "What not?"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:35
msgid "Raster images"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:37
msgid "ImageFormatLoader should be used to load images."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:42
msgid ""
"`core/io/image_loader.h <https://github.com/godotengine/godot/blob/master/"
"core/io/image_loader.h>`__"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:46
msgid "Creating a ResourceFormatLoader"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:48
msgid ""
"Each file format consist of a data container and a ``ResourceFormatLoader``."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:50
msgid ""
"ResourceFormatLoaders are usually simple classes which return all the "
"necessary metadata for supporting new extensions in Godot. The class must "
"the return the format name and the extension string."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:54
msgid ""
"In addition, ResourceFormatLoaders must convert file paths into resources "
"with the ``load`` function. To load a resource, ``load`` must read and "
"handle data serialization."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:111
msgid "Creating Custom Data Types"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:113
msgid ""
"Godot may not have a proper substitute within its :ref:`doc_core_types` or "
"managed resources. Godot needs a new registered data type to understand "
"additional binary formats such as machine learning models."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:117
msgid "Here is an example of how to create a custom datatype"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:174
msgid "Considerations"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:176
msgid ""
"Some libraries may not define certain common routines such as i/o handling. "
"Therefore, Godot call translations are required."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:179
msgid ""
"For example, here is the code for translating ``FileAccess`` calls into "
"``std::istream``."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:212
msgid "`istream <http://www.cplusplus.com/reference/istream/istream/>`__"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:213
msgid ""
"`streambuf <http://www.cplusplus.com/reference/streambuf/streambuf/?"
"kw=streambuf>`__"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:214
msgid ""
"`core/io/fileaccess.h <https://github.com/godotengine/godot/blob/master/core/"
"os/file_access.h>`__"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:217
msgid "Registering the New File Format"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:219
msgid ""
"Godot registers ``ResourcesFormatLoader`` with a ``ResourceLoader`` handler. "
"The handler selects the proper loader automatically when ``load`` is called."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:245
msgid ""
"`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/"
"master/core/io/resource_loader.cpp#L280>`__"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:249
msgid "Loading it on GDScript"
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/index.rst:2
msgid "Engine development"
msgstr ""

View File

@@ -0,0 +1,46 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/inheritance_class_tree.rst:2
msgid "Inheritance class tree"
msgstr ""
#: ../../docs/development/cpp/inheritance_class_tree.rst:5
msgid "Object"
msgstr ""
#: ../../docs/development/cpp/inheritance_class_tree.rst:10
msgid "Reference"
msgstr ""
#: ../../docs/development/cpp/inheritance_class_tree.rst:15
msgid "Control"
msgstr ""
#: ../../docs/development/cpp/inheritance_class_tree.rst:20
msgid "Node2D"
msgstr ""
#: ../../docs/development/cpp/inheritance_class_tree.rst:25
msgid "Spatial"
msgstr ""
#: ../../docs/development/cpp/inheritance_class_tree.rst:29
msgid "Source files: :download:`class_tree.zip <files/class_tree.zip>`."
msgstr ""

View File

@@ -0,0 +1,58 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/introduction_to_godot_development.rst:4
msgid "Introduction to Godot development"
msgstr ""
#: ../../docs/development/cpp/introduction_to_godot_development.rst:6
msgid ""
"This page is meant to introduce the global organization of Godot Engine's "
"source code, and give useful tips for extending/fixing the engine on the C++ "
"side."
msgstr ""
#: ../../docs/development/cpp/introduction_to_godot_development.rst:11
msgid "Architecture diagram"
msgstr ""
#: ../../docs/development/cpp/introduction_to_godot_development.rst:13
msgid ""
"The following diagram describes the architecture used by Godot, from the "
"core components down to the abstracted drivers, via the scene structure and "
"the servers."
msgstr ""
#: ../../docs/development/cpp/introduction_to_godot_development.rst:20
msgid "Debugging the editor with gdb"
msgstr ""
#: ../../docs/development/cpp/introduction_to_godot_development.rst:22
msgid ""
"If you are writing or correcting bugs affecting Godot Engine's editor, "
"remember that the binary will by default run the project manager first, and "
"then only run the editor in another process once you've selected a project. "
"To launch a project directly, you need to run the editor by passing the ``-"
"e`` argument to Godot Engine's binary from within your project's folder. "
"Typically:"
msgstr ""
#: ../../docs/development/cpp/introduction_to_godot_development.rst:35
msgid "Or:"
msgstr ""

View File

@@ -0,0 +1,364 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/object_class.rst:4
msgid "Object class"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:7
msgid "General definition"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:9
msgid ""
":ref:`Object <class_object>` is the base class for almost everything. Most "
"classes in Godot inherit directly or indirectly from it. Objects provide "
"reflection and editable properties, and declaring them is a matter of using "
"a single macro like this."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:21
msgid "This makes Objects gain a lot of functionality, like for example"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:31
#: ../../docs/development/cpp/object_class.rst:89
#: ../../docs/development/cpp/object_class.rst:251
#: ../../docs/development/cpp/object_class.rst:267
#: ../../docs/development/cpp/object_class.rst:288
#: ../../docs/development/cpp/object_class.rst:307
msgid "References:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:33
msgid ""
"`core/object.h <https://github.com/godotengine/godot/blob/master/core/object."
"h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:36
msgid "Registering an Object"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:38
msgid ""
"ClassDB is a static class that holds the entire list of registered classes "
"that inherit from Object, as well as dynamic bindings to all their methods "
"properties and integer constants."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:42
msgid "Classes are registered by calling:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:48
msgid ""
"Registering it will allow the class to be instanced by scripts, code, or "
"creating them again when deserializing."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:51
msgid "Registering as virtual is the same but it can't be instanced."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:57
msgid ""
"Object-derived classes can override the static function ``static void "
"_bind_methods()``. When one class is registered, this static function is "
"called to register all the object methods, properties, constants, etc. It's "
"only called once. If an Object derived class is instanced but has not been "
"registered, it will be registered as virtual automatically."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:64
msgid ""
"Inside ``_bind_methods``, there are a couple of things that can be done. "
"Registering functions is one:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:71
msgid "Default values for arguments can be passed in reverse order:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:77
msgid ""
"``D_METHOD`` is a macro that converts \"methodname\" to a StringName for "
"more efficiency. Argument names are used for introspection, but when "
"compiling on release, the macro ignores them, so the strings are unused and "
"optimized away."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:82
msgid "Check ``_bind_methods`` of Control or Object for more examples."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:84
msgid ""
"If just adding modules and functionality that is not expected to be "
"documented as thoroughly, the ``D_METHOD()`` macro can safely be ignored and "
"a string passing the name can be passed for brevity."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:91
msgid ""
"`core/class_db.h <https://github.com/godotengine/godot/blob/master/core/"
"class_db.h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:94
msgid "Constants"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:96
msgid "Classes often have enums such as:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:105
msgid ""
"For these to work when binding to methods, the enum must be declared "
"convertible to int, for this a macro is provided:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:112
msgid "The constants can also be bound inside ``_bind_methods``, by using:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:120
msgid "Properties (set/get)"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:122
msgid "Objects export properties, properties are useful for the following:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:124
msgid "Serializing and deserializing the object."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:125
msgid "Creating a list of editable values for the Object derived class."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:127
msgid ""
"Properties are usually defined by the PropertyInfo() class. Usually "
"constructed as:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:134
msgid "For example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:140
msgid ""
"This is an integer property, named \"amount\", hint is a range, range goes "
"from 0 to 49 in steps of 1 (integers). It is only usable for the editor "
"(edit value visually) but won't be serialized."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:144
msgid "Another example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:150
msgid ""
"This is a string property, can take any string but the editor will only "
"allow the defined hint ones. Since no usage flags were specified, the "
"default ones are PROPERTY_USAGE_STORAGE and PROPERTY_USAGE_EDITOR."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:154
msgid ""
"There are plenty of hints and usage flags available in object.h, give them a "
"check."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:157
msgid ""
"Properties can also work like C# properties and be accessed from script "
"using indexing, but this usage is generally discouraged, as using functions "
"is preferred for legibility. Many properties are also bound with categories, "
"such as \"animation/frame\" which also make indexing impossible unless using "
"operator []."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:163
msgid ""
"From ``_bind_methods()``, properties can be created and bound as long as set/"
"get functions exist. Example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:170
msgid "This creates the property using the setter and the getter."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:173
msgid "Binding properties using ``_set``/``_get``/``_get_property_list``"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:175
msgid ""
"An additional method of creating properties exists when more flexibility is "
"desired (i.e. adding or removing properties on context)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:178
msgid ""
"The following functions can be overridden in an Object derived class, they "
"are NOT virtual, DO NOT make them virtual, they are called for every "
"override and the previous ones are not invalidated (multilevel call)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:189
msgid ""
"This is also a little less efficient since ``p_property`` must be compared "
"against the desired names in serial order."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:193
msgid "Dynamic casting"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:195
msgid ""
"Godot provides dynamic casting between Object-derived classes, for example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:205
msgid ""
"If cast fails, NULL is returned. This system uses RTTI, but it also works "
"fine (although a bit slower) when RTTI is disabled. This is useful on "
"platforms where a very small binary size is ideal, such as HTML5 or consoles "
"(with low memory footprint)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:211
msgid "Signals"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:213
msgid ""
"Objects can have a set of signals defined (similar to Delegates in other "
"languages). Connecting to them is rather easy:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:222
msgid ""
"The method ``_node_entered_tree`` must be registered to the class using "
"``ClassDB::register_method`` (explained before)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:225
msgid ""
"Adding signals to a class is done in ``_bind_methods``, using the "
"``ADD_SIGNAL`` macro, for example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:233
msgid "References"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:235
msgid ""
":ref:`Reference <class_reference>` inherits from Object and holds a "
"reference count. It is the base for reference counted object types. "
"Declaring them must be done using Ref<> template. For example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:247
msgid ""
"``myref`` is reference counted. It will be freed when no more Ref<> "
"templates point to it."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:253
msgid ""
"`core/reference.h <https://github.com/godotengine/godot/blob/master/core/"
"reference.h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:256
msgid "Resources:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:258
msgid ""
":ref:`Resource <class_resource>` inherits from Reference, so all resources "
"are reference counted. Resources can optionally contain a path, which "
"reference a file on disk. This can be set with ``resource.set_path(path)``. "
"This is normally done by the resource loader though. No two different "
"resources can have the same path, attempt to do so will result in an error."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:264
msgid "Resources without a path are fine too."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:269
msgid ""
"`core/resource.h <https://github.com/godotengine/godot/blob/master/core/"
"resource.h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:272
msgid "Resource loading"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:274
msgid "Resources can be loaded with the ResourceLoader API, like this:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:280
msgid ""
"If a reference to that resource has been loaded previously and is in memory, "
"the resource loader will return that reference. This means that there can be "
"only one resource loaded from a file referenced on disk at the same time."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:285
msgid "resourceinteractiveloader (TODO)"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:290
msgid ""
"`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/master/"
"core/io/resource_loader.h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:293
msgid "Resource saving"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:295
msgid "Saving a resource can be done with the resource saver API:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:301
msgid ""
"Instance will be saved. Sub resources that have a path to a file will be "
"saved as a reference to that resource. Sub resources without a path will be "
"bundled with the saved resource and assigned sub-IDs, like \"res://"
"someresource.res::1\". This also helps to cache them when loaded."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:309
msgid ""
"`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/master/"
"core/io/resource_saver.h>`__"
msgstr ""

View File

@@ -0,0 +1,137 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/variant_class.rst:4
msgid "Variant class"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:7
msgid "About"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:9
msgid ""
"Variant is the most important datatype of Godot, it's the most important "
"class in the engine. A Variant takes up only 20 bytes and can store almost "
"any engine datatype inside of it. Variants are rarely used to hold "
"information for long periods of time, instead they are used mainly for "
"communication, editing, serialization and generally moving data around."
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:16
msgid "A Variant can:"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:18
msgid "Store almost any datatype"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:19
msgid ""
"Perform operations between many variants (GDScript uses Variant as its "
"atomic/native datatype)."
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:21
msgid "Be hashed, so it can be compared quickly to other variants"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:22
msgid "Be used to convert safely between datatypes"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:23
msgid ""
"Be used to abstract calling methods and their arguments (Godot exports all "
"its functions through variants)"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:25
msgid "Be used to defer calls or move data between threads."
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:26
msgid "Be serialized as binary and stored to disk, or transferred via network."
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:28
msgid ""
"Be serialized to text and use it for printing values and editable settings."
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:30
msgid "Work as an exported property, so the editor can edit it universally."
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:31
msgid "Be used for dictionaries, arrays, parsers, etc."
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:33
msgid ""
"Basically, thanks to the Variant class, writing Godot itself was a much, "
"much easier task, as it allows for highly dynamic constructs not common of C+"
"+ with little effort. Become a friend of Variant today."
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:38
#: ../../docs/development/cpp/variant_class.rst:57
msgid "References:"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:40
msgid ""
"`core/variant.h <https://github.com/godotengine/godot/blob/master/core/"
"variant.h>`__"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:43
msgid "Containers: Dictionary and Array"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:45
msgid ""
"Both are implemented using variants. A Dictionary can match any datatype "
"used as key to any other datatype. An Array just holds an array of Variants. "
"Of course, a Variant can also hold a Dictionary and an Array inside, making "
"it even more flexible."
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:50
msgid ""
"Modifications to a container will modify all references to it. A Mutex "
"should be created to lock it if multi threaded access is desired."
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:54
msgid ""
"Copy-on-write (COW) mode support for containers was dropped with Godot 3.0."
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:59
msgid ""
"`core/dictionary.h <https://github.com/godotengine/godot/blob/master/core/"
"dictionary.h>`__"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:60
msgid ""
"`core/array.h <https://github.com/godotengine/godot/blob/master/core/array."
"h>`__"
msgstr ""

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@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/file_formats/index.rst:2
msgid "Godot file formats"
msgstr ""

View File

@@ -0,0 +1,263 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/file_formats/tscn.rst:2
msgid "TSCN File Format"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:4
msgid ""
"A :code:`.tscn` File format is the \"Text SCeNe\" file format and represents "
"a single scene-tree inside Godot. TSCN files have the advantage of being "
"nearly human-readable and easy for version control systems to manage. During "
"import the TSCN files are compiled into binary :code:`.scn` files stored "
"inside the .import folder. This reduces the data size and speed up loading."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:10
msgid ""
"The :code:`.escn` file format is identical to the TSCN file format, but is "
"used to indicate to Godot that the file has been exported from another "
"program and should not be edited by the user from within Godot."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:14
msgid ""
"For those looking for a complete description, the parsing is handled in the "
"file `scene_format_text.cpp <https://github.com/godotengine/godot/blob/"
"master/scene/resources/scene_format_text.cpp>`_ in the class :code:"
"`ResourceFormatLoaderText`"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:20
msgid "File Structure"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:22
msgid "There are five main sections inside the TSCN File:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:24
msgid "File Descriptor"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:25
msgid "External resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:26
msgid "Internal resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:27
msgid "Nodes"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:28
msgid "Connections"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:31
msgid ""
"The file descriptor looks like :code:`[gd_scene load_steps=1 format=2]` And "
"should be the first entry in the file. The load_steps parameter should (in "
"theory) be the number of resources within the file, though in practice it's "
"value seems not to matter."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:36
msgid ""
"These sections should appear in order, but it can be hard to distinguish "
"them. The only difference between them is the the first element in the "
"heading for all of the items in the section. For example, the heading of all "
"external resources should start with :code:`[ext_resource .....]`"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:44
msgid "Entries inside the file"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:45
msgid ""
"A heading looks like: :code:`[<resource_type> key=value key=value "
"key=value ...]` Where resource_type is one of:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:49
msgid "ext_resource"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:50
msgid "sub_resource"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:51
msgid "node"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:52
msgid "connection"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:54
msgid ""
"Underneath every heading comes zero or more :code:`key = value` pairs. The "
"values can be complex datatypes such as arrays, transformations, colors, and "
"so on. For example, a spatial node looks like:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:65
msgid "Resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:66
msgid ""
"Resources are components that make up the nodes. For example, a MeshInstance "
"node will have an accompanying ArrayMesh resource. The ArrayMesh resource "
"may be either internal or external to the TSCN file."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:70
msgid ""
"References to the resources are handled by id numbers in the resources "
"heading. External resources and internal resource are referred to with :code:"
"`ExtResource(id)` and :code:`SubResource(id)`. Because there have different "
"methods to refer to internal and external resource, you can have the same ID "
"for both an internal and external resource."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:76
msgid ""
"For example, to refer to the resource :code:`[ext_resource id=3 type="
"\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:82
msgid "External Resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:84
msgid ""
"External resources are links to resources not contained within the TSCN file "
"itself. An external resource consists of:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:87
msgid "A path"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:88
msgid "A type"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:89
msgid "An ID"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:91
msgid ""
"Godot alway generates absolute paths relative to the resource directory and "
"thus prefixed with :code:`res://`, but paths relative to the TSCN file's "
"location are also valid."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:95
msgid "Some example external resources are:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:104
msgid "Internal Resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:106
msgid ""
"A TSCN file can contain meshes, materials and other data, and these are "
"contained in the internal resources section of the file. The heading for an "
"internal resource looks very similar to those of external resources, but "
"does not have a path. Internal resources also have :code:`key=value` pairs "
"under each heading. For example, a capsule collision shape looks like:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:119
msgid ""
"Some internal resource contain links to other internal resources (such as a "
"mesh having a material). In this case, the referring resource must appear "
"before the reference to it. Thus, in the internal resources section of the "
"file, order does matter."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:124
msgid ""
"Unfortunately, documentation on the formats for these subresources is "
"completely absent, and while some can be found through inspecting resources "
"of saved files, but others can only be found by looking through Godot's "
"source."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:130
msgid "The Scene Tree"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:132
msgid ""
"The scene tree is made up of ... nodes! The heading of each node consists of "
"it's name, parent and (most of the time) a type. For example :code:`[node "
"type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:136
msgid "Other valid keywords include:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:138
msgid "instance"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:139
msgid "instance_placeholder"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:140
msgid "owner"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:141
msgid "index (if two nodes have the same name)"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:142
msgid "groups"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:144
msgid ""
"The first node in the file should not have the :code:`parent=Path/To/Node` "
"entry in it's heading, and it is the scene root. All scene files should have "
"exactly one scene root. It it does not, Godot will fail to import the file. "
"The parent path of other nodes should be absolute, but without the scene "
"root's name. If it is a direct child of the scene root, it should be :code:`"
"\".\"`. Here is an example scene tree (but without any node content). ::"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:157
msgid ""
"Similar to the internal resource, the content for each node is currently "
"undocumented. Fortunately it is very easy to find out because you can simply "
"save a file with that node in it. Some example nodes are:"
msgstr ""

View File

@@ -0,0 +1,193 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:4
msgid "Command line tutorial"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:8
msgid ""
"Some developers like using the command line extensively. Godot is designed "
"to be friendly to them, so here are the steps for working entirely from the "
"command line. Given the engine relies on little to no external libraries, "
"initialization times are pretty fast, making it suitable for this workflow."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:15
msgid "Path"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:17
msgid ""
"It is recommended that your godot binary is in your PATH environment "
"variable, so it can be executed easily from any place by typing ``godot``. "
"You can do so on Linux by placing the Godot binary in ``/usr/local/bin`` and "
"making sure it is called ``godot``."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:23
msgid "Setting the project path"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:25
msgid ""
"Depending on where your Godot binary is located and what your current "
"working directory is, you may need to set the path to your project for any "
"of the following commands to work correctly."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:29
msgid ""
"This can be done by giving the path to the ``project.godot`` file of your "
"project as either the first argument, like this:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:36
msgid "Or by using the ``--path`` argument:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:42
msgid ""
"For example, the full command for exporting your game (as explained below) "
"might look like this:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:49
msgid "Creating a project"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:51
msgid ""
"Creating a project from the command line is simple, just navigate the shell "
"to the desired place and just make project.godot file exist, even if empty."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:61
msgid "That alone makes for an empty Godot project."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:64
msgid "Running the editor"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:66
msgid ""
"Running the editor is done by executing godot with the ``-e`` flag. This "
"must be done from within the project directory, or a subdirectory, otherwise "
"the command is ignored and the project manager appears."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:74
msgid ""
"If a scene has been created and saved, it can be edited later by running the "
"same code with that scene as argument."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:82
msgid "Erasing a scene"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:84
msgid ""
"Godot is friends with your filesystem, and will not create extra metadata "
"files, simply use ``rm`` to erase a file. Make sure nothing references that "
"scene, or else an error will be thrown upon opening."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:93
msgid "Running the game"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:95
msgid ""
"To run the game, simply execute Godot within the project directory or "
"subdirectory."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:102
msgid ""
"When a specific scene needs to be tested, pass that scene to the command "
"line."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
msgid "Debugging"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:112
msgid ""
"Catching errors in the command line can be a difficult task because they "
"just fly by. For this, a command line debugger is provided by adding ``-d``. "
"It works for both running the game or a simple scene."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:125
msgid "Exporting"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:127
msgid ""
"Exporting the project from the command line is also supported. This is "
"especially useful for continuous integration setups. The version of Godot "
"that is headless (server build, no video) is ideal for this."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:136
msgid ""
"The platform names recognized by the ``--export`` switch are the same as "
"displayed in the export wizard of the editor. To get a list of supported "
"platforms from the command line, just try exporting to a non-recognized "
"platform and the full listing of platforms your configuration supports will "
"be shown."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:142
msgid ""
"To export a debug version of the game, use the ``--export-debug`` switch "
"instead of ``--export``. Their parameters and usage are the same."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:146
msgid "Running a script"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:148
msgid ""
"It is possible to run a simple .gd script from the command line. This "
"feature is especially useful in very large projects, for batch conversion of "
"assets or custom import/export."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:152
msgid "The script must inherit from SceneTree or MainLoop."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:154
msgid "Here is a simple example of how it works:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:165
msgid "And how to run it:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:172
msgid ""
"If no project.godot exists at the path, current path is assumed to be the "
"current working directory (unless ``-path`` is specified)."
msgstr ""

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@@ -0,0 +1,105 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/editor/external_editor.rst:4
msgid "Using an external text editor"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:6
msgid ""
"While godot has an inbuilt text editor, some developers have a tendency to "
"want to use a text editor they are familiar with. Godot provides this option "
"via the options under ``Editor -> Editor Settings -> Text Editor -> "
"External``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:13
msgid ""
"There are two fields: the executable path and command line flags. The flags "
"allow you to better integrate the editor with godot. Godot will replace the "
"following inside the flags parameter:"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:18
msgid "Field in Exec Flags"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:18
msgid "Is replaced with"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:20
msgid "{project}"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:20
msgid "The absolute path to the project directory"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:22
msgid "{file}"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:22
msgid "The absolute path to the file"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:24
msgid "{col}"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:24
msgid "The column number of the error"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:26
msgid "{line}"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:26
msgid "The line number of the error"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:29
msgid "Some example Exec Flags for various editors include:"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:32
msgid "Editor"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:32
msgid "Exec Flags"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:34
msgid "geany/kate"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:34
msgid "{file} --line {line} --column {col}"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:36
msgid "atom/sublime text"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:36
msgid "{file}:{line}"
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/editor/index.rst:2
msgid "Editor manual"
msgstr ""

View File

@@ -0,0 +1,574 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/editor/unity_to_godot.rst:8
msgid "From Unity3D to Godot Engine"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:10
msgid ""
"This guide provides an overview of Godot Engine from the viewpoint of a "
"Unity user, and aims to help you migrate your existing Unity experience into "
"the world of Godot."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:13
msgid "Differences"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:16
msgid "Unity"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:16
msgid "Godot"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
msgid "License"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
msgid ""
"Proprietary, closed, free license with revenue caps and usage restrictions"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
msgid "MIT license, free and fully open source without any restriction"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:20
msgid "OS (editor)"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:20
msgid "Windows, macOS, Linux (unofficial and unsupported)"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:20
msgid "Windows, X11 (Linux, \\*BSD), Haiku, macOS"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:22
msgid "OS (export)"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Desktop: Windows, Linux/SteamOS, macOS"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Mobile: Android, iOS, Windows Phone, Tizen,"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Web: WebAssembly or asm.js"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Consoles: PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid ""
"VR: Oculus Rift, SteamVR, Google Cardboard, Playstation VR, Gear VR, HoloLens"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "TV: Android TV, Samsung SMART TV, tvOS"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Desktop: Windows, X11, macOS"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Mobile: Android, iOS,"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Web: WebAssembly"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:29
msgid "Scene system"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Component/Scene (GameObject > Component)"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Prefabs"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:29
msgid ""
"Scene tree and nodes, allowing scenes to be nested and/or inherit other "
"scenes"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:32
msgid "Third-party tools"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:32
msgid "Visual Studio or SharpEditor"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Android SDK for Android export"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "External editors are possible"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:35
msgid "Killer features"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Huge community"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Large assets store"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Scene System"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Animation Pipeline"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Easy to write Shaders"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:0
msgid "Debug on Device"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:45
msgid "The editor"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:47
msgid ""
"Godot Engine provides a rich-featured editor that allows you to build your "
"games. The pictures below display both editors with colored blocks to "
"indicate common functionalities."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:53
msgid ""
"Note that Godot editor allows you to dock each panel at the side of the "
"scene editor you wish."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:55
msgid ""
"While both editors may seem similar, there are many differences below the "
"surface. Both let you organize the project using the filesystem, but Godot "
"approach is simpler, with a single configuration file, minimalist text "
"format, and no metadata. All this contributes to Godot being much friendlier "
"to VCS systems such as Git, Subversion or Mercurial."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:57
msgid ""
"Godot's Scene panel is similar to Unity's Hierarchy panel but, as each node "
"has a specific function, the approach used by Godot is more visually "
"descriptive. In other words, it's easier to understand what a specific scene "
"does at a glance."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:59
msgid ""
"The Inspector in Godot is more minimalist and designed to only show "
"properties. Thanks to this, objects can export a much larger amount of "
"useful parameters to the user, without having to hide functionality in "
"language APIs. As a plus, Godot allows animating any of those properties "
"visually, so changing colors, textures, enumerations or even links to "
"resources in real-time is possible without involving code."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:61
msgid ""
"Finally, the Toolbar at the top of the screen is similar in the sense that "
"it allows controlling the project playback, but projects in Godot run in a "
"separate window, as they don't execute inside the editor (but the tree and "
"objects can still be explored in the debugger window)."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:63
msgid ""
"This approach has the disadvantage that the running game can't be explored "
"from different angles (though this may be supported in the future, and "
"displaying collision gizmos in the running game is already possible), but in "
"exchange has several advantages:"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:65
msgid ""
"Running the project and closing it is very fast (Unity has to save, run the "
"project, close the project and then reload the previous state)."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:66
msgid ""
"Live editing is a lot more useful, because changes done to the editor take "
"effect immediately in the game, and are not lost (nor have to be synced) "
"when the game is closed. This allows fantastic workflows, like creating "
"levels while you play them."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:67
msgid "The editor is more stable, because the game runs in a separate process."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:69
msgid ""
"Finally, the top toolbar includes a menu for remote debugging. These options "
"make it simple to deploy to a device (connected phone, tablet or browser via "
"HTML5), and debug/live edit on it after the game was exported."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:72
msgid "The scene system"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:74
msgid ""
"This is the most important difference between Unity and Godot, and actually "
"the favourite feature of most Godot users."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:76
msgid ""
"Unity's scene system consist in embedding all the required assets in a "
"scene, and link them together by setting components and scripts to them."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:78
msgid ""
"Godot's scene system is different: it actually consists in a tree made of "
"nodes. Each node serves a purpose: Sprite, Mesh, Light... Basically, this is "
"similar to Unity scene system. However, each node can have multiple "
"children, which make each a subscene of the main scene. This means you can "
"compose a whole scene with different scenes, stored in different files."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:80
msgid ""
"For example, think of a platformer level. You would compose it with multiple "
"elements:"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:82
msgid "Bricks"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:83
msgid "Coins"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:84
msgid "The player"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:85
msgid "The enemies"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:88
msgid ""
"In Unity, you would put all the GameObjects in the scene: the player, "
"multiple instances of enemies, bricks everywhere to form the ground of the "
"level, and multiple instances of coins all over the level. You would then "
"add various components to each element to link them and add logic in the "
"level: for example, you'd add a BoxCollider2D to all the elements of the "
"scene so that they can collide. This principle is different in Godot."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:90
msgid ""
"In Godot, you would split your whole scene into 3 separate, smaller scenes, "
"which you would then instance in the main scene."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:92
msgid "First, a scene for the Player alone."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:94
msgid ""
"Consider the player as a reusable element in other levels. It is composed of "
"one node in particular: an AnimatedSprite node, which contains the sprite "
"textures to form various animations (for example, walking animation)"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:96
msgid "Second, a scene for the Enemy."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:98
msgid ""
"There again, an enemy is a reusable element in other levels. It is almost "
"the same as the Player node - the only differences are the script (that "
"manages AI, mostly) and sprite textures used by the AnimatedSprite."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:100
msgid "Lastly, the Level scene."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:102
msgid ""
"It is composed of Bricks (for platforms), Coins (for the player to grab) and "
"a certain number of instances of the previous Enemy scene. These will be "
"different, separate enemies, whose behaviour and appearance will be the same "
"as defined in the Enemy scene. Each instance is then considered as a node in "
"the Level scene tree. Of course, you can set different properties for each "
"enemy node (to change its color for example)."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:104
msgid ""
"Finally, the main scene would then be composed of one root node with 2 "
"children: a Player instance node, and a Level instance node. The root node "
"can be anything, generally a \"root\" type such as \"Node\" which is the "
"most global type, or \"Node2D\" (root type of all 2D-related nodes), "
"\"Spatial\" (root type of all 3D-related nodes) or \"Control\" (root type of "
"all GUI-related nodes)."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:108
msgid ""
"As you can see, every scene is organized as a tree. The same goes for nodes' "
"properties: you don't *add* a collision component to a node to make it "
"collidable like Unity does. Instead, you make this node a *child* of a new "
"specific node that has collision properties. Godot features various "
"collision types nodes, depending of the use (see the :ref:`Physics "
"introduction <doc_physics_introduction>`)."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:110
msgid ""
"Question: What are the advantages of this system? Wouldn't this system "
"potentially increase the depth of the scene tree? Besides, Unity allows "
"organizing GameObjects by putting them in empty GameObjects."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:112
msgid ""
"First, this system is closer to the well-known Object-Oriented paradigm: "
"Godot provides a number of nodes which are not clearly \"Game Objects\", but "
"they provide their children with their own capabilities: this is inheritance."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:113
msgid ""
"Second, it allows the extraction a subtree of scene to make it a scene of "
"its own, which answers to the second and third questions: even if a scene "
"tree gets too deep, it can be split into smaller subtrees. This also allows "
"a better solution for reusability, as you can include any subtree as a child "
"of any node. Putting multiple nodes in an empty GameObject in Unity does not "
"provide the same possibility, apart from a visual organization."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:116
msgid ""
"These are the most important concepts you need to remember: \"node\", "
"\"parent node\" and \"child node\"."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:120
msgid "Project organization"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:124
msgid ""
"We previously observed that there is no perfect solution to set a project "
"architecture. Any solution will work for Unity and Godot, so this point has "
"a lesser importance."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:126
msgid ""
"However, we often observe a common architecture for Unity projects, which "
"consists in having one Assets folder in the root directory, that contains "
"various folders, one per type of asset: Audio, Graphics, Models, Materials, "
"Scripts, Scenes, etc."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:128
msgid ""
"As described before, Godot scene system allows splitting scenes in smaller "
"scenes. Since each scene and subscene is actually one scene file in the "
"project, we recommend organizing your project a bit differently. This wiki "
"provides a page for this: :ref:`doc_project_organization`."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:132
msgid "Where are my prefabs?"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:134
msgid ""
"The concept of prefabs as provided by Unity is a 'template' element of the "
"scene. It is reusable, and each instance of the prefab that exists in the "
"scene has an existence of its own, but all of them have the same properties "
"as defined by the prefab."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:136
msgid ""
"Godot does not provide prefabs as such, but this functionality is here again "
"filled thanks to its scene system: as we saw the scene system is organized "
"as a tree. Godot allows you to save a subtree of a scene as its own scene, "
"thus saved in its own file. This new scene can then be instanced as many "
"times as you want. Any change you make to this new, separate scene will be "
"applied to its instances. However, any change you make to the instance will "
"not have any impact on the 'template' scene."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:140
msgid ""
"To be precise, you can modify the parameters of the instance in the "
"Inspector panel. However, the nodes that compose this instance are locked "
"and you can unlock them if you need to by right clicking the instance in the "
"Scene tree, and selecting \"Editable children\" in the menu. You don't need "
"to do this to add new children nodes to this node, but remember that these "
"new children will belong to the instance, not the 'template' scene. If you "
"want to add new children to all the instances of your 'template' scene, then "
"you need to add it once in the 'template' scene."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:145
msgid "Glossary correspondence"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:147
msgid ""
"GameObject -> Node Add a component -> Inheriting Prefab -> Externalized "
"branch"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:153
msgid "Scripting: GDScript, C# and Visual Script"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:156
msgid "Design"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:158
msgid ""
"As you may know already, Unity supports C#. C# benefits from its integration "
"with Visual Studio and other features, such as static typing."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:160
msgid ""
"Godot provides its own scripting language, :ref:`GDScript <doc_scripting>` "
"as well as support for :ref:`Visual Script <toc-learn-scripting-"
"visual_script>` and :ref:`C# <doc_c_sharp>`. GDScript borrows its syntax "
"from Python, but is not related to it. If you wonder about the reasoning for "
"a custom scripting language, please read :ref:`GDScript <doc_gdscript>` and "
"`FAQ <faq>`_ pages. GDScript is strongly attached to the Godot API, but it "
"is really easy to learn: between one evening for an experienced programmer "
"and a week for a complete beginner."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:162
msgid ""
"Unity allows you to attach as many scripts as you want to a GameObject. Each "
"script adds a behaviour to the GameObject: for example, you can attach a "
"script so that it reacts to the player's controls, and another that controls "
"its specific game logic."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:164
msgid ""
"In Godot, you can only attach one script per node. You can use either an "
"external GDScript file, or include it directly in the node. If you need to "
"attach more scripts to one node, then you may consider two solutions, "
"depending on your scene and on what you want to achieve:"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:166
msgid ""
"either add a new node between your target node and its current parent, then "
"add a script to this new node."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:167
msgid ""
"or, your can split your target node into multiple children and attach one "
"script to each of them."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:169
msgid ""
"As you can see, it can be easy to turn a scene tree to a mess. This is why "
"it is important to have a real reflection, and consider splitting a "
"complicated scene into multiple, smaller branches."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:172
msgid "Connections : groups and signals"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:174
msgid ""
"You can control nodes by accessing them using a script, and call functions "
"(built-in or user-defined) on them. But there's more: you can also place "
"them in a group and call a function on all nodes contained in this group! "
"This is explained in :ref:`this page <doc_scripting_continued>`."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:176
msgid ""
"But there's more! Certain nodes throw signals when certain actions happen. "
"You can connect these signals to call a specific function when they happen. "
"Note that you can define your own signals and send them whenever you want. "
"This feature is documented `here <gdscript.html#signals>`_."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:180
msgid "Using Godot in C++"
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:182
msgid ""
"Just for your information, Godot also allows you to develop your project "
"directly in C++ by using its API, which is not possible with Unity at the "
"moment. As an example, you can consider Godot Engine's editor as a \"game\" "
"written in C++ using Godot API."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:184
msgid ""
"If you are interested in using Godot in C++, you may want to start reading "
"the :ref:`Developing in C++ <doc_introduction_to_godot_development>` page."
msgstr ""

View File

@@ -0,0 +1,238 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:4
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:6
msgid ""
"C# support is a new feature in Godot 3.0. As such, you may still run into "
"some issues, or find spots where the documentation could be improved. Please "
"report issues with C# in Godot on the `engine Github page <https://github."
"com/godotengine/godot/issues>`_. And any documentation issues on the "
"`documentation Github Page <https://github.com/godotengine/godot-docs/"
"issues>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:11
msgid ""
"This page provides a brief intro to C#, both what it is and how to use it in "
"Godot. Afterwards, you may want to look at :ref:`how to use specific "
"features <doc_c_sharp_features>`, read about the :ref:`differences between "
"the C# and the GDScript API <doc_c_sharp_differences>` and (re)visit the :"
"ref:`Scripting section <doc_scripting>` of the step-by-step tutorial."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:16
msgid ""
"C# is a high-level programming language developed by Microsoft. In Godot it "
"is implemented with the Mono 5.2 .NET framework including full support for "
"C# 7.0. Mono is an open source implementation of Microsoft's .NET Framework "
"based on the ECMA standards for C# and the Common Language Runtime. A good "
"starting point for checking its capabilities is the `Compatibility <http://"
"www.mono-project.com/docs/about-mono/compatibility/>`_ page in the Mono "
"documentation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:20
msgid ""
"This is **not** a full-scale tutorial on the C# language as a whole. If you "
"aren't already familiar with its syntax or features, see the `Microsoft C# "
"guide <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_ or look for a "
"suitable introduction elsewhere."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:25
msgid "Setup C# for Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:27
msgid ""
"To use C# in Godot you must have `Mono <http://www.mono-project.com/download/"
">`_ installed (at least version 5.2), as well as MSBuild (at least version "
"15.0) which should come with the Mono installation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:30
msgid ""
"Additionally, your Godot version must have Mono support enabled, so take "
"care to download the **Mono version** of Godot. If you are building Godot "
"from source, make sure to follow the steps to include Mono support in your "
"build outlined on the :ref:`doc_compiling_with_mono` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:34
msgid "Configuring an external editor"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:36
msgid ""
"While Godot does have its own scripting editor, its support for C# is kept "
"minimal, and it's recommended that you use an external IDE or editor, such "
"as Microsoft Visual Studio Code, or MonoDevelop, which provide auto-"
"completion, debugging and other features useful when working with C#. To set "
"it up, in Godot click on ``Editor``, then ``Editor Settings``. Scroll down "
"to the bottom, to the ``Mono`` settings. Under Mono click on ``Editor``, and "
"on that page choose your external editor of choice."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:45
msgid "Creating a C# script"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:47
msgid ""
"After you successfully setup C# for Godot, you should see the following "
"option when selecting ``Attach script`` in the context menu of a node in "
"your scene:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51
msgid ""
"Note that while some specifics change, most of the things work the same when "
"using C# for scripting. If you're new to Godot, you may want to peruse the "
"tutorials on :ref:`doc_scripting` at this point. While some places in the "
"documentation still lack C# examples, most things can be transferred easily "
"from GDScript."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:56
msgid "Project setup and workflow"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58
msgid ""
"When you create the first C# script, Godot initializes the C# project files "
"for your Godot project. This includes generating a C# solution (``.sln``) "
"and project (``.csproj``) as well as some utility files and folders (``."
"mono``, sometimes ``Properties``). All of these but ``.mono`` are important "
"and should be kept in your version control system. ``.mono`` can be safely "
"added to the ignore list of your VCS. When troubleshooting, it sometimes can "
"help to delete the ``.mono`` folder and let it regenerate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:63
msgid ""
"Note that currently there are some issues where the Godot and the C# project "
"don't stay in sync; if you delete, rename or move things like scripts or "
"nodes, they may no longer match up. In this case, it can help to edit the "
"solution files manually."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:66
msgid ""
"Example: If you created a script (e.g. ``Test.cs``) and delete it in Godot, "
"compilation will fail because the now missing file is still expected to be "
"there by the CS project. You can for now simply open up the ``.csproj`` and "
"look for the ``ItemGroup``, there should be a line included like the "
"following:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:77
msgid ""
"Simply remove that line and your project should now again build fine. Same "
"for renaming and moving things, simply rename and move them in the project "
"file if needed."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:80
msgid "Example"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:82
msgid ""
"Here's a blank C# script with some comments to demonstrate how it works."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:109
msgid ""
"As you can see, the things normally in global scope in GDScript like Godot's "
"``print`` function are available in the ``GD`` namespace. For a list of "
"those, see the class reference pages for :ref:`@GDScript <class_@gdscript>` "
"and :ref:`@GlobalScope <class_@globalscope>`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:113
msgid ""
"Keep in mind that the class you wish to attach to your node should be named "
"as the ``.cs`` file. If not, you will get the following error and won't be "
"able to run the scene: ``Cannot find class XXX for script res://XXX.cs``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:117
msgid "General differences between C# and GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:119
msgid ""
"The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. "
"Where possible, fields and getters/setters have been converted to "
"properties. In general, the C# Godot API strives to be as idiomatic as is "
"reasonably possible."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:123
msgid "For more, see the :ref:`doc_c_sharp_differences` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:126
msgid "Current gotchas and known issues"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:128
msgid ""
"As C# support is quite new to Godot, there are some growing pains and things "
"that still need to be ironed out. Below is a list of the most important "
"issues you should be aware of when diving into C# in Godot, but if in doubt "
"also take a look over the official `issue tracker for Mono issues <https://"
"github.com/godotengine/godot/labels/topic%3Amono>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:131
msgid ""
"As explained above, the C# project isn't always kept in sync automatically "
"when things are deleted, renamed or moved in Godot (`#12917 <https://github."
"com/godotengine/godot/issues/12917>`_)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:132
msgid "Writing editor plugins and tool scripts in C# is not yet supported"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:133
msgid ""
"Exporting a project may not yet work (`#15615 <https://github.com/"
"godotengine/godot/issues/15615>`_)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136
msgid "Performance of C# in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:138
msgid ""
"According to some preliminary `benchmarks <https://github.com/cart/godot3-"
"bunnymark>`_, performance of C# in Godot - while generally in the same order "
"of magnitude - is roughly **~4x** that of GDScript in some naive cases. For "
"full performance, C++ is still a little faster; the specifics are going to "
"vary according to your use case. GDScript is likely fast enough for most "
"general scripting workloads. C# is faster, but requires some expensive "
"marshalling when talking to Godot."
msgstr ""

View File

@@ -0,0 +1,440 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:4
msgid "API differences to GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:6
msgid "This is a (incomplete) list of API differences between C# and GDScript."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:9
msgid "General Differences"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:11
msgid ""
"As explained in the :ref:`doc_c_sharp`, C# generally uses ``PascalCase`` "
"instead of the ``snake_case`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:15
msgid "Global Scope"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:17
msgid ""
"Available under ``Godot.GD``. Some things were moved to their own classes, "
"like Math and Random. See below."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:20
msgid ""
"Global functions like ``print``, ``var2str`` and ``weakref`` are located "
"under ``GD`` in C#."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:23
msgid "``ERR_*`` constants were moved to ``Godot.Error``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:26
msgid "Math"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:28
msgid ""
"Math functions like ``abs``, ``acos``, ``asin``, ``atan`` and ``atan2`` are "
"located under ``Mathf`` instead of in global scope. ``PI`` is ``Mathf.PI``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:33
msgid "Random"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:35
msgid ""
"Random functions like ``rand_range`` and ``rand_seed`` are located under "
"``Random``, so use ``Random.RandRange`` instead of ``rand_range``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:39
msgid "Export keyword"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:41
msgid ""
"Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:44
msgid "Signal keyword"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:46
msgid ""
"Use the ``[Signal]`` attribute instead of the GDScript ``signal`` keyword. "
"This attribute should be used on a `delegate`, whose name signature will be "
"used to define the signal."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:55
msgid "Singletons"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:57
msgid ""
"Singletons provide static methods rather than using the singleton pattern in "
"C#. This is to make code less verbose and similar to GDScript. Example:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:65
msgid "String"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:67
msgid ""
"Use ``System.String`` (``string``). All the Godot String methods are "
"provided by the ``StringExtensions`` class as extension methods. Example:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:75
msgid "There are a few differences though:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:77
msgid ""
"``erase``: Strings are immutable in C#, so we cannot modify the string "
"passed to the extension method. For this reason ``Erase`` was added as an "
"extension method of ``StringBuilder`` instead of string. Alternatively you "
"can use ``string.Remove``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:81
msgid ""
"``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided "
"which is an overload of ``IsSubsequenceOf`` allowing to explicitly specify "
"case sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:92
msgid ""
"``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides "
"``Match`` and ``Matchn``, which allows to explicitly specify case "
"sensitivity:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:103
msgid "Basis"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:105
msgid ""
"Structs cannot have parameterless constructors in C#, therefore ``new "
"Basis()`` initializes all primitive members to their default value. Use "
"``Basis.Identity`` for the equivalent to ``Basis()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:109
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:124
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:137
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:156
msgid ""
"The following methods were converted to properties with their respective "
"names changed:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:112
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:127
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:140
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:151
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:159
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:178
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
msgid "GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:112
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:127
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:140
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:151
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:159
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:178
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:221
msgid "C#"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:114
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:131
msgid "get_scale()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:114
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:131
msgid "Scale"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:118
msgid "Transform2D"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:120
msgid ""
"Structs cannot have parameterless constructors in C#, therefore ``new "
"Transform2D()`` initializes all primitive members to their default value. "
"Please use ``Transform2D.Identity`` for the equivalent to ``Transform2D()`` "
"in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129
msgid "get_origin()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:129
msgid "Origin"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:130
msgid "get_rotation()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:130
msgid "Rotation"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:135
msgid "Plane"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:142
msgid "center()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:142
msgid "Center"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:146
msgid "Rect2"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:148
msgid ""
"The following fields were converted to properties with their respective "
"names changed:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:153
msgid "end"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:153
msgid "End"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:161
msgid "get_area()"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:161
msgid "Area"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:165
msgid "Quat"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:167
msgid ""
"Structs cannot have parameterless constructors in C#, therefore ``new "
"Quat()`` initializes all primitive members to their default value. Please "
"use ``Quat.Identity`` for the equivalent to ``Quat()`` in GDScript and C++."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:172
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:180
msgid "Array"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:174
msgid ""
"*This is temporary. Array is ref-counted, so it will need its own type that "
"wraps the native side. PoolArrays will also need their own type to be used "
"the way they are meant to.*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:180
msgid "object[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:181
msgid "PoolIntArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:181
msgid "int[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:182
msgid "PoolByteArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:182
msgid "byte[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:183
msgid "PoolFloatArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:183
msgid "float[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:184
msgid "PoolStringArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:184
msgid "String[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:185
msgid "PoolColorArray"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:185
msgid "Color[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:186
msgid "PoolVector2Array"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:186
msgid "Vector2[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:187
msgid "PoolVector3Array"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:187
msgid "Vector3[]"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:190
msgid ""
"In some exceptional cases a raw array (``type[]``) may be required instead "
"of a ``List``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:193
msgid "Dictionary"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:195
msgid ""
"*This is temporary. Array is ref-counted, so it will need its own type that "
"wraps the native side.*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:197
msgid "Use ``Dictionary<object, object>``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:200
msgid "Variant"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:202
msgid "``System.Object`` (``object``) is used in place of ``Variant``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:205
msgid "Communicating with other scripting languages"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:207
msgid ""
"The methods ``object Object.call(string method, params object[] args)``, "
"``object Object.get(string field)`` and ``object Object.set(string field, "
"object value)`` are provided to communicate with instances of other "
"scripting languages via the Variant API."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:213
msgid "Other differences"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:215
msgid ""
"``preload``, ``assert`` and ``yield`` as they work in GDScript are currently "
"not available in C#."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:218
msgid "Other differences:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
msgid "Color8"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:223
msgid "Color.Color8"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:224
msgid "is_inf"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:224
msgid "float.IsInfinity"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:225
msgid "is_nan"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:225
msgid "float.IsNaN"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
msgid "dict2inst"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:226
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:227
msgid "? TODO"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:227
msgid "inst2dict"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
msgid "load"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:228
msgid "GD.load which is the same as ResourceLoader.load"
msgstr ""

View File

@@ -0,0 +1,124 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:4
msgid "Features"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:6
msgid ""
"This page provied an overview over the commonly used features of both C# and "
"Godot and how they are used together."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:10
msgid "Type Conversion and Casting"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:12
msgid ""
"C# is a statically typed language. Therefore you can't do the following:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:19
msgid ""
"The method ``GetNode()`` returns a ``Node`` instance. You must explicitly "
"convert it to the desired derived type, ``Sprite`` in this case."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:22
msgid "For this, you have various options in C#."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:24
msgid "**Casting and Type Checking**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:26
msgid ""
"Throws ``InvalidCastException`` if the returned node cannot be casted to "
"Sprite. You would use it instead of the ``as`` operator if you are pretty "
"sure it won't fail."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:34
msgid "**Using the AS operator**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:36
msgid ""
"The ``as`` operator returns null if the node cannot be casted to Sprite, and "
"for this reason it cannot be used with value types."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:45
msgid "**Type checking using the IS operator**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:47
msgid ""
"To check if the node can be casted to Sprite, you can use the ``is`` "
"operator. The ``is`` operator returns false if the node cannot be casted to "
"Sprite, otherwise it returns true."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:58
msgid ""
"For more advanced type checking, you can look into `Pattern Matching "
"<https://docs.microsoft.com/en-us/dotnet/csharp/pattern-matching>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:61
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:63
msgid ""
"For a complete C# example, see the **Handling a signal** section in the step "
"by step :ref:`doc_scripting` tutorial."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:65
msgid ""
"Declaring a signal in C# is done with the ``[Signal]`` attribute on a "
"delegate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:75
msgid ""
"These signals can then be connected either in the editor or from code with "
"``Connect``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:95
msgid "Emitting signals is done with the ``EmitSignal`` method."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:105
msgid ""
"Notice that you can always reference a signal name with the ``nameof`` "
"keyword (applied on the delegate itself)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:107
msgid ""
"Finally, signals can be created by calling ``AddUserSignal``, but be aware "
"that it should be executed before any use of said signals (with ``Connect`` "
"or ``EmitSignal``)."
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/c_sharp/index.rst:2
msgid "C#"
msgstr ""

View File

@@ -0,0 +1,411 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:4
msgid "GDScript: An introduction to dynamic languages"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:7
msgid "About"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:9
msgid ""
"This tutorial aims to be a quick reference for how to use GDScript more "
"efficiently. It focuses on common cases specific to the language, but also "
"covers a lot of information on dynamically typed languages."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:13
msgid ""
"It's meant to be especially useful for programmers with little or no "
"previous experience with dynamically typed languages."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:17
msgid "Dynamic nature"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:20
msgid "Pros & cons of dynamic typing"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:22
msgid ""
"GDScript is a Dynamically Typed language. As such, its main advantages are "
"that:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:25
msgid "The language is very simple to learn."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:26
msgid "Most code can be written and changed quickly and without hassle."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:27
msgid "Less code written means less errors & mistakes to fix."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:28
msgid "Easier to read the code (less clutter)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:29
msgid "No compilation is required to test."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:30
msgid "Runtime is tiny."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:31
msgid "Duck-typing and polymorphism by nature."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:33
msgid "While the main disadvantages are:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:35
msgid "Less performance than statically typed languages."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:36
msgid "More difficult to refactor (symbols can't be traced)"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:37
msgid ""
"Some errors that would typically be detected at compile time in statically "
"typed languages only appear while running the code (because expression "
"parsing is more strict)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:40
msgid ""
"Less flexibility for code-completion (some variable types are only known at "
"run-time)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:43
msgid ""
"This, translated to reality, means that Godot+GDScript are a combination "
"designed to create games very quickly and efficiently. For games that are "
"very computationally intensive and can't benefit from the engine built-in "
"tools (such as the Vector types, Physics Engine, Math library, etc), the "
"possibility of using C++ is present too. This allows to still create the "
"entire game in GDScript and add small bits of C++ in the areas that need a "
"performance boost."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:52
msgid "Variables & assignment"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:54
msgid ""
"All variables in a dynamically typed language are \"variant\"-like. This "
"means that their type is not fixed, and is only modified through assignment. "
"Example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:58
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:80
msgid "Static:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:66
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:94
msgid "Dynamic:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:75
msgid "As function arguments:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:77
msgid ""
"Functions are of dynamic nature too, which means they can be called with "
"different arguments, for example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:106
msgid "Pointers & referencing:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:108
msgid ""
"In static languages such as C or C++ (and to some extent Java and C#), there "
"is a distinction between a variable and a pointer/reference to a variable. "
"The latter allows the object to be modified by other functions by passing a "
"reference to the original one."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:113
msgid ""
"In C# or Java, everything not a built-in type (int, float, sometimes String) "
"is always a pointer or a reference. References are also garbage-collected "
"automatically, which means they are erased when no longer used. Dynamically "
"typed languages tend to use this memory model too. Some Examples:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:119
msgid "C++:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:135
msgid "Java:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:153
msgid "GDScript:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:165
msgid ""
"In GDScript, only base types (int, float, string and the vector types) are "
"passed by value to functions (value is copied). Everything else (instances, "
"arrays, dictionaries, etc) is passed as reference. Classes that inherit :ref:"
"`class_Reference` (the default if nothing is specified) will be freed when "
"not used, but manual memory management is allowed too if inheriting manually "
"from :ref:`class_Object`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:173
msgid "Arrays"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:175
msgid ""
"Arrays in dynamically typed languages can contain many different mixed "
"datatypes inside and are always dynamic (can be resized at any time). "
"Compare for example arrays in statically typed languages:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:202
msgid "And in GDScript:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:211
msgid ""
"In dynamically typed languages, arrays can also double as other datatypes, "
"such as lists:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:221
msgid "Or unordered sets:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:230
msgid "Dictionaries"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:232
msgid ""
"Dictionaries are a very powerful tool in dynamically typed languages. Most "
"programmers that come from statically typed languages (such as C++ or C#) "
"ignore their existence and make their life unnecessarily more difficult. "
"This datatype is generally not present in such languages (or only on limited "
"form)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:238
msgid ""
"Dictionaries can map any value to any other value with complete disregard "
"for the datatype used as either key or value. Contrary to popular belief, "
"they are very efficient because they can be implemented with hash tables. "
"They are, in fact, so efficient that some languages will go as far as "
"implementing arrays as dictionaries."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:244
msgid "Example of Dictionary:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:251
msgid ""
"Dictionaries are also dynamic, keys can be added or removed at any point at "
"little cost:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:260
msgid ""
"In most cases, two-dimensional arrays can often be implemented more easily "
"with dictionaries. Here's a simple battleship game example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:294
msgid ""
"Dictionaries can also be used as data markup or quick structures. While "
"GDScript dictionaries resemble python dictionaries, it also supports Lua "
"style syntax and indexing, which makes it very useful for writing initial "
"states and quick structs:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:317
msgid "For & while"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:319
msgid "Iterating in some statically typed languages can be quite complex:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:340
msgid "This is usually greatly simplified in dynamically typed languages:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:347
msgid ""
"Container datatypes (arrays and dictionaries) are iterable. Dictionaries "
"allow iterating the keys:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:355
msgid "Iterating with indices is also possible:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:362
msgid "The range() function can take 3 arguments:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:370
msgid "Some examples:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:380
msgid "Translate to:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:390
msgid "And backwards looping is done through a negative counter:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:396
msgid "becomes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:403
msgid "While"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:405
msgid "while() loops are the same everywhere:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:416
msgid "Custom iterators"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:417
msgid ""
"You can create custom iterators in case the default ones don't quite meet "
"your needs by overriding the Variant class's ``_iter_init``, ``_iter_next``, "
"and ``_iter_get`` functions in your script. An example implementation of a "
"forward iterator follows:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:449
msgid "And it can be used like any other iterator:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:457
msgid ""
"Make sure to reset the state of the iterator in ``_iter_init``, otherwise "
"nested for-loops that use custom iterators will not work as expected."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:461
msgid "Duck typing"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:463
msgid ""
"One of the most difficult concepts to grasp when moving from a statically "
"typed language to a dynamic one is duck typing. Duck typing makes overall "
"code design much simpler and straightforward to write, but it's not obvious "
"how it works."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:468
msgid ""
"As an example, imagine a situation where a big rock is falling down a "
"tunnel, smashing everything on its way. The code for the rock, in a "
"statically typed language would be something like:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:479
msgid ""
"This way, everything that can be smashed by a rock would have to inherit "
"Smashable. If a character, enemy, piece of furniture, small rock were all "
"smashable, they would need to inherit from the class Smashable, possibly "
"requiring multiple inheritance. If multiple inheritance was undesired, then "
"they would have to inherit a common class like Entity. Yet, it would not be "
"very elegant to add a virtual method ``smash()`` to Entity only if a few of "
"them can be smashed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:487
msgid ""
"With dynamically typed languages, this is not a problem. Duck typing makes "
"sure you only have to define a ``smash()`` function where required and "
"that's it. No need to consider inheritance, base classes, etc."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:496
msgid ""
"And that's it. If the object that hit the big rock has a smash() method, it "
"will be called. No need for inheritance or polymorphism. Dynamically typed "
"languages only care about the instance having the desired method or member, "
"not what it inherits or the class type. The definition of Duck Typing should "
"make this clearer:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:502
msgid ""
"*\"When I see a bird that walks like a duck and swims like a duck and quacks "
"like a duck, I call that bird a duck\"*"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:505
msgid "In this case, it translates to:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:507
msgid ""
"*\"If the object can be smashed, don't care what it is, just smash it.\"*"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:509
msgid "Yes, we should call it Hulk typing instead."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:511
msgid ""
"It's possible that the object being hit doesn't have a smash() function. "
"Some dynamically typed languages simply ignore a method call when it doesn't "
"exist (like Objective C), but GDScript is more strict, so checking if the "
"function exists is desirable:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:522
msgid ""
"Then, simply define that method and anything the rock touches can be smashed."
msgstr ""

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@@ -0,0 +1,468 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:4
msgid "GDScript format strings"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:6
msgid ""
"GDScript offers a feature called *format strings* which allows reusing text "
"templates to succinctly create different but similar strings."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:9
msgid ""
"Format strings are just like normal strings, except they contain certain "
"placeholder character-sequences. These placeholders can then easily be "
"replaced by parameters handed to the format string."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:13
msgid ""
"As an example, with ``%s`` as a placeholder, the format string ``\"Hello %s, "
"how are you?`` can easily be changed to ``\"Hello World, how are you?\"``. "
"Notice the placeholder is in the middle of the string; modifying it without "
"format strings could be cumbersome."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:20
msgid "Usage in GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:22
msgid "Examine this concrete GDScript example::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:33
msgid ""
"Placeholders always start with a ``%``, but the next character or "
"characters, the *format specifier*, determines how the given value is "
"converted to a string."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:37
msgid ""
"The ``%s`` seen in the example above is the simplest placeholder and works "
"for most use cases: it converts the value by the same method by which an "
"implicit String conversion or ``str()`` would convert it. Strings remain "
"unchanged, Booleans turn into either ``\"True\"`` or ``\"False\"``, an "
"integral or real number becomes a decimal, other types usually return their "
"data in a human-readable string."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:44
msgid ""
"There is also another way to format text in GDScript, namely the ``String."
"format()`` method. It replaces all occurrences of a key in the string with "
"the corresponding value. The method can handle arrays or dictionaries for "
"the key/value pairs."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:48
msgid ""
"Arrays can be used as key, index, or mixed style (see below examples). Order "
"only matters when the index or mixed style of Array is used."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:51
msgid "A quick example in GDScript::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:62
msgid ""
"There are other `format specifiers`_, but they are only applicable when "
"using the ``%`` operator."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:67
msgid "Multiple placeholders"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:69
msgid ""
"Format strings may contain multiple placeholders. In such a case, the values "
"are handed in the form of an array, one value per placeholder (unless using "
"a format specifier with ``*``, see `dynamic padding`_)::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:79
msgid ""
"Note the values are inserted in order. Remember all placeholders must be "
"replaced at once, so there must be an appropriate number of values."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:84
msgid "Format specifiers"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:86
msgid ""
"There are format specifiers other than ``s`` that can be used in "
"placeholders. They consist of one or more characters. Some of them work by "
"themselves like ``s``, some appear before other characters, some only work "
"with certain values or characters."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:93
msgid "Placeholder types"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:95
msgid ""
"One and only one of these must always appear as the last character in a "
"format specifier. Apart from ``s``, these require certain types of "
"parameters."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:99
msgid "``s``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:99
msgid ""
"**Simple** conversion to String by the same method as implicit String "
"conversion."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:102
msgid "``c``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:102
msgid ""
"A single **Unicode character**. Expects an unsigned 8-bit integer (0-255) "
"for a code point or a single-character string."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:105
msgid "``d``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:105
msgid ""
"A **decimal integral** number. Expects an integral or real number (will be "
"floored)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:108
msgid "``o``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:108
msgid ""
"An **octal integral** number. Expects an integral or real number (will be "
"floored)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:111
msgid "``x``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:111
msgid ""
"A **hexadecimal integral** number with **lower-case** letters. Expects an "
"integral or real number (will be floored)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:114
msgid "``X``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:114
msgid ""
"A **hexadecimal integral** number with **upper-case** letters. Expects an "
"integral or real number (will be floored)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:117
msgid "``f``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:117
msgid "A **decimal real** number. Expects an integral or real number."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:122
msgid "Placeholder modifiers"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:124
msgid ""
"These characters appear before the above. Some of them work only under "
"certain conditions."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:128
msgid "``+``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:128
msgid "In number specifiers, **show + sign** if positive."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:130
msgid "Integer"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:130
msgid ""
"Set **padding**. Padded with spaces or with zeroes if integer starts with "
"``0`` in an integer placeholder. When used after ``.``, see ``.``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134
msgid "``.``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134
msgid ""
"Before ``f``, set **precision** to 0 decimal places. Can be followed up with "
"numbers to change. Padded with zeroes."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:137
msgid "``-``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:137
msgid "**Pad to the right** rather than the left."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:139
msgid "``*``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:139
msgid ""
"**Dynamic padding**, expect additional integral parameter to set padding or "
"precision after ``.``, see `dynamic padding`_."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:145
msgid "Padding"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:147
msgid ""
"The ``.`` (*dot*), ``*`` (*asterisk*), ``-`` (*minus sign*) and digit (``0``-"
"``9``) characters are used for padding. This allows printing several values "
"aligned vertically as if in a column, provided a fixed-width font is used."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:152
msgid "To pad a string to a minimum length, add an integer to the specifier::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:158
msgid ""
"If the integer starts with ``0``, integral values are padded with zeroes "
"instead of white space::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:164
msgid ""
"Precision can be specified for real numbers by adding a ``.`` (*dot*) with "
"an integer following it. With no integer after ``.``, a precision of 0 is "
"used, rounding to integral value. The integer to use for padding must appear "
"before the dot."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:176
msgid ""
"The ``-`` character will cause padding to the right rather than the left, "
"useful for right text alignment::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:185
msgid "Dynamic padding"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:187
msgid ""
"By using the ``*`` (*asterisk*) character, the padding or precision can be "
"set without modifying the format string. It is used in place of an integer "
"in the format specifier. The values for padding and precision are then "
"passed when formatting::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:198
msgid ""
"It is still possible to pad with zeroes in integer placeholders by adding "
"``0`` before ``*``::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:206
msgid "Escape sequence"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:208
msgid ""
"To insert a literal ``%`` character into a format string, it must be escaped "
"to avoid reading it as a placeholder. This is done by doubling the "
"character::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:217
msgid "Format method examples"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:219
msgid ""
"The following are some examples of how to use the various invocations of the "
"``String.format`` method."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:224
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
msgid "**Type**"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:224
msgid "**Style**"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:224
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:257
msgid "**Example**"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:224
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:257
msgid "**Result**"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:226
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:228
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:230
msgid "Dictionary"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:226
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:232
msgid "key"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:226
msgid ""
"\"Hi, {name} v{version}!\".format({\"name\":\"Godette\", \"version\":"
"\"3.0\"})"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:226
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:228
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:230
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:232
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:234
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:236
msgid "Hi, Godette v3.0!"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:228
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:234
msgid "index"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:228
msgid "\"Hi, {0} v{1}!\".format({\"0\":\"Godette\", \"1\":\"3.0\"})"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:230
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:236
msgid "mix"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:230
msgid ""
"\"Hi, {0} v{version}!\".format({\"0\":\"Godette\", \"version\":\"3.0\"})"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:232
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:234
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:236
msgid "Array"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:232
msgid ""
"\"Hi, {name} v{version}!\".format([[\"version\":\"3.0\"], [\"name\":\"Godette"
"\"])"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:234
msgid "\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:236
msgid "\"Hi, {name} v{0}!\".format([3.0, [\"name\":\"Godette\"]])"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:239
msgid ""
"Placeholders can also be customized when using ``String.format``, here's "
"some examples of that functionality."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
msgid "Infix (default)"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
msgid "\"Hi, {0} v{1}\".format([\"Godette\", \"3.0\"], \"{_}\")"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
msgid "Hi, Godette v3.0"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
msgid "Postfix"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
msgid "\"Hi, 0% v1%\".format([\"Godette\", \"3.0\"], \"_%\")"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
msgid "Prefix"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
msgid "\"Hi, %0 v%1\".format([\"Godette\", \"3.0\"], \"%_\")"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:253
msgid ""
"Combining both the ``String.format`` method and the ``%`` operator could be "
"useful as ``String.format`` does not have a way to manipulate the "
"representation of numbers."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:259
msgid ""
"\"Hi, {0} v{version}\".format({0:\"Godette\", \"version\":\"%0.2f\" % 3.114})"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:259
msgid "Hi, Godette v3.11"
msgstr ""

View File

@@ -0,0 +1,188 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:4
msgid "GDScript Style Guide"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:7
msgid "Description"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:9
msgid ""
"This styleguide lists conventions to write elegant GDScript. The goal is to "
"encourage writing clean, readable code and promote consistency across "
"projects, discussions, and tutorials. Hopefully, this will also encourage "
"development of auto-formatting tools."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:14
msgid ""
"Since GDScript is close to Python, this guide is inspired by Python's `PEP 8 "
"<https://www.python.org/dev/peps/pep-0008/>`__ programming styleguide."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:18
msgid ""
"Godot's built-in script editor uses a lot of these conventions by default. "
"Let it help you."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:22
msgid "Code Structure"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:25
msgid "Indentation"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:27
msgid "Indent type: Tabs *(editor default)*"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:29
msgid "Indent size: 4 *(editor default)*"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:31
msgid "Each indent level should be one greater than the block containing it."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:33
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:53
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:83
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:107
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127
msgid "**Good**"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:40
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:61
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:93
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:114
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:137
msgid "**Bad**"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:50
msgid ""
"Use 2 indent levels to distinguish continuation lines from regular code "
"blocks."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:70
msgid "Blank lines"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:72
msgid "Surround functions and class definitions by a blank line."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:74
msgid "Use one blank line inside functions to separate logical sections."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:77
msgid "One Statement per Line"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:79
msgid ""
"Never combine multiple statements on a single line. No, C programmers, not "
"with a single line conditional statement (except with the ternary operator)!"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:102
msgid "Avoid Unnecessary Parentheses"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:104
msgid ""
"Avoid parentheses in expressions and conditional statements. Unless "
"necessary for order of operations, they only reduce readability."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:122
msgid "Whitespace"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:124
msgid ""
"Always use one space around operators and after commas. Avoid extra spaces "
"in dictionary references and function calls, or to create \"columns.\""
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:147
msgid "**Never!**"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:156
msgid "Naming Conventions"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:158
msgid ""
"These naming conventions follow the Godot Engine style. Breaking these will "
"make your code clash with the built-in naming conventions, which is ugly."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:163
msgid "Classes and Nodes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:165
msgid "Use PascalCase: ``extends KinematicBody``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:167
msgid "Also when loading a class into a constant or variable:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:174
msgid "Functions and Variables"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:176
msgid "Use snake\\_case: ``get_node()``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:178
msgid ""
"Prepend a single underscore (\\_) to virtual methods (functions the user "
"must override), private functions, and private variables: ``func _ready()``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:183
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:185
msgid "Use past tense:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:193
msgid "Constants"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:195
msgid ""
"Use CONSTANT\\_CASE, all caps, with an underscore (\\_) to separate words: "
"``const MAX_SPEED = 200``"
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/gdscript/index.rst:2
msgid "GDScript"
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/index.rst:2
msgid "Scripting"
msgstr ""

View File

@@ -0,0 +1,188 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:4
msgid "Getting started with Visual Scripting"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:6
msgid ""
"As with everything in Godot, we prioritize a good experience over copying or "
"integrating third party solutions which might not fit nicely in the current "
"workflow. This led us to write our own version of how we believe this "
"feature would work best with the engine."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:10
msgid ""
"In Godot, a Visual Script fits smoothly together with regular scripts in the "
"Editor tab"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:15
msgid ""
"In fact, Visual Scripting integrates so well to Godot that it's hard to "
"believe it was added only in version 3.0. This is because, when editing, the "
"rest of Godot panels and docks act like a palette from where you can drag "
"and drop all sorts of information to the script canvas:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:23
msgid "Creating a Script"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:25
msgid ""
"Creating scripts works the same as with other scripting languages: Just "
"select any node in the scene and push the \"New Script\" button at the top "
"right corner of the Scene Tree dock:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:31
msgid ""
"Once it opens, the script type \"Visual Script\" must be selected from the "
"drop down list. The script extension must be \".vs\" (for Visual Script!)."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:37
msgid ""
"Finally, the Script Editor will open, allowing to start the editing of the "
"visual script:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:43
msgid "Adding a Function"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:45
msgid ""
"Unlike other visual scripting implementations, Visual Scripting in Godot is "
"heavily based on functions. This happens because it uses the same interface "
"to communicate with the engine as other scripting engines. In Godot, the "
"scripting interface is universal and all implementations conform to it."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:49
msgid "A function is an individual canvas with nodes connected."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:51
msgid ""
"A single script can contain many functions, each of which will have a canvas "
"of its own, allowing for more organization."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:53
msgid "There are three main ways to add functions in a script:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:56
msgid "Overriding a Virtual Function"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:58
msgid ""
"Most types of nodes and other types of objects in Godot contain virtual "
"functions. These are functions that will be called (run your code) when "
"something happens and can be looked up in the reference. Virtual functions "
"are listed when pressing the \"Override\" icon in the member panel:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:65
msgid ""
"In the following example, a function will be executed when the node is "
"loaded and added to the running scene. For this, the _ready() virtual method "
"will be overridden:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:71
msgid "Finally, a canvas appears for this function, showing the override:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:76
msgid ""
"As some functions expect you to return a value, they will also add a return "
"node where such value is supposed to be provided:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:83
msgid "Connecting a Signal to a Function"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:85
msgid ""
"Nodes in a tree emit signals when something happens. Godot uses signals for "
"all sorts of things. A typical example would be a button that emits a "
"\"pressed\" signal when actually pressed."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:88
msgid ""
"For this, a node must be selected and the Node tab opened. This will allow "
"inspecting the signals. Once they are displayed, connect the \"pressed\" "
"signal:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:94
msgid ""
"This will open the connection dialog. In this dialog, you must select the "
"node where the signal will be connected to, and the function that will "
"receive the signal:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:100
msgid ""
"If this is done right, a new function will be created in our script and a "
"signal will automatically be connected to it:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:107
msgid "Creating a Function Manually"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:109
msgid ""
"The last way to create functions is to do it manually. In general this is "
"not as common unless you really need it. Custom functions work when another "
"(or the same) script calls them manually. The main use case for this is to "
"separate a function into more, or reusing your visual code."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:113
msgid ""
"To create a function manually, push the big \"Plus\" button, and a new "
"function will be added with a default name:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:119
msgid ""
"This will add a new function, which can be renamed by simply double clicking "
"its name:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:125
msgid ""
"To edit the \"arguments\" this function can get (the values you pass to it "
"when you call this function), simply click the Function node and check the "
"inspector:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:131
msgid "More on that will be explained later in this document."
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/visual_script/index.rst:2
msgid "VisualScript"
msgstr ""

View File

@@ -0,0 +1,755 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:4
msgid "Nodes and Terminology"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:6
msgid ""
"Before continuing, it must be noted that the *Node* terminology needs to be "
"used with care. When referring to *Visual Script Nodes* (or generally "
"*Nodes*) this text will refer to the little boxes you connect with lines, "
"which are part of a graph. When referring to *Scene Nodes*, it is implied "
"that the elements that make up a Scene are being referred, which are part of "
"a tree. Their naming is similar but their function is different. When "
"referring to *Node* here, it will be implied that a *Visual Script Node* is "
"referred to unless indicated otherwise."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:15
msgid "Node Properties"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:17
msgid ""
"Like in most visual scripting implementations, each node has editable "
"properties. In Godot, though, we try to avoid bloating the nodes with "
"editable controls for the sake of readability."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:20
msgid ""
"Nodes still display the required information as text, but editing is done "
"via the *Inspector*. To edit them, just select any node and edit its "
"properties in the *Inspector*."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:25
msgid "Ports and Connections"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:27
msgid ""
"Programming in Godot Visual Scripting is done via *Nodes* and *Port "
"Connections* inside each function."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:31
msgid "Ports"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:33
msgid ""
"Nodes in Godot Visual Scripting have *Ports*. These are endpoints that "
"appear to the left and right of nodes and which can be used to make "
"*Connnections*: There are two types of *Ports*: *Sequence* and *Data*."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:40
msgid ""
"*Sequence Ports* indicate the order in which operations are executed. "
"Typically when a *Node* is done processing, it will go to the next node from "
"one of the ports at the right. If nothing is connected the function may end, "
"or another output *Sequence Port* might be tried (this depends on the node). "
"Thanks to this, it's easy to understand the logic within a function by just "
"following the white lines. Not every *Node* has *Sequence Ports*. In fact, "
"most do not."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:46
msgid ""
"*Data Ports* ports contain typed values. Types can be any regular Godot "
"types, such as a boolean, an integer, a string, a Vector3, an array, any "
"Object or Scene Node, etc. A *Data Port* on the right side of a node is "
"considered an output, while, a port on the left side is an input. Connecting "
"them allows information to flow to the next node."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:51
msgid ""
"Not all *Data Port* types are compatible and will allow connections, though. "
"Pay special attention to colors and icons, as each type has a different "
"representation:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:58
msgid "Connections"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:60
msgid ""
"Connecting is a relatively simple process. Just drag an *Output Port* "
"towards an *Input Port*."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:65
msgid ""
"Disconnecting takes a bit more practice. Disconnecting in *Data Ports* "
"happens by dragging the *Input* away, while for *Sequence Ports*, this "
"happens by dragging the *Output* away."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:71
msgid ""
"This may seem strange at the beginning, but it happens because *Data Ports* "
"are 1:N (A single output port can connect to many inputs), while *Sequence "
"Ports* are N:1 (Many sequence outputs can be connected to a single input)."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:75
msgid ""
"Connecting to empty space (drag to connect but unpress over empty space) is "
"also context sensitive, it will supply a list of most common operations. For "
"sequences, it will be conditional nodes:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:81
msgid "While, for data, a contextual set/get/call menu will open:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:87
msgid "Adding Nodes"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:89
msgid ""
"Finally! We got to the fun part! But, before explaining in more detail what "
"each type of node does, let's take a short look at how nodes are most "
"commonly added and dealt with."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:94
msgid "Accessing Scene Nodes"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:96
msgid ""
"One of the most common tasks is accessing Scene Tree Nodes (again, not to "
"mistake with *Visual Script Nodes*). Dragging from the Scene Tree and "
"dropping into the canvas will ask you to *call a method* (sometimes referred "
"to as *member function*) on this node."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:102
msgid ""
"While accessing properties is desired in most cases (more on that below), "
"sometimes *calling methods* can be useful too. Methods execute specific "
"actions on objects. In the above case, the mouse pointer can be warped to a "
"position in local coordinates to the control. Another common use case is "
"queueing a node for deletion, which is done with the *queue_free* method."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:109
msgid ""
"Care must be taken that this only works if the scene being edited contains "
"your *Visual Script* in one of the nodes! Otherwise, a warning will be shown."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:113
msgid "Accessing Scene Node Properties"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:115
msgid ""
"This is the most common way to edit *Scene Nodes* in Visual Scripting. "
"Select a *Scene Node* from the *Scene Tree*, go to the Inspector, find *the "
"Name* of the property you want to edit (hint, *not* the value!) and drag it "
"to the canvas:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:120
msgid ""
"The result is that this value can be changed from your script by writing to "
"a *Data Port*."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:122
msgid ""
"If instead reading this value is desired, just drag the node again but hold "
"the *Control* key (or Command on Mac). This will create a getter:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:127
msgid "In this case, the value can be read from a *Data Port*."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:131
msgid "Variables"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:133
msgid ""
"Variables are memory containers local to the script which can hold a value. "
"This value can be read from any of the functions of the script or from other "
"scripts via the method described in the previous step."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:135
msgid ""
"To add a Variable, push the \"+\" button on the *Variables* section of the "
"Members panel. Double-click the new variable to rename it:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:140
msgid "Right-clicking the variable allows you to configure its properties:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:147
msgid ""
"As it can be seen above, the type and initial value of the variable can be "
"changed, as well as some property hints (@TODO, document this). Ticking the "
"\"Export\" options makes the variable visible in the Inspector when "
"selecting the node. This also makes it available to other scripts via the "
"method described in the previous step."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:153
msgid ""
"To use the variable in the script, simply drag it to the canvas to create a "
"getter:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:158
msgid "Likewise, hold *Control* (*Command* on Mac) to drop a setter:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:164
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:166
msgid ""
"It is also possible to create your own signals in a script and use them. For "
"this, do the same steps you did for variables in the previous step, except "
"for *Signals*:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:171
msgid ""
"A signal can also be edited via right-click menu to customize its arguments:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:176
msgid ""
"The signal you have just created will appear in the Inspector along with the "
"built-in node signals. This allows you to connect it from another script "
"from another *Scene Node*:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:181
msgid "Finally, to emit the signal, simply drag it to the canvas:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:186
msgid ""
"Remember that emitting a signal is a sequenced operation, so it must come "
"from a Sequence port."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:190
msgid "Adding More Nodes"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:192
msgid ""
"Now that the basics are covered, let's discuss the large amount of utility "
"nodes available for your canvas! Below the member panel, exists the list of "
"all available node types:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:198
msgid "Ctrl-F (Command-F on Mac) allows you to search the list."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:200
msgid ""
"Any of them can be dragged to the scene. Unlike nodes (e.g. dragging a "
"property from the Inspector sets the context to the node being edited "
"automatically), these are added without any \"contextual\" information, so "
"this has to be done manually."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:206
msgid ""
"Remember that you can check the class reference for what each node does, as "
"they are documented there. That mentioned, a brief overview of node types "
"follows:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:211
msgid "Constants"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:213
msgid ""
"Constant nodes are nodes that provide values that, while not changing over "
"time, can be useful as reference values. Most of the time they are integer "
"or float."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:219
msgid ""
"The first one is \"Constant\" which allows you to select any value of any "
"type as constant, from an integer (42) to a String (\"Hello!\"). In general "
"this node is not used that often because of default input values in *Data "
"Ports*, but it's good to know it exists."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:221
msgid ""
"The second is the GlobalConstant node, which contains a long list of "
"constants for global types in Godot. In there you can find some useful "
"constants to refer to key names, joystick or mouse buttons, etc."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:224
msgid ""
"The third one is MathConstant, which provides typical mathematical constants "
"such as PI, E, etc."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:228
msgid "Data"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:230
msgid ""
"Data nodes deal with all sorts of access to information. Any information in "
"Godot is accessed via these nodes, so they are some of the most important "
"ones to use and pretty diverse."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:236
msgid ""
"There are many types of nodes of interest here, so a short attempt to "
"describe them will follow:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:240
msgid "Action"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:242
msgid ""
"Action nodes are vital when dealing with input from a device. You can read "
"more about actions in the (@TODO ACTION TUTE LINK). In the following example "
"below, the control is moved to the right when the \"move_right\" action is "
"pressed."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:249
msgid "Engine Singleton"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:251
msgid ""
"Engine singletons are global interfaces (meaning they can be accessed "
"without a reference, unlike Scene Nodes, they are always available). They "
"have several purposes, but in general they are useful for low level access "
"or OS-related access."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:257
msgid ""
"Remember that dragging a connection to empty space will help you call "
"functions or set/get properties on these:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:263
msgid "Local Variables"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:265
msgid ""
"These are nodes you can use as temporary storage for your graphs. Just make "
"sure they all have the same name and type when using them and they will "
"reference the same piece of memory."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:270
msgid ""
"As it can be seen above, there are two nodes available: A simple getter, and "
"a sequenced getter (setting requires a sequence port)."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:274
msgid "Scene Node"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:276
msgid ""
"This is just a reference to a node in the tree, but it's easier to use this "
"node by just dragging the actual node from the scene tree to the canvas "
"(this will create it and configure it)."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:281
msgid "Self"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:283
msgid ""
"In some rare occasions, it may be desired to pass this Scene Node as "
"argument. It can be used to call functions and set/get properties, or just "
"drag nodes (or event the node itself that has the script) from the Scene "
"Tree to the canvas for this."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288
msgid "SceneTree"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:290
msgid ""
"This node is similar to the Singleton node because it references the "
"SceneTree, which contains the active scene. SceneTree, however, only works "
"when the node is sitting in the scene and active, otherwise accessing it "
"will return as an error."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:294
msgid ""
"SceneTree allows for many low level things, like setting stretch options, "
"calling groups, make timers, or even load another scene. It's a good class "
"to get familiar with."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:299
msgid "Preload"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:301
msgid ""
"This does the same function as preload() in GDScript. It maintains this "
"resource loaded and ready to use. Rather than instancing the node, it's "
"simpler to just drag the desired resource from the filesystem dock to the "
"canvas."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:306
msgid "Resource Path"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:308
msgid ""
"This node is a simple helper to get a string with a path to a resource you "
"can pick. It's useful in functions that load things from disk."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:313
msgid "Comment"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:315
msgid ""
"A Comment node works as a node you can resize to put around other nodes. It "
"will not try to get focus or be brought to top when selecting it. It can "
"also be used to write text on it."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:322
msgid "Flow Control"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:324
msgid ""
"Flow control nodes allow the execution to take different branches, usually "
"depending on a given condition."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:331
msgid "Condition"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:333
msgid ""
"This is a simple node that checks a bool port. If true, it will go via the "
"\"true\" sequence port. If false, the second. After going for either of "
"them, it goes via the \"done\" port. Leaving sequence ports disconnected is "
"fine if not all of them are used."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:339
msgid "Iterator"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:341
msgid ""
"Some data types in Godot (ie, arrays, dictionaries) are iterable. This means "
"that a bit of code can run for each element that it has."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:344
msgid ""
"The Iterator node goes through all elements and, for each of them, it goes "
"via the \"each\" sequence port, making the element available in the \"elem\" "
"data port."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:347
msgid "When done, it goes via the \"exit\" sequence port."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:351
msgid "Return"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:353
msgid ""
"Some functions can return values. In general for virtual ones, Godot will "
"add the Return node for you. A return node forces the function to end."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:358
msgid "Sequence"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:360
msgid ""
"This node is useful mostly for organizing your graph. It calls its sequence "
"ports in order."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:364
msgid "TypeCast"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:366
msgid ""
"This is a very useful and commonly used node. You can use it to cast "
"arguments or other objects to the type you desire. Afterwards, you can even "
"drag the object output to get full completion."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:372
msgid ""
"It is also possible to cast to a script, which will allow complete script "
"properties and functions:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:378
msgid "Switch"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:380
msgid ""
"The Switch node is similar to the Condition node, but it matches many values "
"at the same time."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:384
msgid "While"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:386
msgid ""
"This is a more primitive form of iteration. \"repeat\" sequence output will "
"be called as long as the condition in the \"cond\" data port is met."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:391
msgid "Functions"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:393
msgid ""
"Functions are simple helpers, most of the time deterministic. They take some "
"arguments as input and return an output. They are almost never sequenced."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:398
msgid "Built-In"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:400
msgid ""
"There is a list of built in helpers. The list is almost identical to the one "
"from GDScript (@TODO, link to gdscript methods?). Most of them are "
"mathematical functions, but others can be very useful helpers. Just make "
"sure to take a look at the list at some point."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:406
msgid "By Type"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:408
msgid ""
"Those are the methods available to basic types. For example, if you want a "
"dot-product, you can search for \"dot\" instead of the Vector3 category. In "
"most cases just search the list of nodes, it should be faster."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:413
msgid "Call"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:415
msgid ""
"This is the generic calling node. It is rarely used directly but by dragging "
"to empty space on an already configured node."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:419
msgid "Constructors"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:421
msgid ""
"These are all the functions needed to create Godot basic datatypes. For "
"example, If you need to create a Vector3 out of 3 floats, a constructor must "
"be used."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:427
msgid "Destructor"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:429
msgid ""
"This is the opposite to Constructor, it allows to separate any basic type "
"(ie, Vector3) into its sub-elements."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:435
msgid "Emit Signal"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:437
msgid ""
"Emits signals from any object. In general it's not very useful, as dragging "
"a signal to the canvas works better."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:441
msgid "Get/Set"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:443
msgid ""
"Generic Getter/Setter node. Dragging properties from the Inspector works "
"better, as they appear properly configured on drop."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:447
msgid "Wait"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:449
msgid ""
"The Wait nodes will suspend execution of the function until something "
"happens (many frames can pass until resuming, in fact). Default nodes allow "
"you to wait for a frame to pass, a fixed frame or a given amount of time "
"until execution is resumed."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:454
msgid "Yield"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:456
msgid ""
"This node completely suspends the execution of the script, and it will make "
"the function return a value that can be used to resume execution."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:460
msgid "Yield Signal"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:462
msgid "Same as Yield, but will wait until a given signal is emitted."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:466
msgid "Index"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:468
msgid ""
"Generic indexing operator, not often used but it's good that it exists just "
"in case."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:472
msgid "Operators"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:474
msgid ""
"These are mostly generic operators such as addition, multiplication, "
"comparison, etc. By default, these mostly accept any datatype (and will "
"error in run-time if the types feeded do not match for the operator). It is "
"always recommended to set the right type for operators to catch errors "
"faster and make the graph easier to read."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:483
msgid "Expression Node"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:485
msgid ""
"Among the operators, the *Expression* node is the most powerful. If well "
"used, it allows you to enormously simplify visual scripts that are math or "
"logic heavy. Just type any expression on it and it will be executed in real-"
"time."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:488
msgid "Expression nodes can:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:490
msgid ""
"Perform math and logic expressions based on custom inputs (eg: \"a*5+b\", "
"where a and b are custom inputs):"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:495
msgid "Access local variables or properties:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:500
msgid ""
"Use most of the existing built-in functions that are available to GDScript, "
"such as sin(),cos(),print(), as well as constructors, such as Vector3(x,y,z),"
"Rect2(..), etc.:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:505
msgid "Call API functions:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:510
msgid ""
"Use sequenced mode, which makes more sense in case of respecting the "
"processing order:"
msgstr ""

View File

@@ -0,0 +1,73 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:4
msgid "What is Visual Scripting"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:6
msgid ""
"Visual Scripting is a tool designed to make the entry barrier to programming "
"much lower. As code is more visual, it needs less abstract thinking to be "
"understood. Any artist, animator, game designer, etc. can look at it and "
"quickly grasp the flow of logic."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:11
msgid ""
"The reason it does not make existing programming obsolete is, simply, that "
"it does not scale as well. It takes considerably more time to create code "
"with it, and it's often more difficult to modify than just writing a few "
"characters."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:15
msgid ""
"With the misunderstanding cleared up, the question that remains is what are "
"the practical uses for Visual Scripting."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:18
msgid "The most common use cases are are as follows:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:20
msgid ""
"Game development beginners who want to learn an engine but have no "
"programming experience yet."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:21
msgid ""
"Artists and Game Designers who have no experience in programming and want to "
"create quick prototypes or simple games."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:22
msgid ""
"Programmers working in a team that want to make part of the game logic "
"available to Artists or Game Designers in order to offload some of their "
"work."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/what_is_visual_scripting.rst:24
msgid ""
"These scenarios are far more common than one might think, so this is why "
"Godot has added this feature."
msgstr ""

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@@ -0,0 +1,124 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/animations.rst:4
msgid "Animations"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/getting_started/step_by_step/animations.rst:9
msgid "Godot's animation system is extremely powerful and flexible."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:11
msgid ""
"To begin, let's use the scene from the previous tutorial (:ref:"
"`doc_splash_screen`). The goal is to add a \"fade-in\" animation to the "
"splash image. Here's a copy just in case: :download:`robisplash.zip <files/"
"robisplash.zip>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:16
msgid "Add an animation player"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:18
msgid ""
"First of all, add an :ref:`AnimationPlayer <class_AnimationPlayer>` node to "
"the scene as a child of \"background\" (the root node):"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:23
msgid ""
"When a node of this type is selected, the animation editor panel will appear:"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:28
msgid "The animation editor panel stays visible until manually hidden."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:31
msgid "Creating the animation"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:33
msgid ""
"It's time to create a new animation! Press the new animation button and name "
"the animation \"intro\" when the dialog appears."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:38
msgid ""
"Now that we have an animation the property editor enters \"animation editing"
"\" mode. In this mode, a key icon appears next to every property of the "
"property editor. In Godot any property of an object can be animated:"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:46
msgid "Editing the animation"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:48
msgid "The logo will appear from the top of the screen."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:50
msgid ""
"With the animation editor panel open, select the \"logo\" node and set the "
"\"Rect / Position\" property to ``(118, -400)`` and press the key button "
"next to the property:"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:56
msgid "When the dialog appears, confirm that you are creating a new track."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:58
msgid "The keyframe will be added in the animation player editor:"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:62
msgid "Move the editor cursor to the end, by clicking here:"
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:66
msgid ""
"Change the logo position to ``(118, 0)`` and add a keyframe again. With two "
"keyframes, the animation happens."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:71
msgid ""
"Pressing \"Play selected animation from start. (Shift-D)\" on the animation "
"panel will make the logo descend."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:76
msgid ""
"Click the \"Autoplay on Load\" button to set the animation to start "
"automatically when the scene starts."
msgstr ""
#: ../../docs/getting_started/step_by_step/animations.rst:81
msgid ""
"And finally, when running the scene, the animation should look like this:"
msgstr ""

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@@ -0,0 +1,186 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/filesystem.rst:4
msgid "File system"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/getting_started/step_by_step/filesystem.rst:9
msgid ""
"File systems are yet another hot topic in engine development. The file "
"system manages how the assets are stored, and how they are accessed. A well "
"designed file system also allows multiple developers to edit the same source "
"files and assets while collaborating together."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:14
msgid ""
"Initial versions of the Godot engine (and previous iterations before it was "
"named Godot) used a database. Assets were stored in it and assigned an ID. "
"Other approaches were tried as well, such as local databases, files with "
"metadata, etc. In the end the simple approach won and now Godot stores all "
"assets as files in the file system."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:21
msgid "Implementation"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:23
msgid ""
"The file system stores resources on disk. Anything, from a script, to a "
"scene or a PNG image is a resource to the engine. If a resource contains "
"properties that reference other resources on disk, the paths to those "
"resources are also included. If a resource has sub-resources that are built-"
"in, the resource is saved in a single file together with all the bundled sub-"
"resources. For example, a font resource is often bundled together with the "
"font textures."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:30
msgid ""
"In general the Godot file system avoids using metadata files. The reason for "
"this is simple, existing asset managers and VCSs are simply much better than "
"anything we can implement, so Godot tries the best to play along with SVN, "
"Git, Mercurial, Perforce, etc."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:35
msgid "Example of a file system contents:"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:46
msgid "project.godot"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:48
msgid ""
"The project.godot file is the project description file, and it is always "
"found at the root of the project. In fact its location defines where the "
"root is. This is the first file that Godot looks for when opening a project."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:52
msgid ""
"This file contains the project configuration in plain text, using the win."
"ini format. Even an empty project.godot can function as a basic definition "
"of a blank project."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:57
msgid "Path delimiter"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:59
msgid ""
"Godot only supports ``/`` as a path delimiter. This is done for portability "
"reasons. All operating systems support this, even Windows, so a path such as "
"``c:\\project\\project.godot`` needs to be typed as ``c:/project/project."
"godot``."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:65
msgid "Resource path"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:67
msgid ""
"When accessing resources, using the host OS file system layout can be "
"cumbersome and non-portable. To solve this problem, the special path ``res://"
"`` was created."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:71
msgid ""
"The path ``res://`` will always point at the project root (where project."
"godot is located, so in fact ``res://project.godot`` is always valid)."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:75
msgid ""
"This file system is read-write only when running the project locally from "
"the editor. When exported or when running on different devices (such as "
"phones or consoles, or running from DVD), the file system will become read-"
"only and writing will no longer be permitted."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:81
msgid "User path"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:83
msgid ""
"Writing to disk is often still needed for various tasks such as saving game "
"state or downloading content packs. To this end, the engine ensures that "
"there is a special path ``user://`` that is always writable."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:88
msgid "Host file system"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:90
msgid ""
"Alternatively host file system paths can also be used, but this is not "
"recommended for a released product as these paths are not guaranteed to work "
"on all platforms. However, using host file system paths can be very useful "
"when writing development tools in Godot!"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:96
msgid "Drawbacks"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:98
msgid ""
"There are some drawbacks to this simple file system design. The first issue "
"is that moving assets around (renaming them or moving them from one path to "
"another inside the project) will break existing references to these assets. "
"These references will have to be re-defined to point at the new asset "
"location."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:103
msgid ""
"To avoid this, do all your move, delete and rename operations from within "
"Godot, on the FileSystem dock. Never move assets from outside Godot, or "
"dependencies will have to be fixed manually (Godot detects this and helps "
"you fix them anyway, but why going the hardest route?)."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:108
msgid ""
"The second is that under Windows and macOS file and path names are case "
"insensitive. If a developer working in a case insensitive host file system "
"saves an asset as \"myfile.PNG\", but then references it as \"myfile.png\", "
"it will work just fine on their platorm, but not on other platforms, such as "
"Linux, Android, etc. This may also apply to exported binaries, which use a "
"compressed package to store all files."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:114
msgid ""
"It is recommended that your team clearly defines a naming convention for "
"files when working with Godot! One simple fool-proof convention is to only "
"allow lowercase file and path names."
msgstr ""

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@@ -0,0 +1,292 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:4
msgid "Godots design philosophy"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:6
msgid "Now that you've gotten your hands wet, let's talk about Godot's design."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:8
msgid ""
"**Every game engine is different and fits different needs.** Not only do "
"they offer a range of features, the design of each engine is unique. This "
"leads to different workflows and different ways to form your games "
"structures. This all stems from their respective design philosophies."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:11
msgid ""
"This page is here to help you understand how Godot works, starting with some "
"of its core pillars. It is not a list of available features, nor is it an "
"engine comparison. To know if any engine can be a good fit for your project, "
"you need to try it out for yourself and understand its design and "
"limitations."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:17
msgid ""
"Please watch `Discover Godot 3, the Free game engine <https://youtu."
"be/4v3qge-3CqQ>`_ if you're looking for an overview of the engine's features."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:20
msgid "Object-oriented design and composition"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:22
msgid ""
"Godot embraces object-oriented design at its core with its flexible scene "
"system and Node hierarchy. It tries to stay away from strict programming "
"patterns to offer an intuitive way to structure your game."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:26
msgid ""
"For one, Godot lets you **compose or aggregate** scenes. It's like nested "
"prefabs: you can create a BlinkingLight scene and a BrokenLantern scene that "
"uses the BlinkingLight. Then, create a city filled with BrokenLanterns. "
"Change the BlinkingLight's color, save, and all the BrokenLanterns in the "
"city will update instantly."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:33
msgid "On top of that, you can **inherit** from any scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:35
msgid ""
"A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part "
"of a level… anything youd like. It works like a class in pure code except "
"youre free to design it by using the editor, using only the code, or mixing "
"and matching the two."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:40
msgid ""
"Its different from prefabs you find in several 3D engines as you can then "
"inherit from and extend those scenes. You may create a Magician that extends "
"your Character. Modify the Character in the editor and the Magician will "
"update as well. It helps you build your projects so that their structure "
"matches the games design."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:46
msgid "|image0|"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:48
msgid ""
"Also note that Godot offers many different types of objects called nodes, "
"each with a specific purpose. Nodes are part of a tree and always inherit "
"from their parents up to the Node class. Although the engine does feature "
"components like collision shapes, theyre the exception, not the norm."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:54
msgid "|image1|"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:56
msgid ""
"Sprite is a Node2D, a CanvasItem and a Node. It has all the properties and "
"features of its three parent classes, like transforms or the ability to draw "
"custom shapes and render with a custom shader."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:61
msgid "All-inclusive package"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:63
msgid ""
"Godot tries to provide its own tools to answer most common needs. It has a "
"dedicated scripting workspace, an animation editor, a tilemap editor, a "
"shader editor, a debugger, a profiler, the ability to hot-reload locally and "
"on remote devices, etc."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:68
msgid "|image2|"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:70
msgid ""
"The goal is to offer a full package to create games and a continuous user "
"experience. You can still work with external programs as long as there is an "
"import plugin for it. Or you can create one, like the `Tiled Map Importer "
"<https://github.com/vnen/godot-tiled-importer>`__."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:75
msgid ""
"That is also partly why Godot offers its own programming languages GDscript "
"and VisualScript, along with C#. Theyre designed for the needs of game "
"developers and game designers, and theyre tightly integrated in the engine "
"and the editor."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:80
msgid ""
"GDscript lets you write simple code using Python-like syntax, yet it detects "
"types and offers a static-language's quality of auto-completion. It is also "
"optimized for gameplay code with built-in types like Vectors and Colors."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:84
msgid ""
"Note that with GDNative, you can write high-performance code using compiled "
"languages like C, C++, Rust, or Python (using the Cython compiler) without "
"recompiling the engine."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:88
msgid "|image3|"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:90
msgid ""
"*VisualScript is a node-based programming language that integrates well in "
"the editor. You can drag and drop nodes or resources into the graph to "
"create new code blocks.*"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:94
msgid ""
"Note that the 3D workspace doesnt feature as many tools as the 2D "
"workspace. Youll need external programs or add-ons to edit terrains, "
"animate complex characters, and so on. Godot provides a complete API to "
"extend the editors functionality using game code. See `The Godot editor is "
"a Godot game`_ below."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:99
msgid "|image4|"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:101
msgid ""
"*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage "
"states and transitions visually*"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:105
msgid "Open-source"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:107
msgid ""
"Godot offers a fully open-source codebase under the **MIT license.** This "
"means all the technologies that ship with it have to be Free (as in freedom) "
"as well. For the most part, theyre coded from the ground-up by contributors."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:111
msgid ""
"Anyone can plug in proprietary tools for the needs of their projects - they "
"just wont ship with the engine. This may include NViDia PhysX, Google "
"Admob, or an FBX file importer. Any of these can come as third-party plugins "
"instead."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:116
msgid ""
"On the other hand, an open codebase means you can **learn from and extend "
"the engine** to your hearts content. You can also debug games easily as "
"Godot will print errors with a stack trace, even if they come from the "
"engine itself."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:122
msgid ""
"This **does not affect the work you do with Godot** in any way: theres no "
"strings attached to the engine or anything you make with it."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:127
msgid "Community-driven"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:129
msgid ""
"**Godot is made by its community, for the community, and for all game "
"creators out there.** Its the needs of the users and open discussions that "
"drive the core updates. New features from the core developers often focus on "
"what will benefit the most users first."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:134
msgid ""
"That said, although a handful of core developers work on it full-time, the "
"project has over 500 contributors at the time of writing. Benevolent "
"programmers work on features they may need themselves, so youll see "
"improvements in all corners of the engine at the same time in every major "
"release."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:141
msgid "The Godot editor is a Godot game"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:143
msgid ""
"The Godot editor runs on the game engine. It uses the engines own UI "
"system, it can hot-reload code and scenes when you test your projects, or "
"run game code in the editor. This means you can **use the same code** and "
"scenes for your games, or **build plugins and extend the editor.**"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:148
msgid ""
"This leads to a reliable and flexible UI system as it powers the editor "
"itself. With the ``tool`` keyword, you can run any game code in the editor."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:151
msgid "|image5|"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:153
msgid ""
"*RPG in a Box is a voxel RPG editor made in Godot 2. It uses Godots UI "
"tools for its node-based programming system and for the rest of the "
"interface.*"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:157
msgid ""
"Put the ``tool`` keyword at the top of any GDscript file and it will run in "
"the editor. This lets you import and export plugins, create plugins like "
"custom level editors, or create scripts with the same nodes and API you use "
"in your projects."
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:163
msgid "Separate 2D and 3D engines"
msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:165
msgid ""
"Godot offers dedicated 2D and 3D rendering engines. As a result **the base "
"unit for 2D scenes is pixels.** Even though the engines are separate, you "
"can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interface over "
"your 3D world."
msgstr ""

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@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/index.rst:2
msgid "Step by step"
msgstr ""

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@@ -0,0 +1,165 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/instancing.rst:4
msgid "Instancing"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/getting_started/step_by_step/instancing.rst:9
msgid ""
"Creating a single scene and adding nodes into it might work for small "
"projects, but as a project grows in size and complexity, the number of nodes "
"can quickly become unmanageable. To address this, Godot allows a project to "
"be separated into any number of scenes. This provides you with a powerful "
"tool that helps you organize the different components of your game."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:15
msgid ""
"In :ref:`doc_scenes_and_nodes` you learned that a scene is a collection of "
"nodes organized in a tree structure, with a single node as the tree root."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:20
msgid ""
"You can create as many scenes as you like and save them to disk. Scenes "
"saved in this manner are called \"Packed Scenes\" and have a ``.tscn`` "
"filename extension."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:26
msgid ""
"Once a scene has been saved, it can be instanced into another scene just as "
"if it were any other node."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:31
msgid "In the above picture, Scene B was added to Scene A as an instance."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:34
msgid "Instancing By Example"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:36
msgid ""
"To learn how instancing works, let's start by downloading a sample project: :"
"download:`instancing.zip <files/instancing.zip>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:39
msgid ""
"Unzip this project anywhere you like. Then open Godot and add this project "
"to the project manager using the 'Import' button:"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:44
msgid ""
"Browse to the folder you extracted and open the \"project.godot\" file you "
"can find inside it. After doing this, the new project will appear on the "
"list of projects. Edit the project by pressing the 'Edit' button."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:48
msgid ""
"This project contains two scenes: \"Ball.tscn\" and \"Main.tscn\". The ball "
"scene uses a :ref:`RigidBody2D <class_RigidBody2D>` to provide physics "
"behavior while the main scene has a set of obstacles for the ball to collide "
"with (using :ref:`StaticBody2D <class_StaticBody2D>`)."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:57
msgid "Open the ``Main`` scene, and then select the root node:"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:61
msgid ""
"We want to add an instance of the ``Ball`` scene as a child of ``Main``. "
"Click the \"link\"-shaped button (its hover-text says \"Instance a scene "
"file as a Node.\") and select the ``Ball.tscn`` file."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:67
msgid ""
"The ball will be placed at the top-left corner of the screen area (this is "
"``(0, 0)`` in screen coordinates). Click and drag the ball somewhere near "
"the top-center of the scene:"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:73
msgid "Press \"Play\" and watch the ball fall to the bottom of the screen:"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:78
msgid "Multiple Instances"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:80
msgid ""
"You can add as many instances as you like to a scene, either by using the "
"\"Instance\" button again, or by clicking on the ball instance and pressing "
"\"Duplicate\" (Ctrl-D):"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:86
msgid "Run the scene again and all of the balls will fall."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:91
msgid "Editing instances"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:93
msgid ""
"Open the ``Ball`` scene and change the ``Bounce`` property in the Inspector "
"to `1`. Press \"Play\" and notice that all of the instanced balls are now "
"much more bouncy. Because the instanced balls are based on the saved scene, "
"changes to that scene will affect all instances."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:98
msgid ""
"You can also adjust individual instances. Set the bounce value back to "
"``0.5`` and then in the ``Main`` scene, select one of the instanced balls. "
"Set its ``Bounce`` to ``1`` and press \"Play\"."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:104
msgid ""
"Notice that a grey \"revert\" button appears next to the adjusted property. "
"When this button is present, it means you modified a property in the "
"instanced scene to override its value in the saved scene. Even if that "
"property is modified in the original scene, the custom value will remain. "
"Pressing the revert button will restore the property to the value in the "
"saved scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:112
msgid "Conclusion"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:114
msgid ""
"Instancing can be very useful when you want to create many copies of the "
"same object."
msgstr ""

View File

@@ -0,0 +1,153 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:4
msgid "Instancing (continued)"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:7
msgid "Recap"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:9
msgid "Instancing has many handy uses. At a glance, with instancing you have:"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:11
msgid "The ability to subdivide scenes and make them easier to manage."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:12
msgid ""
"A more flexible alternative to prefabs (and much more powerful given that "
"instances can be nested)."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:14
msgid ""
"A way to organize and embed complex game flows or even UIs (in Godot, UI "
"Elements are nodes, too)."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:18
msgid "Design language"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:20
msgid ""
"But the greatest strength that comes with instancing scenes is that it works "
"as an excellent design language. This is pretty much what distinguishes "
"Godot from all the other engines out there. Godot was designed from the "
"ground up around this concept."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:25
msgid ""
"When making games with Godot, the recommended approach is to dismiss most "
"common design patterns, such as MVC or Entity-Relationship diagrams, and "
"instead think about your scenes in a more natural way. Start by imagining "
"the visible elements in your game, the ones that can be named not just by a "
"programmer, but by anyone."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:31
msgid "For example, here's how a simple shooter game could be imagined:"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:35
msgid ""
"It's pretty easy to come up with a diagram like this for almost any kind of "
"game. Just write down the parts of the game that you can visualize, and then "
"add arrows to represent ownership of one component by another."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:39
msgid ""
"Once you have a diagram like this, the recommended process for making a game "
"is to create a scene for each element listed in the diagram. You'll use "
"instancing (either by code or directly in the editor) for the ownership "
"relationships."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:43
msgid ""
"A lot of time spent in programming games (or software in general) is on "
"designing an architecture and fitting game components to that architecture. "
"Designing based on scenes replaces that approach and makes development much "
"faster and more straightforward, allowing you to concentrate on the game "
"logic itself. Because most game components map directly to a scene, using a "
"design-based on scene instantiation means little other architectural code is "
"needed."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:49
msgid ""
"Let's take a look at one more, somewhat more complex, example of an open-"
"world type game with lots of assets and nested elements:"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:54
msgid ""
"Take a look at the room element. Let's say we started there. We could make a "
"couple of different room scenes, with different arrangements of furniture "
"(also scenes) in them. Later, we could make a house scene, connecting rooms "
"to make up its interior."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:59
msgid ""
"Then, we could make a citadel scene, which is made out of many instanced "
"houses. Then, we could start working on the world map terrain, adding the "
"citadel onto it."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:63
msgid ""
"Later, we could create scenes that represent guards (and other NPCs) and add "
"them to the citadel as well. As a result, they would be indirectly added to "
"the overall game world."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:67
msgid ""
"With Godot, it's easy to iterate on your game like this, as all you need to "
"do is create and instance more scenes. Furthermore, the editor UI is "
"designed to be user friendly for programmers and non-programmers alike. A "
"typical team development process can involve 2D or 3D artists, level "
"designers, game designers, and animators, all working with the editor "
"interface."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:74
msgid "Information overload!"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:76
msgid ""
"This has been a lot of high level information dropped on you all at once. "
"However, the important part of this tutorial was to create an awareness of "
"how scenes and instancing are used in real projects."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:80
msgid ""
"Everything discussed here will become second nature to you once you start "
"making games and putting these concepts into practice. For now, don't worry "
"about it too much, and just go on to the next tutorial!"
msgstr ""

View File

@@ -0,0 +1,286 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:4
msgid "Introduction to Godots editor"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:6
msgid ""
"This tutorial will run you through Godots interface. Were going to look at "
"the **Project Manager, docks, workspaces** and everything you need to know "
"to get started with the engine."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:11
msgid "Project manager"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:13
msgid ""
"When you launch Godot, the first window youll see is the Project Manager. "
"It lets you create, remove, import or play game projects."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:16
msgid "|image0|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:18
msgid ""
"In the top-right corner youll find a drop-down menu to change the editors "
"language."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:21
msgid "|image1|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:23
msgid ""
"From the **Templates** tab you can download open source project templates "
"and demos to help you get started faster."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:26
msgid "|image2|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:29
msgid "Create or import a project"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:31
msgid ""
"To create a new project, click the ``New Project`` button on the right. Give "
"it a name and choose an empty folder on your computer to save it."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:34
msgid "|image3|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:36
msgid ""
"Click the Browse button to open Godots file browser and pick a location or "
"type the folders path in the Project Path field."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:39
msgid "|image4|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:41
msgid ""
"When you see the green tick on the right, it means the engine detects an "
"empty folder and you may click ``Create``. Godot will create the project for "
"you and open it in the editor."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:45
msgid ""
"The next time youll open Godot, youll see your new project in the list. "
"Double click on it to open it in the editor."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:48
msgid "|image5|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:50
msgid ""
"You can import existing projects in a similar way, using the Import button. "
"Locate the folder that contains the project or the ``project.godot`` file to "
"import and edit it."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:54
msgid "|image7|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:56
msgid "When the folder path is correct you'll see a green checkmark."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:58
msgid "|image8|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:61
msgid "Your first look at Godots editor"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:63
msgid ""
"Welcome to Godot! With your project open you should see the editors "
"interface with the 3d viewport active. You can change the current workspace "
"at the top of the interface. Click on 2d to switch to the 2d workspace."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:68
msgid "|image9|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:70
msgid "Now you should see this interface, with empty docks on the right side."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:72
msgid "|image10|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:74
msgid ""
"At the top, from left to right, you can see the **main menus**, the "
"**workspaces**, and the **playtest buttons**."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:77
msgid ""
"On the left side you have the **FileSystem dock**, where youll manage your "
"project files and assets."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:80
msgid "|image11|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82
msgid ""
"On the right side youll find the **Scene dock** that lists the active "
"scenes content and the **Inspector** in the bottom right corner."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:85
msgid "|image12|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:87
msgid ""
"In the center you have the **Toolbar** at the top, where youll find tools "
"to move, scale or lock your scenes objects. It changes as you jump to "
"different workspaces."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:91
msgid "|image13|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:93
msgid ""
"The **Bottom Panel** is the host for the debug console, the animation "
"editor, the audio mixer… They are wide and can take precious space. Thats "
"why theyre folded by default."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:97
msgid "|image14|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:100
msgid "The workspaces"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:102
msgid ""
"You can see four workspace buttons at the top: 2D, 3D, Script and AssetLib."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:105
msgid ""
"Youll use the **2D workspace** for all types of games. On top of 2D games "
"that is where youll build your interfaces. Press F1 to access it. |image15|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:109
msgid ""
"In the **3D workspace**, you can work with meshes, lights, and design levels "
"for 3D games. Press F2 to access it."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:112
msgid "|image16|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:114
msgid ""
"Notice the text [perspective] under the toolbar, it is a button that opens a "
"list of options related to the 3D viewport."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:116
msgid "|image20|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:118
msgid ""
"The **Script** workspace is a complete code editor with a debugger, rich "
"auto-completion, and built-in code reference. Press F3 to access it, and F4 "
"to search the reference."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:122
msgid "|image17|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:124
msgid ""
"Finally the **AssetLib** is a library of Free add-ons, scripts and assets to "
"use in your projects."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:128
msgid "Modify the interface"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:130
msgid ""
"Godots interface lives in a single window. You cannot split it across "
"multiple screens although you can work with an external code editor like "
"Atom or Visual Studio for instance."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:135
msgid "Move and resize docks"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:137
msgid ""
"Click and drag on the edge of any dock or panel to resize it horizontally or "
"vertically."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:140
msgid "|image18|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:142
msgid ""
"Click the three-dotted icon at the top of any dock to change its location."
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:145
msgid "|image19|"
msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:147
msgid ""
"Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and "
"feel of the editor."
msgstr ""

View File

@@ -0,0 +1,193 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/resources.rst:4
msgid "Resources"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:7
msgid "Nodes and resources"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:9
msgid ""
"So far, :ref:`Nodes <class_Node>` have been the most important datatype in "
"Godot, as most of the behaviors and features of the engine are implemented "
"through them. There is another datatype that is equally important: :ref:"
"`Resource <class_Resource>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:15
msgid ""
"Where *Nodes* focus on behaviors, such as drawing a sprite, drawing a 3D "
"model, physics, GUI controls, etc,"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:18
msgid ""
"**Resources** are mere **data containers**. This means that they don't do "
"any action nor process any information. Resources just contain data."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:22
msgid ""
"Examples of resources are :ref:`Texture <class_Texture>`, :ref:`Script "
"<class_Script>`, :ref:`Mesh <class_Mesh>`, :ref:`Animation "
"<class_Animation>`, :ref:`AudioStream <class_AudioStream>`, :ref:`Font "
"<class_Font>`, :ref:`Translation <class_Translation>`, etc."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:32
msgid ""
"When Godot saves or loads (from disk) a scene (.tscn or .scn), an image "
"(png, jpg), a script (.gd) or pretty much anything, that file is considered "
"a resource."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:36
msgid ""
"When a resource is loaded from disk, **it is always loaded once**. That "
"means, if there is a copy of that resource already loaded in memory, trying "
"to load the resource again will just return the same copy again and again. "
"This corresponds with the fact that resources are just data containers, so "
"there is no need to have them duplicated."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:42
msgid ""
"Typically, every object in Godot (Node, Resource, or anything else) can "
"export properties, properties can be of many types (like a string, integer, "
"Vector2, etc) and one of those types can be a resource. This means that both "
"nodes and resources can contain resources as properties. To make it a little "
"more visual:"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:51
msgid "External vs built-in"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:53
msgid ""
"The resource properties can reference resources in two ways, *external* (on "
"disk) or **built-in**."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:56
msgid ""
"To be more specific, here's a :ref:`Texture <class_Texture>` in a :ref:"
"`Sprite <class_Sprite>` node:"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:61
msgid ""
"Pressing the \">\" button on the right side of the preview allows to view "
"and edit the resources properties. One of the properties (path) shows where "
"it comes from. In this case, it comes from a png image."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:67
msgid ""
"When the resource comes from a file, it is considered an *external* "
"resource. If the path property is erased (or it never had a path to begin "
"with), it is considered a built-in resource."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:71
msgid ""
"For example, if the path \\`\"res://robi.png\"\\` is erased from the \"path"
"\" property in the above example, and then the scene is saved, the resource "
"will be saved inside the .tscn scene file, no longer referencing the "
"external \"robi.png\". However, even if saved as built-in, and even though "
"the scene can be instanced multiple times, the resource will always be "
"loaded only once. That means, different Robi robot scenes instanced at the "
"same time will still share the same image."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:80
msgid "Loading resources from code"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:82
msgid ""
"Loading resources from code is easy. There are two ways to do it. The first "
"is to use load(), like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:91
msgid ""
"The second way is more optimal, but only works with a string constant "
"parameter, because it loads the resource at compile-time."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:101
msgid "Loading scenes"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:102
msgid ""
"Scenes are also resources, but there is a catch. Scenes saved to disk are "
"resources of type :ref:`PackedScene <class_PackedScene>`. This means that "
"the scene is packed inside a resource."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:106
msgid ""
"To obtain an instance of the scene, the method :ref:`PackedScene.instance() "
"<class_PackedScene_instance>` must be used."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:116
msgid ""
"This method creates the nodes in the scene's hierarchy, configures them "
"(sets all the properties) and returns the root node of the scene, which can "
"be added to any other node."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:120
msgid ""
"The approach has several advantages. As the :ref:`PackedScene.instance() "
"<class_PackedScene_instance>` function is pretty fast, adding extra content "
"to the scene can be done efficiently. New enemies, bullets, effects, etc can "
"be added or removed quickly, without having to load them again from disk "
"each time. It is important to remember that, as always, images, meshes, etc "
"are all shared between the scene instances."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:129
msgid "Freeing resources"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:131
msgid ""
"Resource extends from :ref:`Reference <class_Reference>`. As such, when a "
"resource is no longer in use, it will automatically free itself. Since, in "
"most cases, Resources are contained in Nodes, scripts or other resources, "
"when a node is removed or freed, all the children resources are freed too."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:138
msgid "Scripting"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:140
msgid ""
"Like any object in Godot, not just nodes, resources can be scripted, too. "
"However, there isn't generally much of an advantage, as resources are just "
"data containers."
msgstr ""

View File

@@ -0,0 +1,244 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:4
#: ../../docs/getting_started/step_by_step/scene_tree.rst:42
msgid "SceneTree"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:9
msgid ""
"This is where things start getting abstract, but don't panic. There's not "
"really much more depth than this."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:12
msgid ""
"In previous tutorials, everything revolved around the concept of nodes. "
"Scenes are simply a collection of nodes. They become active once they enter "
"the *scene tree*."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:16
msgid ""
"This concept deserves going into a little more detail. In fact, the scene "
"system is not even a core component of Godot, as it is possible to skip it "
"and write a script (or C++ code) that talks directly to the servers. But "
"making a game that way would be a lot of work."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:22
msgid "MainLoop"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:24
msgid ""
"The way Godot works internally is as follows. There is the :ref:`OS "
"<class_OS>` class, which is the only instance that runs at the beginning. "
"Afterwards, all drivers, servers, scripting languages, scene system, etc are "
"loaded."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:29
msgid ""
"When initialization is complete, :ref:`OS <class_OS>` needs to be supplied "
"a :ref:`MainLoop <class_MainLoop>` to run. Up to this point, all this is "
"internals working (you can check main/main.cpp file in the source code if "
"you are ever interested to see how this works internally)."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:35
msgid ""
"The user program, or game, starts in the MainLoop. This class has a few "
"methods, for initialization, idle (frame-synchronized callback), fixed "
"(physics-synchronized callback), and input. Again, this is really low level "
"and when making games in Godot, writing your own MainLoop does not even make "
"sense."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:44
msgid ""
"One of the ways to explain how Godot works, is that it's a high level game "
"engine over a low level middleware."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:47
msgid ""
"The scene system is the game engine, while the :ref:`OS <class_OS>` and "
"servers are the low level API."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:50
msgid ""
"In any case, the scene system provides its own main loop to OS, :ref:"
"`SceneTree <class_SceneTree>`. This is automatically instanced and set when "
"running a scene, no need to do any extra work."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:55
msgid ""
"It's important to know that this class exists because it has a few important "
"uses:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:58
msgid ""
"It contains the root :ref:`Viewport <class_Viewport>`, to which a scene is "
"added as a child when it's first opened, to become part of the *Scene Tree* "
"(more on that next)"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:61
msgid ""
"It contains information about the groups, and has means to call all nodes in "
"a group, or get a list of them."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:63
msgid ""
"It contains some global state functionality, such as setting pause mode, or "
"quitting the process."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:66
msgid ""
"When a node is part of the Scene Tree, the :ref:`SceneTree "
"<class_SceneTree>` singleton can be obtained by simply calling :ref:`Node."
"get_tree() <class_Node_get_tree>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:72
msgid "Root viewport"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:74
msgid ""
"The root :ref:`Viewport <class_Viewport>` is always at the top of the scene. "
"From a node, it can be obtained in two different ways:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:89
msgid ""
"This node contains the main viewport, anything that is a child of a :ref:"
"`Viewport <class_Viewport>` is drawn inside of it by default, so it makes "
"sense that the top of all nodes is always a node of this type, otherwise "
"nothing would be seen!"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:94
msgid ""
"While other viewports can be created in the scene (for split-screen effects "
"and such), this one is the only one that is never created by the user. It's "
"created automatically inside SceneTree."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:99
msgid "Scene tree"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:101
msgid ""
"When a node is connected, directly or indirectly, to the root viewport, it "
"becomes part of the *scene tree*."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:104
msgid ""
"This means that, as explained in previous tutorials, it will get the "
"_enter_tree() and _ready() callbacks (as well as _exit_tree())."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:109
msgid ""
"When nodes enter the *Scene Tree*, they become active. They get access to "
"everything they need to process, get input, display 2D and 3D, "
"notifications, play sound, groups, etc. When they are removed from the "
"*scene tree*, they lose access."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:115
msgid "Tree order"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:117
msgid ""
"Most node operations in Godot, such as drawing 2D, processing or getting "
"notifications are done in tree order. This means that parents and siblings "
"with a smaller rank in the tree order will get notified before the current "
"node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:125
msgid "\"Becoming active\" by entering the *Scene Tree*"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:127
msgid "A scene is loaded from disk or created by scripting."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:128
msgid ""
"The root node of that scene (only one root, remember?) is added as either a "
"child of the \"root\" Viewport (from SceneTree), or to any child or grand-"
"child of it."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:131
msgid ""
"Every node of the newly added scene, will receive the \"enter_tree\" "
"notification ( _enter_tree() callback in GDScript) in top-to-bottom order."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:134
msgid ""
"An extra notification, \"ready\" ( _ready() callback in GDScript) is "
"provided for convenience, when a node and all its children are inside the "
"active scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:137
msgid ""
"When a scene (or part of it) is removed, they receive the \"exit scene\" "
"notification ( _exit_tree() callback in GDScript) in bottom-to-top order"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:142
msgid "Changing current scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:144
msgid ""
"After a scene is loaded, it is often desired to change this scene for "
"another one. The simple way to do this is to use the :ref:`SceneTree."
"change_scene() <class_SceneTree_change_scene>` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:162
msgid ""
"This is a quick and useful way to switch scenes, but has the drawback that "
"the game will stall until the new scene is loaded and running. At some point "
"in your game, it may be desired to create proper loading screens with "
"progress bar, animated indicators or thread (background) loading. This must "
"be done manually using autoloads (see next chapter!) and :ref:"
"`doc_background_loading`."
msgstr ""

View File

@@ -0,0 +1,329 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:4
msgid "Scenes and nodes"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:11
msgid ""
"Imagine for a second that you are not a game developer anymore. Instead, "
"you're a chef! Change your hipster outfit for a toque and a double breasted "
"jacket. Now, instead of making games, you create new and delicious recipes "
"for your guests."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:16
msgid ""
"So, how does a chef create a recipe? Recipes are divided into two sections: "
"the first is the ingredients and the second is the instructions to prepare "
"it. This way, anyone can follow the recipe and savor your magnificent "
"creation."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:21
msgid ""
"Making games in Godot feels pretty much the same way. Using the engine feels "
"like being in a kitchen. In this kitchen, *nodes* are like a refrigerator "
"full of fresh ingredients with which to cook."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:25
msgid ""
"There are many types of nodes. Some show images, others play sound, other "
"nodes display 3D models, etc. There are dozens of them."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:29
msgid "Nodes"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:31
msgid ""
"But let's start with the basics. Nodes are fundamental building blocks for "
"creating a game. As mentioned above, a node can perform a variety of "
"specialized functions. However, any given node always has the following "
"attributes:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:35
msgid "It has a name."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:36
msgid "It has editable properties."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:37
msgid "It can receive a callback to process every frame."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:38
msgid "It can be extended (to have more functions)."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:39
msgid "It can be added to other nodes as children."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:43
msgid ""
"The last one is very important. Nodes can have other nodes as children. When "
"arranged in this way, the nodes become a **tree**."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:46
msgid ""
"In Godot, the ability to arrange nodes in this way creates a powerful tool "
"for organizing projects. Since different nodes have different functions, "
"combining them allows for the creation of more complex functions."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:50
msgid ""
"Don't worry if this doesn't click yet. We will continue to explore this over "
"the next few sections. The most important fact to remember for now is that "
"nodes exist and can be arranged this way."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:55
msgid "Scenes"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:59
msgid ""
"Now that the concept of nodes has been defined, the next logical step is to "
"explain what a Scene is."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:62
msgid ""
"A scene is composed of a group of nodes organized hierarchically (in tree "
"fashion). Furthermore, a scene:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:65
msgid "always has only one root node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:66
msgid "can be saved to disk and loaded back."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:67
msgid "can be *instanced* (more on that later)."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:69
msgid ""
"Running a game means running a scene. A project can contain several scenes, "
"but for the game to start, one of them must be selected as the main scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:72
msgid ""
"Basically, the Godot editor is a **scene editor**. It has plenty of tools "
"for editing 2D and 3D scenes as well as user interfaces, but the editor is "
"based on the concept of editing a scene and the nodes that compose it."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:77
msgid "Creating a new project"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:79
msgid ""
"Let's make these abstract concepts more concrete with an example. Following "
"a long tradition in tutorials, we'll start with a \"Hello World\" project. "
"This will introduce us to using the editor."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:83
msgid ""
"If you run the godot executable outside of a project, the Project Manager "
"appears. This helps developers manage their projects."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:88
msgid ""
"To create a new project, click the \"New Project\" option. Choose and create "
"a path for the project and specify the project name \"New Project\":"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:94
msgid "Editor"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:96
msgid ""
"Once you've created the \"New Project\", then open it. This will open the "
"Godot editor:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:101
msgid ""
"As mentioned before, making games in Godot feels like being in a kitchen, so "
"let's open the refrigerator and add some fresh nodes to the project. We'll "
"begin with a \"Hello World!\" message that we'll put on the screen."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:106
msgid ""
"To do this, press the \"New Node\" button (which looks like a plus symbol):"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:110
msgid ""
"This will open the Create Node dialog, showing the long list of nodes that "
"can be created:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:115
msgid ""
"From there, select the \"Label\" node first. Searching for it is probably "
"the quickest way:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:120
msgid "And finally, create the Label! A lot happens when Create is pressed:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:124
msgid ""
"First of all, the scene changes to the 2D editor (because Label is a 2D Node "
"type), and the Label appears, selected, at the top left corner of the "
"viewport."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:127
msgid ""
"The node appears in the scene tree editor (box in the top right corner), and "
"the label properties appear in the Inspector (box in the bottom right "
"corner)."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:131
msgid ""
"The next step will be to change the \"Text\" Property of the label. Let's "
"change it to \"Hello, World!\":"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:136
msgid ""
"Ok, everything's ready to run the scene! Press the PLAY SCENE Button on the "
"top bar (or hit F6):"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:141
msgid "Aaaand... Oops."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:145
msgid ""
"Scenes need to be saved to be run, so save the scene to something like hello."
"tscn in Scene -> Save:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:150
msgid ""
"And here's when something funny happens. The file dialog is a special file "
"dialog, and only allows you to save inside the project. The project root is "
"\"res://\" which means \"resource path\". This means that files can only be "
"saved inside the project. For the future, when doing file operations in "
"Godot, remember that \"res://\" is the resource path, and no matter the "
"platform or install location, it is the way to locate where resource files "
"are from inside the game."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:158
msgid ""
"After saving the scene and pressing run scene again, the \"Hello, World!\" "
"demo should finally execute:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:163
msgid "Success!"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:168
msgid "Configuring the project"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:170
msgid ""
"Ok, it's time to configure the project. Right now, the only way to run "
"something is to execute the current scene. Projects, however, may have "
"several scenes, so one of them must be set as the main scene. This is the "
"scene that will be loaded any time the project is run."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:175
msgid ""
"These settings are all stored in a project.godot file, which is a plaintext "
"file in win.ini format (for easy editing). There are dozens of settings that "
"you can change in this file to alter how a project executes. To simplify "
"this process, Godot provides a project settings dialog, which acts as a sort "
"of frontend to editing a project.godot file."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:181
msgid "To access that dialog, select Project -> Project Settings. Try it now."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:183
msgid ""
"Once the window opens, let's select a main scene. Locate the `Application/"
"Run/Main Scene` property and click on it to select 'hello.tscn'."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:188
msgid ""
"Now, with this change, when you press the regular Play button (or F5), this "
"scene will run, no matter which scene is actively being edited."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:191
msgid ""
"The project settings dialog provides a lot of options that can be saved to a "
"project.godot file and shows their default values. If you change a value, a "
"tick is marked to the left of its name. This means that the property will be "
"saved to the project.godot file and remembered."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:196
msgid ""
"As a side note, it is also possible to add custom configuration options and "
"read them in at run-time using the :ref:`ProjectSettings "
"<class_ProjectSettings>` singleton."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:200
msgid "To be continued..."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:202
msgid ""
"This tutorial talked about \"scenes and nodes\", but so far there has been "
"only *one* scene and *one* node! Don't worry, the next tutorial will expand "
"on that..."
msgstr ""

View File

@@ -0,0 +1,466 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/scripting.rst:4
msgid "Scripting"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/getting_started/step_by_step/scripting.rst:9
msgid ""
"Before Godot 3.0, the only choice for scripting a game was to use :ref:"
"`doc_gdscript`. Nowadays, Godot has four (yes, four!) official languages and "
"the ability to add extra scripting languages dynamically!"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:13
msgid ""
"This is great, mostly due the large amount of flexibility provided, but it "
"also makes our work supporting languages more difficult."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:16
msgid ""
"The \"Main\" languages in Godot, though, are GDScript and VisualScript. The "
"main reason to choose them is their level of integration with Godot, as this "
"makes the experience smoother; both have very slick editor integration, "
"while C# and C++ need to be edited in a separate IDE. If you are a big fan "
"of statically typed languages, go with C# and C++ instead."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:22
msgid "GDScript"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:24
msgid ""
":ref:`doc_gdscript` is, as mentioned above, the main language used in Godot. "
"Using it has some positive points compared to other languages due to its "
"high integration with Godot:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:28
msgid ""
"It's simple, elegant, and designed to be familiar for users of other "
"languages such as Lua, Python, Squirrel, etc."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:29
msgid "Loads and compiles blazingly fast."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:30
msgid ""
"The editor integration is a pleasure to work with, with code completion for "
"nodes, signals, and many other items pertaining to the scene being edited."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:31
msgid ""
"Has vector types built-in (such as Vectors, transforms, etc.), making it "
"efficient for heavy use of linear algebra."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:32
msgid ""
"Supports multiple threads as efficiently as statically typed languages - one "
"of the limitations that made us avoid VMs such as Lua, Squirrel, etc."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:33
msgid ""
"Uses no garbage collector, so it trades a small bit of automation (most "
"objects are reference counted anyway), by determinism."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:34
msgid ""
"Its dynamic nature makes it easy to optimize sections of code in C++ (via "
"GDNative) if more performance is required, all without recompiling the "
"engine."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:36
msgid ""
"If you're undecided and have experience with programming, especially "
"dynamically typed languages, go for GDScript!"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:40
msgid "VisualScript"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:42
msgid ""
"Beginning with 3.0, Godot offers :ref:`Visual "
"Scripting<doc_what_is_visual_script>`. This is a typical implementation of a "
"\"blocks and connections\" language, but adapted to how Godot works."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:46
msgid ""
"Visual scripting is a great tool for non-programmers, or even for "
"experienced developers who want to make parts of the code more accessible to "
"others, like game designers or artists."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:50
msgid ""
"It can also be used by programmers to build state machines or custom visual "
"node workflows - for example, a dialogue system."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:55
msgid ".NET / C#"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:57
msgid ""
"As Microsoft's C# is a favorite amongst game developers, we have added "
"official support for it. C# is a mature language with tons of code written "
"for it, and support was added thanks to a generous donation from Microsoft."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:62
msgid ""
"It has an excellent tradeoff between performance and ease of use, although "
"one must be aware of its garbage collector."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:65
msgid ""
"C# is usually the best choice for companies. The large amount of programmers "
"familiar with it means less time can be spent learning Godot and more time "
"can be spent programming with it."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:69
msgid ""
"Since Godot uses the `Mono <https://mono-project.com>`_ .NET runtime, in "
"theory any third-party .NET library or framework can be used for scripting "
"in Godot, as well as any Common Language Infrastructure-compliant "
"programming language, such as F#, Boo or ClojureCLR. In practice however, C# "
"is the only officially supported .NET option."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:75
msgid "GDNative / C++"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:77
msgid ""
"Finally, one of our brightest additions for the 3.0 release: GDNative allows "
"scripting in C++ without needing to recompile (or even restart) Godot."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:81
msgid ""
"Any C++ version can be used, and mixing compiler brands and versions for the "
"generated shared libraries works perfectly, thanks to our use of an internal "
"C API Bridge."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:85
msgid ""
"This language is the best choice for performance and does not need to be "
"used throughout an entire game, as other parts can be written in GDScript or "
"Visual Script. However the API is clear and easy to use as it resembles, "
"mostly, Godot's actual C++ API."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:90
msgid ""
"More languages can be made available through the GDNative interface, but "
"keep in mind we don't have official support for them."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:94
msgid "Scripting a scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:96
msgid ""
"For the rest of this tutorial we'll set up a GUI scene consisting of a "
"button and a label, where pressing the button will update the label. This "
"will demonstrate:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:100
msgid "Writing a script and attaching it to a node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:101
msgid "Hooking up UI elements via signals."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:102
msgid "Writing a script that can access other nodes in the scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:104
msgid ""
"Before continuing, please make sure to read the :ref:`doc_gdscript` "
"reference. It's a language designed to be simple, and the reference is "
"short, so it will not take more than a few minutes to get an overview of the "
"concepts."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:109
msgid "Scene setup"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:111
msgid ""
"Use the \"Add Child Node\" dialogue accessed from the Scene tab (or by "
"pressing ``Ctrl+A``) to create a hierarchy with the following nodes:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:114
msgid "Panel"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:116
msgid "Label"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:117
msgid "Button"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:119
msgid "The scene tree should look like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:123
msgid ""
"Use the 2D editor to position and resize the Button and Label so that they "
"look like the image below. You can set the text from the Inspector tab."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:128
msgid "Finally, save the scene with a name such as ``sayhello.tscn``."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:133
msgid "Adding a script"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:135
msgid ""
"Right click on the Panel node, then select \"Attach Script\" from the "
"context menu:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:140
msgid ""
"The script creation dialog will pop up. This dialog allows you to set the "
"script's language, class name, and other relevant options."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:143
msgid ""
"In GDScript the file itself represents the class, so the class name field is "
"not editable."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:146
msgid ""
"The node we're attaching the script to is a panel, so the Inherits field "
"will automatically be filled in with \"Panel\". This is what we want, as the "
"script's goal is to extend the functionality of our panel node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:150
msgid "Finally, enter a path name for the script and select Create:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:154
msgid ""
"The script will then be created and added to the node. You can see this as "
"an \"Open script\" icon next to the node in the Scene tab, as well as in the "
"script property under Inspector:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:160
msgid ""
"To edit the script, select either of these buttons, both of which are "
"highlighted in the above image. This will bring you to the script editor "
"where a default template will be included:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:165
msgid ""
"There's not much there. The ``_ready()`` function is called when the node, "
"and all its children, enters the active scene. **Note:** ``_ready()`` is not "
"the constructor; the constructor is instead ``_init()``."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:170
msgid "The role of the script"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:172
msgid ""
"A script adds behavior to a node. It is used to control how the node "
"functions as well as how it interacts with other nodes: children, parent, "
"siblings, and so on. The local scope of the script is the node. In other "
"words, the script inherits the functions provided by that node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:180
msgid "Handling a signal"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:182
msgid ""
"Signals are \"emitted\" when some specific kind of action happens, and they "
"can be connected to any function of any script instance. Signals are used "
"mostly in GUI nodes, although other nodes have them too, and you can even "
"define custom signals in your own scripts."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:187
msgid ""
"In this step, we'll connect the \"pressed\" signal to a custom function. "
"Forming connections is the first part and defining the custom function is "
"the second part. For the first part, Godot provides two ways to create "
"connections: through a visual interface the editor provides or through code."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:192
msgid ""
"While we will use the code method for the remainder of this tutorial series, "
"let's cover how the editor interface works just for future reference."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:195
msgid ""
"Select the Button node in the scene tree and then select the \"Node\" tab. "
"Next, make sure that you have \"Signals\" selected."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:200
msgid ""
"If you then select \"pressed()\" under \"BaseButton\" and click the "
"\"Connect...\" button in the bottom right, you'll open up the connection "
"creation dialogue."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:205
msgid ""
"In the bottom-left are the key things you need to create a connection: a "
"node which implements the method you want to trigger (represented here as a "
"NodePath) and the name of the method to trigger."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:209
msgid ""
"The top-left section displays a list of your scene's nodes with the emitting "
"node's name highlighted in red. Select the \"Panel\" node here. When you "
"select a node, the NodePath at the bottom will automatically update to point "
"a relative path from the emitting node to the selected node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:214
msgid ""
"By default, the method name will contain the emitting node's name (\"Button"
"\" in this case), resulting in \"_on_[EmitterNode]_[signal_name]\". If you "
"do have the \"Make Function\" check button checked, then the editor will "
"generate the function for you before setting up the connection."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:219
msgid ""
"And that concludes the guide on how to use the visual interface. However, "
"this is a scripting tutorial, so for the sake of learning, let's dive in to "
"the manual process!"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:223
msgid ""
"To accomplish this, we will introduce a function that is probably the most "
"used by Godot programmers: :ref:`Node.get_node() <class_Node_get_node>`. "
"This function uses paths to fetch nodes anywhere in the scene, relative to "
"the node that owns the script."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:228
msgid ""
"For the sake of convenience, delete everything underneath ``extends Panel``. "
"You will fill out the rest of the script manually."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:231
msgid ""
"Because the Button and Label are siblings under the Panel where the script "
"is attached, you can fetch the Button by typing the following underneath the "
"``_ready()`` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:248
msgid "Next, write a function which will be called when the button is pressed:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:264
msgid ""
"Finally, connect the button's \"pressed\" signal to ``_ready()`` by using :"
"ref:`Object.connect() <class_Object_connect>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:280
msgid "The final script should look like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:314
msgid ""
"Run the scene and press the button. You should get the following result:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:318
msgid "Why, hello there! Congratulations on scripting your first scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:322
msgid ""
"A common misunderstanding regarding this tutorial is how ``get_node(path)`` "
"works. For a given node, ``get_node(path)`` searches its immediate children. "
"In the above code, this means that Button must be a child of Panel. If "
"Button were instead a child of Label, the code to obtain it would be:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:340
msgid "Also, remember that nodes are referenced by name, not by type."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:344
msgid ""
"The right-hand panel of the connect dialogue is for binding specific values "
"to the connected function's parameters. You can add and remove values of "
"different types."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:348
msgid ""
"The code approach also enables this with a 4th ``Array`` parameter that is "
"empty be default. Feel free to read up on the ``Object.connect`` method for "
"more information."
msgstr ""

View File

@@ -0,0 +1,244 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:4
msgid "Scripting (continued)"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:7
msgid "Processing"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:9
msgid ""
"Several actions in Godot are triggered by callbacks or virtual functions, so "
"there is no need to write code that runs all the time."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:12
msgid ""
"However, it is still common to need a script to be processed on every frame. "
"There are two types of processing: idle processing and physics processing."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:16
msgid ""
"Idle processing is activated when the method :ref:`Node._process() "
"<class_Node__process>` is found in a script. It can be turned off and on "
"with the :ref:`Node.set_process() <class_Node_set_process>` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:20
msgid ""
"This method will be called every time a frame is drawn, so it's fully "
"dependent on how many frames per second (FPS) the application is running at:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:37
msgid ""
"The delta parameter contains the time elapsed in seconds, as a floating "
"point, since the previous call to ``_process()``."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:40
msgid ""
"This parameter can be used to make sure things always take the same amount "
"of time, regardless of the game's FPS."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:43
msgid ""
"For example, movement is often multiplied with a time delta to make movement "
"speed both constant and independent from the frame rate."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:46
msgid ""
"Physics processing with ``_physics_process()`` is similar, but it should be "
"used for processes that must happen before each physics step, such as "
"controlling a character. It always runs before a physics step and it is "
"called at fixed time intervals: 60 times per second by default. You can "
"change the interval from the Project Settings, under Physics -> Common -> "
"Physics Fps."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:52
msgid ""
"The function ``_process()``, however, is not synced with physics. Its frame "
"rate is not constant and is dependent on hardware and game optimization. Its "
"execution is done after the physics step on single-threaded games."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:55
msgid ""
"A simple way to test this is to create a scene with a single Label node, "
"with the following script:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:82
msgid "Which will show a counter increasing each frame."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:85
msgid "Groups"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:87
msgid ""
"Nodes can be added to groups, as many as desired per node, and is a useful "
"feature for organizing large scenes. There are two ways to do this. The "
"first is from the UI, from the Groups button under the Node panel:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:92
msgid ""
"And the second way is from code. One example would be to tag scenes which "
"are enemies:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:110
msgid ""
"This way, if the player is discovered sneaking into a secret base, all "
"enemies can be notified about its alarm sounding by using :ref:`SceneTree."
"call_group() <class_SceneTree_call_group>`:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:127
msgid ""
"The above code calls the function ``player_was_discovered`` on every member "
"of the group ``enemies``."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:130
msgid ""
"It is also possible to get the full list of ``enemies`` nodes by calling :"
"ref:`SceneTree.get_nodes_in_group() <class_SceneTree_get_nodes_in_group>`:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:143
msgid ""
"The :ref:`SceneTree <class_SceneTree>` class provides many useful methods, "
"like interacting with scenes, their node hierarchy and groups of nodes. It "
"allows you to easily switch scenes or reload them, to quit the game or pause "
"and unpause it. It even comes with interesting signals. So check it out if "
"you got some time!"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:151
msgid "Notifications"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:153
msgid ""
"Godot has a system of notifications. These are usually not needed for "
"scripting, as it's too low-level and virtual functions are provided for most "
"of them. It's just good to know they exist. For example, you may add an :ref:"
"`Object._notification() <class_Object__notification>` function in your "
"script:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:188
msgid ""
"The documentation of each class in the :ref:`Class Reference <toc-class-"
"ref>` shows the notifications it can receive. However, in most cases "
"GDScript provides simpler overrideable functions."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:193
msgid "Overrideable functions"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:195
msgid ""
"Such overrideable functions, which are described as follows, can be applied "
"to nodes:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:267
msgid ""
"As mentioned before, it's better to use these functions instead of the "
"notification system."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:271
msgid "Creating nodes"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:273
msgid ""
"To create a node from code, call the ``.new()`` method, just like for any "
"other class-based datatype. For example:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:297
msgid ""
"To delete a node, be it inside or outside the scene, ``free()`` must be used:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:313
msgid ""
"When a node is freed, it also frees all its children nodes. Because of this, "
"manually deleting nodes is much simpler than it appears. Just free the base "
"node and everything else in the subtree goes away with it."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:317
msgid ""
"A situation might occur where we want to delete a node that is currently "
"\"blocked\", because it is emitting a signal or calling a function. This "
"will crash the game. Running Godot with the debugger will often catch this "
"case and warn you about it."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:322
msgid ""
"The safest way to delete a node is by using :ref:`Node.queue_free() "
"<class_Node_queue_free>`. This erases the node safely during idle."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:340
msgid "Instancing scenes"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:342
msgid ""
"Instancing a scene from code is done in two steps. The first one is to load "
"the scene from your hard drive:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:355
msgid "Preloading it can be more convenient, as it happens at parse time:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:362
msgid ""
"But ``scene`` is not yet a node. It's packed in a special resource called :"
"ref:`PackedScene <class_PackedScene>`. To create the actual node, the "
"function :ref:`PackedScene.instance() <class_PackedScene_instance>` must be "
"called. This will return the tree of nodes that can be added to the active "
"scene:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:380
msgid ""
"The advantage of this two-step process is that a packed scene may be kept "
"loaded and ready to use so that you can create as many instances as desired. "
"This is especially useful to quickly instance several enemies, bullets, and "
"other entities in the active scene."
msgstr ""

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@@ -0,0 +1,217 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:4
msgid "Singletons (AutoLoad)"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:9
msgid ""
"Scene singletons are very useful, catering to a common use case where you "
"need to store persistent information between scenes."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:12
msgid "Albeit very powerful, the scene system by itself has a few drawbacks:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:14
msgid ""
"There is no common place to store information (e.g. a player's items etc.) "
"required by more than one scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:16
msgid ""
"While it is possible for a scene that loads and unloads other scenes as its "
"children to store information common to these child scenes, it is no longer "
"possible to run these scenes by themselves and expect them to work correctly."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:20
msgid ""
"While information can be stored to disk in \\`user://\\` and this "
"information can be loaded by scenes that require it, continuously saving and "
"loading this data when changing scenes is cumbersome and may be slow."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:24
msgid "However there is still a need in Godot to create parts of a scene that:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:26
msgid "Are always loaded, no matter which scene is opened from the editor"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:27
msgid ""
"Can store global variables, such as player information, items, money etc. "
"and share information between scenes"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:29
msgid "Can handle switching scenes and transitions"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:30
msgid ""
"Acts like a singleton, since GDScript does not support global variables by "
"design."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:32
msgid "Auto-loading nodes and scripts caters to this need."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:35
msgid "AutoLoad"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:37
msgid ""
"You can use AutoLoad to load a scene, or a script that inherits from Node (a "
"node will be created and the script will be set to it)."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:40
msgid ""
"To autoload a scene or script, select Project > Project Settings from the "
"menu and switch to the AutoLoad tab. Each entry in the list requires a name, "
"which is used as the name of the node, and the node is always added to the "
"root viewport before any other scenes are loaded."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:47
msgid ""
"This means that any node can access a singleton named \"playervariables\" "
"with:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:54
msgid "Or even simpler using the name directly:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:61
msgid "Custom scene switcher"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:63
msgid ""
"This short tutorial will explain how to make a scene switcher using "
"autoload. For simple scene switching, the :ref:`SceneTree.change_scene() "
"<class_SceneTree_change_scene>` method suffices (described in :ref:"
"`doc_scene_tree`), so this method is for more complex behavior when "
"switching between scenes."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:69
msgid ""
"First download the template from here: :download:`autoload.zip <files/"
"autoload.zip>`, then open it."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:72
msgid ""
"Two scenes are present, scene_a.tscn and scene_b.tscn on an otherwise empty "
"project. Each are identical and contain a button connected to a callback for "
"switching to the other scene. When the project runs, it starts in scene_a."
"tscn. However, this currently does nothing and pressing the button does not "
"work."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:79
msgid "global.gd"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:81
msgid ""
"First of all, create a global.gd script. The easy way to create a resource "
"from scratch is from the new resource button in the inspector tab:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:86
msgid "Save the script as `global.gd`:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:90
msgid ""
"The script should open in the script editor. The next step is to add it to "
"AutoLoad list. Select Project > Project Settings from the menu, switch to "
"the AutoLoad tab and add a new entry with name \"global\" that points to "
"this file:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:97
msgid "Now, whenever you run any of your scenes, the script is always loaded."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:99
msgid ""
"Returning to our script, the current scene needs to be fetched in the "
"`_ready()` function. Both the current scene and `global.gd` are children of "
"root, but the autoloaded nodes are always first. This means that the last "
"child of root is always the loaded scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:104
msgid ""
"Note: Make sure that global.gd extends Node, otherwise it won't be loaded!"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:117
msgid ""
"Next up is the function for changing the scene. This function frees the "
"current scene and replaces it with the requested one."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:154
msgid ""
"As mentioned in the comments above, we really want to avoid the situation of "
"having the current scene being deleted while being used (code from functions "
"of it being run), so using :ref:`Object.call_deferred() "
"<class_Object_call_deferred>` is desired at this point. The result is that "
"execution of the commands in the second function will happen at a later time "
"when no code from the current scene is running."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:162
msgid ""
"Finally, all that is left is to fill the empty functions in scene_a.gd and "
"scene_b.gd:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:172
msgid "and"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:181
msgid ""
"Now if you run the project, you can switch between both scenes by pressing "
"the button!"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:184
msgid ""
"To load scenes with a progress bar, check out the next tutorial, :ref:"
"`doc_background_loading`"
msgstr ""

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@@ -0,0 +1,81 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/splash_screen.rst:4
msgid "Splash screen"
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:7
msgid "Tutorial"
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:9
msgid ""
"This is a simple tutorial to establish the basic idea of how the GUI "
"subsystem works. The goal is to create a really simple, static splash screen."
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:15
msgid ""
"Following is a file with the assets that will be used. The extracted files "
"can be placed directly in your project folder and Godot will import them "
"automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:18
msgid ":download:`robisplash_assets.zip <files/robisplash_assets.zip>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:21
msgid "Setting up"
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:23
msgid ""
"Set the display resolution to 800x450 in Project Settings, and set up a new "
"scene like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:27
msgid ""
"The nodes \"background\" and \"logo\" are of :ref:`TextureRect "
"<class_TextureRect>` type. To display an image, just drag the corresponding "
"asset to the texture property."
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:32
msgid ""
"The node \"start\" is a :ref:`TextureButton <class_TextureButton>`. It takes "
"several images for different states, but only the normal and pressed will be "
"supplied in this example:"
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:38
msgid "Finally, the node \"copyright\" is a :ref:`Label <class_Label>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:40
msgid "Your final scene should look something like this."
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:44
msgid ""
"Go ahead and run the project. If you're satisfied with the results, "
"continue to the next tutorial."
msgstr ""

View File

@@ -0,0 +1,776 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:4
msgid "Control the game's UI with code"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:7
msgid "Intro"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:9
msgid ""
"In this tutorial you will connect a character to a life bar and animate the "
"health loss."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:14
msgid ""
"Here's what you'll create: the bar and the counter animate when the "
"character takes a hit. They fade when it dies."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:18
msgid "You will learn:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:20
msgid "How to **connect** a character to a GUI with signals"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:21
msgid "How to **control** a GUI with GDscript"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:22
msgid "How to **animate** a life bar with the :ref:`Tween <class_Tween>` node"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:25
msgid ""
"If you want to learn how to set up the interface instead, check out the step-"
"by-step UI tutorials:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:28
msgid "Create a main menu screen"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:29
msgid "Create a game user interface"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:32
msgid ""
"When you code a game, you want to build the core gameplay first: the main "
"mechanics, player input, win and loss conditions. The UI comes a bit later. "
"You want to keep all the elements that make up your project separate if "
"possible. Each character should be in its own scene, with its own scripts, "
"and so should the UI elements. This prevents bugs, keeps your project "
"manageable, and allows different team members to work on different parts of "
"the game."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:40
msgid ""
"Once the core gameplay and the UI are ready, you'll need to connect them "
"somehow. In our example, we have the Enemy who attacks the Player at "
"constant time intervals. We want the life bar to update when the Player "
"takes damage."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:45
msgid "To do this, we will use **signals**."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:49
msgid ""
"Signals are Godot's version of the Observer pattern. They allow us to send "
"out some message. Other nodes can connect to the object that **emits** the "
"signal and receive the information. It's a powerful tool we use a lot for "
"User Interface and achievement systems. You don't want to use them "
"everywhere though. Connecting two nodes adds some coupling between them. "
"When there's a lot of connections, they become hard to manage. For more "
"information on check out the `signals video tutorial <https://youtu.be/"
"l0BkQxF7X3E>`_ on GDquest."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:53
msgid "Download and explore the start project"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:55
msgid ""
"Download the Godot project: :download:`ui_code_life_bar.zip <files/"
"ui_code_life_bar.zip>`. It contains all the assets and scripts you need to "
"get started. Extract the .zip archive to get two folders: `start` and `end`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:58
msgid ""
"Load the ``start`` project in Godot. In the ``FileSystem`` dock double click "
"on LevelMockup.tscn to open it. It's an RPG game's mockup where 2 characters "
"face each other. The pink enemy attacks and damages the green square at "
"regular time intervals, until its death. Feel free to try out the game: the "
"basic combat mechanics already work. But as the character isn't connected to "
"the life bar the ``GUI`` doesn't do anything."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:68
msgid ""
"This is typical of how you'd code a game: you implement the core gameplay "
"first, handle the player's death, and only then you'll add the interface. "
"That's because the UI listens to what's happening in the game. So it can't "
"work if other systems aren't in place yet. If you design the UI before you "
"prototype and test the gameplay, chances are it won't work well and you'll "
"have to re-create it from scratch."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:71
msgid "The scene contains a background sprite, a GUI, and two characters."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:75
msgid "The scene tree, with the GUI scene set to display its children"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:77
msgid ""
"The GUI scene encapsulates all of the Game User Interface. It comes with a "
"barebones script where we get the path to nodes that exist inside the scene:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:87
msgid ""
"``number_label`` displays a life count as a number. It's a ``Label`` node"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:89
msgid "``bar`` is the life bar itself. It's a ``TextureProgress`` node"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:90
msgid ""
"``tween`` is a component-style node that can animate and control any value "
"or method from any other node"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:95
msgid ""
"The project uses a simple organisation that works for game jams and tiny "
"games."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:97
msgid ""
"At the root of the project, in the `res://` folder, you will find the "
"`LevelMockup`. That's the main game scene and the one we will work with. All "
"the components that make up the game are in the `scenes/` folder. The "
"`assets/` folder contains the game sprites and the font for the HP counter. "
"In the `scripts/` folder you will find the enemy, the player, and the GUI "
"controller scripts."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:99
msgid ""
"Click the edit scene icon to the right of the node in the scene tree to open "
"the scene in the editor. You'll see the LifeBar and EnergyBar are sub-scenes "
"themselves."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:103
msgid "The scene tree, with the Player scene set to display its children"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:106
msgid "Set up the Lifebar with the Player's max\\_health"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:108
msgid ""
"We have to tell the GUI somehow what the player's current health is, to "
"update the lifebar's texture, and to display the remaining health in the HP "
"counter in the top left corner of the screen. To do this we send the "
"player's health to the GUI every time they take damage. The GUI will then "
"update the ``Lifebar`` and ``Number`` nodes with this value."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:114
msgid ""
"We could stop here to display the number, but we need to initialize the "
"bar's ``max_value`` for it to update in the right proportions. The first "
"step is thus to tell the ``GUI`` what the green character's ``max_health`` "
"is."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:121
msgid ""
"The bar, a `TextureProgress`, has a `max_value` of `100` by default. If you "
"don't need to display the character's health with a number, you don't need "
"to change its `max_value` property. You send a percentage from the `Player` "
"to the `GUI` instead: `health / max_health * 100`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:125
msgid ""
"Click the script icon to the right of the ``GUI`` in the Scene dock to open "
"its script. In the ``_ready`` function, we're going to store the "
"``Player``'s ``max_health`` in a new variable and use it to set the "
"``bar``'s ``max_value``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:136
msgid ""
"Let's break it down. ``$\"../Characters/Player\"`` is a shorthand that goes "
"one node up in the scene tree, and retrieves the ``Characters/Player`` node "
"from there. It gives us access to the node. The second part of the "
"statement, ``.max_health``, accesses the ``max_health`` on the Player node."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:142
msgid ""
"The second line assigns this value to ``bar.max_value``. You could combine "
"the two lines into one, but we'll need to use ``player_max_health`` again "
"later in the tutorial."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:146
msgid ""
"``Player.gd`` sets the ``health`` to ``max_health`` at the start of the "
"game, so we could work with this. Why do we still use ``max_health``? There "
"are two reasons:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:150
msgid ""
"We don't have the guarantee that ``health`` will always equal "
"``max_health``: a future version of the game may load a level where the "
"player already lost some health."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:156
msgid ""
"When you open a scene in the game, Godot creates nodes one by one, following "
"the order in your Scene dock, from top to bottom. `GUI` and `Player` are not "
"part of the same node branch. To make sure they both exist when we access "
"each other, we have to use the `_ready` function. Godot calls `_ready` right "
"after it loaded all nodes, before the game starts. It's the perfect function "
"to set everything up and prepare the game session. Learn more about _ready: :"
"doc:`scripting_continued`"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:160
msgid "Update health with a signal when the player takes a hit"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:162
msgid ""
"Our GUI is ready to receive the ``health`` value updates from the "
"``Player``. To achieve this we're going to use **signals**."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:167
msgid ""
"There are many useful built-in signals like `enter_tree` and `exit_tree`, "
"that all nodes emit when they are respectively created and destroyed. You "
"can also create your own using the `signal` keyword. On the `Player` node, "
"you'll find two signals we created for you: `died` and `health_changed`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:169
msgid ""
"Why don't we directly get the ``Player`` node in the ``_process`` function "
"and look at the health value? Accessing nodes this way creates tight "
"coupling between them. If you did it sparingly it may work. As your game "
"grows bigger, you may have many more connections. If you get nodes this way "
"it gets very complex quickly. Not only that: you need to listen to the state "
"change constantly in the ``_process`` function. This check happens 60 times "
"a second and you'll likely break the game because of the order in which the "
"code runs."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:178
msgid ""
"On a given frame you may look at another node's property *before* it was "
"updated: you get a value from the last frame. This leads to obscure bugs "
"that are hard to fix. On the other hand, a signal is emitted right after a "
"change happened. It **guarantees** you're getting a fresh piece of "
"information. And you will update the state of your connected node *right "
"after* the change happened."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:187
msgid ""
"The Observer pattern, that signals derive from, still adds a bit of coupling "
"between node branches. But it's generally lighter and more secure than "
"accessing nodes directly to communicate between two separate classes. It can "
"be okay for a parent node to get values from its children. But you'll want "
"to favor signals if you're working with two separate branches. Read Game "
"Programming Patterns for more information on the `Observer pattern <http://"
"gameprogrammingpatterns.com/observer.html>`_. The `full book <http://"
"gameprogrammingpatterns.com/contents.html>`_ is available online for free."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:191
msgid ""
"With this in mind let's connect the ``GUI`` to the ``Player``. Click on the "
"``Player`` node in the scene dock to select it. Head down to the Inspector "
"and click on the Node tab. This is the place to connect nodes to listen the "
"one you selected."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:196
msgid "The first section lists custom signals defined in ``player.GD``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:198
msgid ""
"``died`` is emitted when the character just died. We will use it in a moment "
"to hide the UI."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:200
msgid "``health_changed`` is emitted when the character got hit."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:204
msgid "We're connecting to the health\\_changed signal"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:206
msgid ""
"Select ``health_changed`` and click on the Connect button in the bottom "
"right corner to open the Connect Signal window. On the left side you can "
"pick the node that will listen to this signal. Select the ``GUI`` node. The "
"right side of the screen lets you pack optional values with the signal. We "
"already took care of it in ``player.GD``. In general I recommend not to add "
"too many arguments using this window as they're less convenient than doing "
"it from the code."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:216
msgid "The Connect Signal window with the GUI node selected"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:220
msgid ""
"You can optionally connect nodes from the code. But doing it from the editor "
"has two advantages:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:222
msgid "Godot can write new callback functions for you in the connected script"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:223
msgid ""
"An emitter icon appears next to the node that emits the signal in the Scene "
"dock"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:225
msgid ""
"At the bottom of the window you will find the path to the node you selected. "
"We're interested in the second row called \"Method in Node\". This is the "
"method on the ``GUI`` node that gets called when the signal is emitted. This "
"method receives the values sent with the signal and lets you process them. "
"If you look to the right, there is a \"Make Function\" radio button that is "
"on by default. Click the connect button at the bottom of the window. Godot "
"creates the method inside the ``GUI`` node. The script editor opens with the "
"cursor inside a new ``_on_player_health_changed`` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:237
msgid ""
"When you connect nodes from the editor, Godot generates a method name with "
"the following pattern: ``_on_EmitterName_signal_name``. If you wrote the "
"method already, the \"Make Function\" option will keep it. You may replace "
"the name with anything you'd like."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:244
msgid "Godot writes the callback method for you and takes you to it"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:246
msgid ""
"Inside the parens after the function name, add a ``player_health`` argument. "
"When the player emits the ``health_changed`` signal it will send its current "
"``health`` alongside it. Your code should look like:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:257
msgid ""
"In Player.gd, when the Player emits the health\\_changed signal, it also "
"sends its health value"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:260
msgid ""
"Inside ``_on_Player_health_changed`` let's call a second function called "
"``update_health`` and pass it the ``player_health`` variable."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:265
msgid ""
"We could directly update the health value on `LifeBar` and `Number`. There "
"are two reasons to use this method instead:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:267
msgid ""
"The name makes it very clear for our future selves and teammates that when "
"the player took damage, we update the health count on the GUI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:268
msgid "We will reuse this method a bit later"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:270
msgid ""
"Create a new ``update_health`` method below ``_on_Player_health_changed``. "
"It takes a new\\_value as its only argument:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:277
msgid "This method needs to:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:279
msgid ""
"set the ``Number`` node's ``text`` to ``new_value`` converted to a string"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:281
msgid "set the ``TextureProgress``'s ``value`` to ``new_value``"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:291
msgid ""
"``str`` is a built-in function that converts about any value to text. "
"``Number``'s ``text`` property requires a string so we can't assign it to "
"``new_value`` directly"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:295
msgid ""
"Also call ``update_health`` at the end of the ``_ready`` function to "
"initialize the ``Number`` node's ``text`` with the right value at the start "
"of the game. Press F5 to test the game: the life bar updates with every "
"attack!"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:302
msgid ""
"Both the Number node and the TextureProgress update when the Player takes a "
"hit"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:306
msgid "Animate the loss of life with the Tween node"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:308
msgid ""
"Our interface is functional, but it could use some animation. That's a good "
"opportunity to introduce the ``Tween`` node, an essential tool to animate "
"properties. ``Tween`` animates anything you'd like from a start to an end "
"state over a certain duration. For example it can animate the health on the "
"``TextureProgress`` from its current level to the ``Player``'s new "
"``health`` when the character takes damage."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:315
msgid ""
"The ``GUI`` scene already contains a ``Tween`` child node stored in the "
"``tween`` variable. Let's now use it. We have to make some changes to "
"``update_health``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:319
msgid ""
"We will use the ``Tween`` node's ``interpolate_property`` method. It takes "
"seven arguments:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:322
msgid "A reference to the node who owns the property to animate"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:323
msgid "The property's identifier as a string"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:324
msgid "The starting value"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:325
msgid "The end value"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:326
msgid "The animation's duration in seconds"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:327
msgid "The type of the transition"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:328
msgid "The easing to use in combination with the equation."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:330
msgid ""
"The last two arguments combined correspond to an `easing equation <#>`__. "
"This controls how the value evolves from the start to the end point."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:334
msgid ""
"Click the script icon next to the ``GUI`` node to open it again. The "
"``Number`` node needs text to update itself, and the ``Bar`` needs a float "
"or an integer. We can use ``interpolate_property`` to animate a number, but "
"not to animate text directly. We're going to use it to animate a new ``GUI`` "
"variable named ``animated_health``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:340
msgid ""
"At the top of the script, define a new variable, name it "
"``animated_health``, and set its value to 0. Navigate back to the "
"``update_health`` method and clear its content. Let's animate the "
"``animated_health`` value. Call the ``Tween`` node's "
"``interpolate_property`` method:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:350
msgid "Let's break down the call:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:356
msgid ""
"We target ``animated_health`` on ``self``, that is to say the ``GUI`` node. "
"``Tween``'s interpolate\\_property takes the property's name as a string. "
"That's why we write it as ``\"animated_health\"``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:364
msgid ""
"The starting point is the current value the bar's at. We still have to code "
"this part, but it's going to be ``animated_health``. The end point of the "
"animation is the ``Player``'s ``health`` after the ``health_changed``: "
"that's ``new_value``. And ``0.6`` is the animation's duration in seconds."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:374
msgid ""
"The last two arguments are constants from the ``Tween`` class. "
"``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` doesn't "
"do anything with a linear transition, but we must provide this last argument "
"or we'll get an error."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:379
msgid ""
"The animation will not play until we activated the ``Tween`` node with "
"``tween.start()``. We only have to do this once if the node is not active. "
"Add this code after the last line:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:390
msgid ""
"Although we could animate the `health` property on the `Player`, we really "
"shouldn't. Characters should lose life instantly when they get hit. It makes "
"it a lot easier to manage their state, like to know when one died. You "
"always want to store animations in a separate data container or node. The "
"`tween` node is perfect for code-controlled animations. For hand-made "
"animations, check out `AnimationPlayer`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:393
msgid "Assign the animated\\_health to the LifeBar"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:395
msgid ""
"Now the ``animated_health`` variable animates but we don't update the actual "
"``Bar`` and ``Number`` nodes anymore. Let's fix this."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:398
msgid "So far, the update\\_health method looks like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:407
msgid ""
"In this specific case, because ``number_label`` takes text, we need to use "
"the ``_process`` method to animate it. Let's now update the ``Number`` and "
"``TextureProgress`` nodes like before, inside of ``_process``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:420
msgid ""
"`number_label` and `bar` are variables that store references to the `Number` "
"and `TextureProgress` nodes."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:422
msgid ""
"Play the game to see the bar animate smoothly. But the text displays decimal "
"number and looks like a mess. And considering the style of the game, it'd be "
"nice for the life bar to animate in a choppier fashion."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:428
msgid "The animation is smooth but the number is broken"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:430
msgid ""
"We can fix both problems by rounding out ``animated_health``. Use a local "
"variable named ``round_value`` to store the rounded ``animated_health``. "
"Then assign it to ``number_label.text`` and ``bar.value``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:442
msgid "Try the game again to see a nice blocky animation."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:446
msgid "By rounding out animated\\_health we hit two birds with one stone"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:450
msgid ""
"Every time the player takes a hit, the ``GUI`` calls "
"``_on_Player_health_changed``, which in turn calls ``update_health``. This "
"updates the animation and the ``number_label`` and ``bar`` follow in "
"``_process``. The animated life bar that shows the health going down "
"gradually is just a trick. It makes the GUI feel alive. If the ``Player`` "
"takes 3 damage, it happens in an instant."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:458
msgid "Fade the bar when the Player dies"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:460
msgid ""
"When the green character dies, it plays a death animation and fades out. At "
"this point, we shouldn't show the interface anymore. Let's fade the bar as "
"well when the character died. We will reuse the same ``Tween`` node as it "
"manages multiple animations in parallel for us."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:465
msgid ""
"First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to "
"know when it just died. Press :kbd:`F1` to jump back to the 2D Workspace. "
"Select the ``Player`` node in the Scene dock and click on the Node tab next "
"to the Inspector."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:470
msgid "Find the ``died`` signal, select it, and click the Connect button."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:474
msgid "The signal should already have the Enemy connected to it"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:476
msgid ""
"In the Connecting Signal window, connect to the ``GUI`` node again. The Path "
"to Node should be ``../../GUI`` and the Method in Node should show "
"``_on_Player_died``. Leave the Make Function option on and click Connect at "
"the bottom of the window. This will take you to the ``GUI.gd`` file in the "
"Script Workspace."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:484
msgid "You should get these values in the Connecting Signal window"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:488
msgid ""
"You should see a pattern by now: every time the GUI needs a new piece of "
"information, we emit a new signal. Use them wisely: the more connections you "
"add, the harder they are to track."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:490
msgid ""
"To animate a fade on a UI element, we have to use its ``modulate`` property. "
"``modulate`` is a ``Color`` that multiplies the colors of our textures."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:496
msgid ""
"`modulate` comes from the `CanvasItem` class, All 2D and UI nodes inherit "
"from it. It lets you toggle the visibility of the node, assign a shader to "
"it, and modify it using a color with `modulate`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:498
msgid ""
"``modulate`` takes a ``Color`` value with 4 channels: red, green, blue and "
"alpha. If we darken any of the first three channels it darkens the "
"interface. If we lower the alpha channel our interface fades out."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:502
msgid ""
"We're going to tween between two color values: from a white with an alpha of "
"``1``, that is to say at full opacity, to a pure white with an alpha value "
"of ``0``, completely transparent. Let's add two variables at the top of the "
"``_on_Player_died`` method and name them ``start_color`` and ``end_color``. "
"Use the ``Color()`` constructor to build two ``Color`` values."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:515
msgid ""
"``Color(1.0, 1.0, 1.0)`` corresponds to white. The fourth argument, "
"respectively ``1.0`` and ``0.0`` in ``start_color`` and ``end_color``, is "
"the alpha channel."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:519
msgid ""
"We then have to call the ``interpolate_property`` method of the ``Tween`` "
"node again:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:526
msgid ""
"This time we change the ``modulate`` property and have it animate from "
"``start_color`` to the ``end_color``. The duration is of one second, with a "
"linear transition. Here again, because the transition is linear, the easing "
"does not matter. Here's the complete ``_on_Player_died`` method:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:539
msgid "And that is it. You may now play the game to see the final result!"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:543
msgid "The final result. Congratulations for getting there!"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:547
msgid ""
"Using the exact same techniques, you can change the color of the bar when "
"the Player gets poisoned, turn the bar red when its health drops low, shake "
"the UI when they take a critical hit... the principle is the same: emit a "
"signal to forward the information from the `Player` to the `GUI` and let the "
"`GUI` process it."
msgstr ""

View File

@@ -0,0 +1,860 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:4
msgid "Design the GUI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:6
msgid ""
"Now that you've nailed the basics, we're going to see how to build a Game "
"User Interface (GUI) with reusable UI components: a life bar, an energy bar, "
"and bomb and rupee counters. By the end of this tutorial, you'll have a game "
"GUI, ready to control with GDscript or VisualScript:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:13
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:613
msgid "The final result"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:15
msgid "You'll also learn to:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:17
msgid "Create flexible UI components"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:18
msgid "Use scene inheritance"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:19
msgid "Build a complex UI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:21
msgid ""
"Download the project files: :download:`ui_gui_design.zip <files/"
"ui_gui_design.zip>` and extract the archive. Import the `start/` project in "
"Godot to follow this tutorial. The `end/` folder contains the final result."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:25
msgid "Breaking down the UI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:27
msgid ""
"Let's break down the final UI and plan the containers we'll use. As in the :"
"doc:`ui_main_menu`, it starts with a ``MarginContainer``. Then, we can see "
"up to three columns:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:31
msgid "The life and energy counters on the left"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:32
msgid "The life and energy bars"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:33
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:39
msgid "The bomb and rupee counters on the right"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:35
msgid ""
"But the bar's label and the gauge are two parts of the same UI element. If "
"we think of them this way, we're left with two columns:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:38
msgid "The life and energy bars on the left"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:41
msgid ""
"This makes it easier to nest containers: we have some margins around the "
"border of the screen using a ``MarginContainer``, followed by an "
"``HBoxContainer`` to manage our two columns. The two bars stack on top of "
"one another inside a ``VBoxContainer``. And we'll need a last "
"``HBoxContainer`` in the right column to place the bomb and rupee counters "
"side-by-side."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:50
msgid "We get a clean UI layout with only 4 containers"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:52
msgid ""
"We will need extra containers inside the individual UI components, but this "
"gives us the main GUI scene's structure. With this plan in place, we can "
"jump into Godot and create our GUI."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:57
msgid "Create the base GUI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:59
msgid ""
"There are two possible approaches to the GUI: we can design elements in "
"separate scenes and put them together, or prototype everything in a single "
"scene and break it down later. I recommend working with a single scene as "
"you can play with your UI's placement and proportions faster this way. Once "
"it looks good, you can save entire sections of the node tree as reusable sub-"
"scenes. We'll do just that in a moment."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:66
msgid "For now, let's start with a few containers."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:68
msgid ""
"Create a new scene and add a ``MarginContainer``. Select the node and name "
"it ``GUI``. Then save the scene as ``GUI.tscn``. It will contain the entire "
"GUI."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:72
msgid ""
"With the ``MarginContainer`` selected, head to the inspector and scroll down "
"to the custom constants section. Unfold it and click the field next to each "
"of the ``Margin`` properties. Set them all to ``20`` pixels. Next, add an "
"``HBoxContainer`` node. This one will contain our two bars on the left and "
"separate them from the two counters on the right."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:78
msgid ""
"We want to stack the bars vertically inside the ``HBoxContainer``. To do "
"this, let's add a ``VBoxContainer``. Name it ``Bars``. Select the parent "
"``HBoxContainer`` again and this time, add another ``HBoxContainer``. This "
"one will hold the counters, so call it ``Counters``. With these four "
"containers, we have the base for our GUI scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:86
msgid "You should have 4 containers that look like this"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:90
msgid ""
"We can work this way because we first broke down our UI design and took a "
"few moments to think about the containers we'd use. When you follow a "
"tutorial like this, it may seem weird. But once you're working on real "
"games, you'll see it's an efficient workflow."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:96
msgid "Create the bars' base"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:98
msgid ""
"Each bar is split into two sub-elements that align horizontally: the label "
"with the health count on the left, and the gauge on the right. Once again, "
"the ``HBoxContainer`` is the perfect tool for the job. Select the ``Bars`` "
"node and add a new ``HBoxContainer`` inside of it. Name it ``Bar``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:104
msgid ""
"The label itself requires at least three nodes: a ``NinePatchRect`` for the "
"background, on top of which we'll add a texture on the left, either ``HP`` "
"or ``EP``, and a ``Label`` on the right for the value. We can nest "
"``Control`` nodes however we want. We could use the ``NinePatchRect`` as a "
"parent for the two other elements, as it encompasses them. In general, you "
"want to use containers instead, as their role is to help organize UI "
"components. We'll need a ``MarginContainer`` later anyway to add some space "
"between the life count and the gauge. Select the ``Bar`` and add a "
"``MarginContainer``. Name it ``Count``. Inside of it, add three nodes:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:115
msgid "A ``NinePatchRect`` named ``Background``"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:116
msgid "A ``TextureRect`` named ``Title``"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:117
msgid "And a ``Label`` named ``Number``"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:119
msgid "To add the nodes as siblings, always select the ``Count`` node first."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:123
msgid ""
"Your scene tree should look like this. We're ready to throw in some textures"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:126
msgid ""
"Our scene is still empty. It's time to throw in some textures. To load the "
"textures, head to the FileSystem dock to the left of the viewport. Browse "
"down to the res://assets/GUI folder."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:132
msgid "You should see a list of textures that we'll use to skin our interface."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:135
msgid ""
"Select the ``Background`` in the Scene dock. In the Inspector, you should "
"see a ``Texture`` property. In the FileSystem tab, click and drag "
"``label_HP_bg.png`` onto the ``Texture`` slot. It stays squashed. The parent "
"MarginContainer will force its size down to 0 until we force elements inside "
"the container to have a minimum size. Select the ``Background`` node. In the "
"Inspector, scroll down to the Rect section. Set ``Min Size`` to (100, 40). "
"You should see the ``Background`` resize along with its parent containers."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:144
msgid ""
"Next, select the ``Title`` and drag and drop ``label_HP.png`` into its "
"``Texture`` slot. Select the ``Number`` node, click the field next to the "
"``Text`` property and type ``10``. This way, we can see both nodes in the "
"viewport. They should stack up in the top-left corner of their parent "
"``MarginContainer``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:152
msgid "If you select both nodes, you should see something like this"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:154
msgid ""
"As they have a container as their direct parent, we cannot move them freely: "
"the ``Count`` node will always reset their anchors, their size and position. "
"Try to move and resize the nodes in the viewport. Then, select any of the "
"three textures and press Ctrl Up or Ctrl Down to reorder them in the Scene "
"dock. They'll snap back to their previous size and position."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:161
msgid ""
"Parent containers control the size, the scale, the margins, and the anchors "
"of their direct children. To modify the nodes, you must nest them inside a "
"regular Control or another UI element. We'll use the ``Background`` as a "
"parent for the ``Title`` and ``Number``. Select both the ``Title`` and "
"``Number``, and drag and drop them onto ``Background``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:170
msgid ""
"By using the Background node as the two textures' parent, we take control "
"away from the Count MarginContainer"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:173
msgid ""
"Select the ``Title`` and in the Inspector, change its ``Stretch Mode`` "
"property to ``Keep Centered``. Next find the ``Rect`` category in the "
"Inspector and change the ``Size`` property to (50, 40) so it only takes the "
"left half of the background. Next, select the ``Number`` node. In the "
"viewport, click the ``Layout`` menu and click ``Full Rect``. The node will "
"resize to fit the ``Background``. Head to the Inspector and change its "
"``Align`` property to ``Right``, and the ``VAlign`` property to ``Center``. "
"The text should snap to the center of the ``Background``'s right edge. "
"Resize the node horizontally so it takes the right half of the "
"``Background`` and there's a bit of padding with the right edge."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:186
msgid ""
"Here's how the nodes' bounding boxes should look in the viewport. Keep it "
"rough, you don't need to place them too precisely for now."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:190
msgid "Replace the Label's font"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:192
msgid ""
"The label's font is too small. We need to replace it. Select the ``Number`` "
"node and in the Inspector, scroll down to the ``Control`` class, and find "
"the ``Custom Font`` category. Click the field next to the ``Font`` property "
"and click on ``New Dynamic Font``. Click on the field again and select Edit."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:198
msgid ""
"You will enter the ``Dynamic Font`` resource. Unfold the ``Font`` category "
"and click the field next to ``Font Data``. Click the ``Load`` button. In the "
"file browser, navigate down to the assets/font folder and double click "
"``Comfortaa-Bold.ttf`` to open it. You should see the font update in the "
"viewport. Unfold the settings category to change the font size. Set the "
"``Size`` property to a higher value, like ``24`` or ``28``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:206
msgid ""
"We now need the text's baseline, the number's lower edge, to align with the "
"HP texture on the left. To do so, still in the ``DynamicFont`` resource, you "
"can tweak the ``Bottom`` property under the ``Extra Spacing`` category. It "
"adds some bottom padding to the text. Click the ``Number`` node in the Scene "
"tab to go back to the node's properties and change the ``VAlign`` to "
"``Bottom``. To adjust the text's baseline, click on the font field under the "
"``Custom Font`` category again and tweak the ``Bottom`` property until the "
"text aligns with the ``Title`` node. I used a value of ``2`` pixels."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:218
msgid "With a Bottom value of 2 pixels, the Number aligns with the Title"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:220
msgid ""
"With this, we just finished the hardest part of the GUI. Congratulations! "
"Let's move on to the simpler nodes."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:224
msgid "Add the progress bar"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:226
msgid ""
"We need one last element to complete our life bar: the gauge itself. Godot "
"ships with a ``TextureProgress`` node that has everything we need."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:229
msgid ""
"Select the Bar node and add a ``TextureProgress`` inside of it. Name it "
"``Gauge``. In the inspector unfold the ``Textures`` section. Head to the "
"FileSystem dock and drag and drop the ``lifebar_bg.png`` texture onto the "
"``Under`` slot. Do the same with the ``lifebar_fill.png`` image and drop it "
"onto the ``Progress`` slot. Under the ``Range`` class in the inspector, "
"change the ``Value`` property to ``50`` to see the gauge fill up."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:237
msgid "With only five ``Control`` nodes, our first bar is ready to use."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:241
msgid ""
"That's it, our life bar is ready. This last part was quick, wasn't it? "
"That's thanks to our robust container setup."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:245
msgid "Design the bomb and rupee counters"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:247
msgid ""
"The bomb and rupee counters are like the bar's ``Count`` node. So we'll "
"duplicate it and use it as a template."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:250
msgid ""
"Under the ``Bar`` node, select ``Count`` and press Ctrl D to duplicate it. "
"Drag and drop the new node under the ``Counters`` ``HBoxContainer`` at the "
"bottom of the scene tree. You should see it resize automatically. Don't "
"worry about this for now, we'll fix the size soon."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:255
msgid ""
"Rename the ``Count2`` node to ``Counter``. Unlike the bars, we want the "
"number to be on the left, and an icon to sit on the right. The setup is the "
"same: we need background, a ``NinePatchFrame``, the title, and the number "
"nodes. The ``Title`` node is a ``TextureRect``, so it's what we need to "
"display the icon. In the scene tree, select the ``Title`` node, and rename "
"it to ``Icon``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:264
msgid "Here's how your node tree should look so far"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:266
msgid ""
"With the ``Icon`` node selected, in the inspector, scroll to the top to see "
"the ``Texture`` slot. Head to the FileSystem dock on the left and select the "
"``bombs_icon.png``. Drag and drop it onto the ``Texture`` slot. In the Scene "
"Tab select both the ``Icon`` and the ``Number`` nodes. Click the Layout menu "
"in the toolbar at the top of the viewport and select ``Full Rect``. Both "
"nodes will update to fit the size of the ``Background``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:276
msgid "The nodes anchor to the entire Background, but their position is off"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:278
msgid ""
"Let's change the ``Number``'s align properties to move it to the left and "
"center of the ``Background``. Select the ``Number`` node, change its "
"``Align`` property to left and the ``VAlign`` property to centre. Then "
"resize its left edge a little bit to add some padding between the left edge "
"of the ``Background`` and the text."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:286
msgid "The Number node aligned to the left and centre"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:288
msgid ""
"To overlap the Icon and the background, we need a few tweaks. First, our "
"background is a bit too tall. It's because it's inside a margin container "
"that is controlled by the top-most GUI node. Select the GUI node at the top "
"of the scene tree and downsize it vertically so that it's as thin as "
"possible. You'll see the gauge prevents you from making it too small. A "
"container cannot be smaller than the minimal size of its children. The "
"container's margins also weigh in."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:296
msgid ""
"Select the Icon, click the Layout menu, and select ``Full Rect`` to re-"
"center it. We need it to anchor to the ``Background``'s right edge. Open the "
"Layout menu again and select ``Center Right``. Move the icon up so it is "
"centered vertically with the ``Background``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:304
msgid ""
"The bomb icon anchors to the Background's right edge. Resize the Counter "
"container to see the Icon node stick to its right side"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:307
msgid ""
"Because we duplicated the ``Counter`` from the bar's ``Count``, the "
"``Number`` node's font is off. Select the ``Number`` node again, head to the "
"``Font`` property, and click it to access the ``DynamicFont`` resource. In "
"the ``Extra Spacing`` section, change the ``Bottom`` value to ``0`` to reset "
"the font's baseline. Our counter now works as expected."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:314
msgid ""
"While we are at it, let's make it so the ``Counters`` snap to the right edge "
"of the viewport. To achieve this we will set the ``Bars`` container to "
"expand and take all the horizontal space. Select the ``Bars`` node and "
"scroll down to the ``Size Flags`` category. In the ``Horizontal`` category, "
"check the ``Expand`` value. The ``Bars`` node should resize and push the "
"counter to the rightmost of the screen."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:323
msgid ""
"An expanding container eats all the space it can from its parent, pushing "
"everything else along the way"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:327
msgid "Turn the bar and counter into reusable UI components"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:329
msgid ""
"We have one bar and one counter widget. But we need two of each. We may need "
"to change the bars' design or their functionality later on. It'd be great if "
"we could have a single scene to store a UI element's template, and child "
"scenes to work on variations. Godot lets us do this with Inherited Scenes."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:335
msgid ""
"Let's save both the ``Counter`` and the ``Bar`` branches as separate scenes "
"that we'll reduce to create the ``LifeBar``, the ``EnergyBar``, the "
"``BombCounter``, and the ``RupeeCounter``. Select the ``Bar`` HBoxContainer. "
"Right click on it and click on ``Save Branch as Scene``. Save the scene as "
"``Bar.tscn``. You should see the node branch turn it to a single ``Bar`` "
"node."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:344
msgid ""
"A scene is a tree of nodes. The topmost node is the tree's **root**, and the "
"children at the bottom of the hierarchy are **leaves**. Any node other than "
"the root along with one more children is a **branch**. We can encapsulate "
"node branches into separate scenes, or load and merge them from other scenes "
"into the active one. Right click on any node in the Scene dock and select "
"``Save Branch as Scene`` or ``Merge from Scene``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:352
msgid ""
"Then, select the ``Counter`` node and do the same. Right click, ``Save "
"Branch as Scene``, and save it as ``Counter.tscn``. A new edit scene icon "
"appears to the right of the nodes in the scene tree. Click on the one next "
"to ``Bar`` to open the corresponding scene. Resize the ``Bar`` node so that "
"its bounding box fits its content. The way we named and place the Control "
"nodes, we're ready to inherit this template and create the life bar. It's "
"the same for the ``Counter``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:362
msgid "With no extra changes, our Bar is ready to use"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:365
msgid "Use Scene Inheritance to create the remaining elements"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:367
msgid ""
"We need two bars that work the same way: they should feature a label on the "
"left, with some value, and a horizontal gauge on the right. The only "
"difference is that one has the HP label and is green, while the other is "
"called EP and is yellow. Godot gives us a powerful tool to create a common "
"base to reuse for all bars in the game: **inherited scenes**."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:375
msgid ""
"Inherited scenes help us keep the GUI scene clean. In the end, we will only "
"have containers and one node for each UI component."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:378
msgid ""
"On an inherited scene, you can change any property of every node in the "
"inspector, aside from its name. If you modify and save the parent scene, all "
"the inherited scenes update to reflect the changes. If you change a value in "
"the inherited scene, it will always overrides the parent's property. It's "
"useful for UIs as they often require variations of the same elements. In "
"general, in UI design, buttons, panels etc. share a common base style and "
"interactions. We don't want to copy it over to all variations manually."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:387
msgid ""
"A reload icon will appear next to the properties you override. Click it to "
"reset the value to the parent scene's default."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:392
msgid ""
"Think of scene inheritance like the node tree, or the ``extends`` keyword in "
"GDScript. An inherited scene does everything like its parent, but you can "
"override properties, resources and add extra nodes and scripts to extend its "
"functionality."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:398
msgid "Inherit the Bar Scene to build the LifeBar"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:400
msgid ""
"Go to ``Scene -> New Inherited Scene`` to create a new type of ``Bar``. "
"Select the Bar scene and open it. You should see a new [unsaved] tab, that's "
"like your ``Bar``, but with all nodes except the root in grey. Press ``Meta"
"+S`` to save the new inherited scene and name it ``LifeBar``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:408
msgid "You can't rename grey nodes. This tells you they have a parent scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:410
msgid ""
"First, rename the root or top level node to ``LifeBar``. We always want the "
"root to describe exactly what this UI component is. The name differentiates "
"this bar from the ``EnergyBar`` we'll create next. The other nodes inside "
"the scene should describe the component's structure with broad terms, so it "
"works with all inherited scenes. Like our ``TextureProgress`` and ``Number`` "
"nodes."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:419
msgid ""
"If you've ever done web design, it's the same spirit as working with CSS: "
"you create a base class, and add variations with modifier classes. From a "
"base button class, you'll have button-green and button-red variations for "
"the user to accept and refuse prompts. The new class contains the name of "
"the parent element and an extra keyword to explain how it modifies it. When "
"we create an inherited scene and change the name of the top level node, "
"we're doing the same thing."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:428
msgid "Design the EnergyBar"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:430
msgid ""
"We already setup the ``LifeBar``'s design with the main ``Bar`` scene. Now "
"we need the ``EnergyBar``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:433
msgid ""
"Let's create a new inherited scene, and once again select the ``Bar.tscn`` "
"scene and open it. Double-click on the ``Bar`` root node and rename it to "
"``EnergyBar``. Save the new scene as ``EnergyBar.tscn``. We need to replace "
"the HP texture with EP one, and to change the textures on the gauge."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:439
msgid ""
"Head to the FileSystem dock on the left, select the ``Title`` node in the "
"Scene tree and drag and drop the ``label_EP.png`` file onto the texture "
"slot. Select the ``Number`` node and change the ``Text`` property to a "
"different value like ``14``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:444
msgid ""
"You'll notice the EP texture is smaller than the HP one. We should update "
"the ``Number``'s font size to better fit it. A font is a resource. All the "
"nodes in the entire project that use this resource will be affected by any "
"property we change. You can try to change the size to a huge value like "
"``40`` and switch back to the ``LifeBar`` or the ``Bar`` scenes. You will "
"see the text increased in size."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:453
msgid "If we change the font resource, all the nodes that use it are affected"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:456
msgid ""
"To change the font size on this node only, we must create a copy of the font "
"resource. Select the ``Number`` node again and click on the wrench and "
"screwdriver icon on the top right of the inspector. In the drop-down menu, "
"select the ``Make Sub-Resources Unique`` option. Godot will find all the "
"resources this node uses and create unique copies for us."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:464
msgid "Use this option to create unique copies of the resources for one node"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:468
msgid ""
"When you duplicate a node from the Scene tree, with ``Meta+D``, it shares "
"its resources with the original node. You need to use ``Make Sub-Resources "
"Unique`` before you can tweak the resources without affecting the source "
"node."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:473
msgid ""
"Scroll down to the ``Custom Font`` section and open ``Font``. Lower the "
"``Size`` to a smaller value like ``20`` or ``22``. You may also need to "
"adjust the ``Bottom`` spacing value to align the text's baseline with the EP "
"label on the left."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:480
msgid "The EP Count widget, with a smaller font than its HP counterpart"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:482
msgid ""
"Now, select the ``TextureProgress`` node. Drag the ``energy_bar_bg.png`` "
"file onto the ``Under`` slot and do the same for ``energy_bar_fill.png`` and "
"drop it onto the ``Progress`` texture slot."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:486
msgid ""
"You can resize the node vertically so that its bounding rectangle fits the "
"gauge. Do the same with the ``Count`` node until its size aligns with that "
"of the bar. Because the minimal size of ``TextureProgress`` is set based on "
"its textures, you won't be able to downsize the ``Count`` node below that. "
"That is also the size the ``Bar`` container will have. You may downscale "
"this one as well."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:493
msgid ""
"Last but not least, the ``Background`` container has a minimum size that "
"makes it a bit large. Select it and in the ``Rect`` section, change the "
"``Min Size`` property down to ``80`` pixels. It should resize automatically "
"and the ``Title`` and ``Number`` nodes should reposition as well."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:501
msgid "The Count looks better now it's a bit smaller"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:505
msgid ""
"The Count node's size affects the position of the TextureProgress. As we'll "
"align our bars vertically in a moment, we're better off using the Counter's "
"left margin to resize our EP label. This way both the EnergyBar's Count and "
"the LifeBar's Count nodes are one hundred pixels wide, so both gauges will "
"align perfectly."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:512
msgid "Prepare the bomb and rupee counters"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:514
msgid ""
"Let us now take care of the counters. Go to ``Scene -> New Inherited Scene`` "
"and select the ``Counter.tscn`` as a base. Rename the root node as "
"``BombCounter`` too. Save the new scene as ``BombCounter.tscn``. That's all "
"for this scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:521
msgid "The bomb counter is the same as the original Counter scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:523
msgid ""
"Go to ``Scene -> New Inherited Scene`` again and select ``Counter.tscn`` "
"once more. Rename the root node ``RupeeCounter`` and save the scene as "
"``RupeeCounter.tscn``. For this one, we mainly need to replace the bomb icon "
"with the rupee icon. In the FileSystem tab, drag the ``rupees_icon.png`` "
"onto the ``Icon`` node's ``Texture`` slot. ``Icon`` already anchors to the "
"right edge of the ``Background`` node so we can change its position and it "
"will scale and reposition with the ``RupeeCounter`` container. Shift the "
"rupee icon a little bit to the right and down. Use the Arrow Keys on the "
"keyboard to nudge its position. Save, and we're done with all the UI "
"elements."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:536
msgid "The rupee counter should look about like this"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:539
msgid "Add the UI components to the final GUI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:541
msgid ""
"Time to add all the UI elements to the main GUI scene. Open the ``GUI.tscn`` "
"scene again, and delete the ``Bar`` and ``Counter`` nodes. In the FileSystem "
"dock, find the ``LifeBar.tscn`` and drag and drop it onto the ``Bars`` "
"container in the scene tree. Do the same for the ``EnergyBar``. You should "
"see them align vertically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:549
msgid "The LifeBar and the EnergyBar align automatically"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:551
msgid ""
"Now, drag and drop the ``BombCounter.tscn`` and ``RupeeCounter.tscn`` scenes "
"onto the ``Counters`` node. They'll resize automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:556
msgid "The nodes resize to take all the available vertical space"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:558
msgid ""
"To let the ``RupeeCounter`` and ``BombCounter`` use the size we defined in "
"``Counter.tscn``, we need to change the ``Size Flags`` on the ``Counters`` "
"container. Select the ``Counters`` node and unfold the ``Size Flags`` "
"section in the Inspector. Uncheck the ``Fill`` tag for the ``Vertical`` "
"property, and check ``Shrink Center`` so the container centers inside the "
"``HBoxContainer``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:567
msgid "Now both counters have a decent size"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:571
msgid ""
"Change the ``Min Size`` property of the ``Counters`` container to control "
"the height of the counters' background."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:574
msgid ""
"We have one small issue left with the EP label on the EnergyBar: the 2 bars "
"should align vertically. Click the icon next to the ``EnergyBar`` node to "
"open its scene. Select the ``Count`` node and scroll down to the ``Custom "
"Constant`` section. Add a ``Margin Left`` of ``20``. In the ``Rect`` section "
"set the node's ``Min Size`` back to 100, the same value as on the LifeBar. "
"The ``Count`` should now have some margin on the left. If you save and go "
"back to the GUI scene, it will be aligned vertically with the ``LifeBar``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:585
msgid "The 2 bars align perfectly"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:589
msgid ""
"We could have setup the ``EnergyBar`` this way a few moments ago. But this "
"shows you that you can go back to any scene anytime, tweak it, and see the "
"changes propagate through the project!"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:594
msgid "Place the GUI onto the game's mockup"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:596
msgid ""
"To wrap up the tutorial we're going to insert the GUI onto the game's mockup "
"scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:599
msgid "Head to the FileSystem dock and open ``LevelMockup.tscn``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:601
msgid ""
"Drag-and-drop the ``GUI.tscn`` scene right below the ``bg`` node and above "
"the ``Characters``. The GUI will scale to fit the entire viewport. Head to "
"the Layout menu and select the ``Center Top`` option so it anchors to the "
"top edge of the game window. Then resize the GUI to make it as small as "
"possible vertically. Now you can see how the interface looks in the context "
"of the game."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:608
msgid ""
"Congratulations for getting to the end of this long tutorial. You can find "
"final project `here <#>`__."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:617
msgid ""
"**A final note about Responsive Design**. If you resize the GUI, you'll see "
"the nodes move, but the textures and text won't scale. The GUI also has a "
"minimum size, based on the textures inside of it. In games, we dont need "
"the interface to be as flexible as that of a website. You almost never want "
"to support both landscape and portrait screen orientations. Its one or the "
"other. In landscape orientation, the most common ratios range from 4:3 to "
"16:9. They are close to one another. That's why its enough for the GUI "
"elements to only move horizontally when we change the window size."
msgstr ""

View File

@@ -0,0 +1,582 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:4
msgid "Design interfaces with the Control nodes"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:6
msgid ""
"Computer displays, mobile phones, and TV screen come in all shapes and "
"sizes. To ship a game, you'll need to support different screen ratios and "
"resolutions. It can be hard to build responsive interfaces that adapt to all "
"platforms. Thankfully, Godot comes with robust tools to design and manage "
"responsive User Interface. To design your UI, you'll use the Control nodes. "
"These are the nodes with green icons in the editor. There are dozens of "
"them, to create anything from life bars to complex applications. Godot's "
"entire editor and plugins use these nodes."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:17
msgid "Godot's editor is made with the engine's UI framework"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:19
msgid "This guide will get you started with UI design. You will learn:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:21
msgid "The five most useful control nodes to build your games interface"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:22
msgid "How to work with the anchor of UI elements"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:23
msgid ""
"How to efficiently place and arrange your user interface using containers"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:25
msgid "The five most common containers"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:27
msgid ""
"To learn how to control the interface and connect it to other scripts, read "
"`Build your first game UI in Godot <#>`__."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:30
msgid ""
"Only use Control nodes when you design your interfaces. They have unique "
"properties that allow them to work with one another. Other nodes like "
"Node2D, Sprite, etc. will not work. You can still use some nodes that work "
"with others like the AnimationPlayer, Tween or the StreamPlayer. Control "
"nodes are CanvasItems like Node2D, so you can apply shaders to them."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:37
msgid "All control nodes share the same main properties:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:39
msgid "Anchor"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:40
msgid "Bounding rectangle"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:41
msgid "Focus and focus neighbour"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:42
msgid "Size flags"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:43
msgid "Margin"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:44
msgid "The optional UI theme"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:46
msgid ""
"Once you understand the basics of the Control node, it will take you less "
"time to learn all the nodes that derive from it."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:51
msgid "The 5 most common UI elements"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:53
msgid ""
"Godot ships with dozens of Control nodes. A lot of them are here to help you "
"build editor plugins and applications. To learn more about them, check the "
"guide about `Advanced UI nodes and Themes <img/#>`__."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:57
msgid ""
"For most games, you'll only need five types of UI elements, and a few "
"Containers. These five Control nodes are:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:60
msgid "Label: for displaying text"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:61
msgid ""
"TextureRect: used mostly for backgrounds, or everything that should be a "
"static image"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:63
msgid ""
"TextureProgress: for lifebars, loading bars, horizontal, vertical or radial"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:65
msgid "NinePatchRect: for scalable panels"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:66
msgid "TextureButton: to create buttons"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:70
msgid "The 5 most common Control nodes for UI design"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:73
msgid "TextureRect"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:75
msgid ""
"**TextureRect** displays a texture or image inside a UI. It seems similar to "
"the Sprite node but it offers multiple scaling modes. Set the Stretch Mode "
"property to change its behaviour:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:79
msgid ""
"``Scale On Expand (compat)`` scales the texture to fit the nodes bounding "
"rectangle, only if ``expand`` property is ``true``; otherwise, it behaves "
"like ``Keep`` mode. Default mode for backwards compatibility."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:80
msgid "``Scale`` scales the texture to fit the nodes bounding rectangle"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:81
msgid "``Tile`` makes the texture repeat, but it won't scale"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:82
msgid ""
"``Keep`` and ``Keep Centered`` force the texture to remain at its original "
"size, in the top left corner or the center of the frame respectively"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:85
msgid ""
"``Keep Aspect`` and ``Keep Aspect Centered`` scales the texture but force it "
"to remain its original aspect ratio, in the top left corner or the center of "
"the frame respectively"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:86
msgid ""
"``Keep Aspect Covered`` works just like ``Keep Aspect Centered`` but the "
"shorter side fits the bounding rectangle and the other one clips to the "
"nodes limits"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:88
msgid ""
"As with Sprite nodes, you can modulate the TextureRect's colour. Click the "
"``Modulate`` property and use the color picker."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:93
msgid "TextureRect modulated with a red color"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:96
msgid "TextureButton"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:98
msgid ""
"**TextureButton** is like TextureRect, except it has 5 texture slots: one "
"for each of the button's states. Most of the time, you'll use the Normal, "
"Pressed, and Hover textures. Focused is useful if your interface listens to "
"the keyboard's input. The sixth image slot, the Click Mask, lets you define "
"the clickable area using a 2-bit, pure black and white image."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:105
msgid ""
"In the Base Button section, you'll find a few checkboxes that change how the "
"button behaves. When ``Toggle Mode`` is on, the button will toggle between "
"active and normal states when you press it. ``Disabled`` makes it disabled "
"by default, in which case it will use the ``Disabled`` texture. "
"TextureButton shares a few properties with the texture frame: it has a "
"``modulate`` property, to change its color, and ``Resize`` and ``Stretch`` "
"modes to change its scale behavior."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:115
msgid "TextureButton and its 5 texture slots"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:118
msgid "TextureProgress"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:120
msgid ""
"**TextureProgress** layers up to 3 sprites to create a progress bar. The "
"Under and Over textures sandwich the Progress one, which displays the bar's "
"value."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:124
msgid ""
"The ``Mode`` property controls the direction in which the bar grows: "
"horizontally, vertically, or radially. If you set it to radial, the "
"``Initial Angle`` and ``Fill Degrees`` properties let you limit the range of "
"the gauge."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:129
msgid ""
"To animate the bar, you'll want to look at the Range section. Set the "
"``Min`` and ``Max`` properties to define the range of the gauge. For "
"instance, to represent a character's life, you'll want to set ``Min`` to ``0,"
"`` and ``Max`` to the character's maximum life. Change the ``Value`` "
"property to update the bar. If you leave the ``Min`` and ``Max`` values to "
"the default of ``1`` and ``100,`` and set the ``Value`` property to ``40``, "
"40% of the ``Progress`` texture will show up, and 60% of it will stay hidden."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:139
msgid "TextureProgress bar, two thirds filled"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:142
msgid "Label"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:144
msgid ""
"**Label** prints text to the screen. You'll find all its properties in the "
"Label section, in the Inspector. Write the text in the ``Text`` property, "
"and check Autowrap if you want it to respect the textbox's size. If Autowrap "
"is off, you won't be able to scale the node. You can align the text "
"horizontally and vertically with Align and Valign respectively."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:153
msgid "Picture of a Label"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:156
msgid "NinePatchRect"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:158
msgid ""
"**NinePatchRect** takes a texture split in 3 rows and 3 columns. The center "
"and the sides tile when you scale the texture, but it never scales the "
"corners. It is very useful to build panels, dialogue boxes and scalable "
"backgrounds for your UI."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:165
msgid "NinePatchRect scaled with the min\\_size property"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:168
msgid "There are two workflows to build responsive UIs"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:170
msgid ""
"There are two workflows to build scalable and flexible interfaces in Godot:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:172
msgid ""
"You have many container nodes at your disposal that scale and place UI "
"elements for you. They take control over their children."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:173
msgid ""
"On the other side, you have the layout menu. It helps you to anchor, place "
"and resize a UI element within its parent."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:175
msgid ""
"The two approaches are not always compatible. Because a container controls "
"its children, you cannot use the layout menu on them. Each container has a "
"specific effect so you may need to nest several of them to get a working "
"interface. With the layout approach you work from the bottom up, on the "
"children. As you don't insert extra containers in the scene it can make for "
"cleaner hierarchies, but it's harder to arrange items in a row, column, "
"grid, etc."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:177
msgid ""
"As you create UIs for your games and tools, you'll develop a sense for what "
"fits best in each situation."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:181
msgid "Place UI elements precisely with anchors"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:183
msgid ""
"Control nodes have a position and size, but they also have anchors and "
"margins. Anchors define the origin, or the reference point, for the Left, "
"Top, Right and Bottom edges of the node. Change any of the 4 anchors to "
"change the reference point of the margins."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:190
msgid "The anchor property"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:193
msgid "How to change the anchor"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:195
msgid ""
"Like any properties, you can edit the 4 anchor points in the Inspector, but "
"this is not the most convenient way. When you select a control node, the "
"layout menu appears above the viewport, in the toolbar. It gives you a list "
"of icons to set all 4 anchors with a single click, instead of using the "
"inspectors 4 properties. The layout menu will only show up when you select "
"a control node."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:204
msgid "The layout menu in the viewport"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:207
msgid "Anchors are relative to the parent container"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:209
msgid ""
"Each anchor is a value between 0 and 1. For the left and top anchors, a "
"value of 0 means that without any margin, the node's edges will align with "
"the left and top edges of its parent. For the right and bottom edges, a "
"value of 1 means they'll align with the parent container's right and bottom "
"edges. On the other hand, margins represent a distance to the anchor "
"position in pixels, while anchors are relative to the parent container's "
"size."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:219
msgid ""
"Margins are relative to the anchor position, which is relative to the "
"anchors. In practice, you'll often let the container update margins for you"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:224
msgid "Margins change with the anchor"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:226
msgid ""
"Margins update automatically when you move or resize a control node. They "
"represent the distance from the control node's edges to its anchor, which is "
"relative to the parent control node or container. That's why your control "
"nodes should always be inside a container, as we'll see in a moment. If "
"there's no parent, the margins will be relative to the node's own bounding "
"Rectangle, set in the Rect section, in the inspector."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:236
msgid "Margins on a CenterContainer set to the \"Full Rect\" anchor"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:238
msgid ""
"Try to change the anchors or nest your Control nodes inside Containers: the "
"margins will update. You'll rarely need to edit the margins manually. Always "
"try to find a container to help you first; Godot comes with nodes to solve "
"all the common cases for you. Need to add space between a lifebar and the "
"border of the screen? Use the MarginContainer. Want to build a vertical "
"menu? Use the VBoxContainer. More on these below."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:247
msgid "Use size tags to change how UI elements fill the available space"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:249
msgid ""
"Every control node has Size Flags. They tell containers how the UI elements "
"should scale. If you add the \"Fill\" flag to the Horizontal or Vertical "
"property, the node's bounding box will take all the space it can, but it'll "
"respect its siblings and retain its size. If there are 3 TextureRect nodes "
"in an HBoxContainer, with the \"Fill\" flags on both axes, they'll each take "
"up to a third of the available space, but no more. The container will take "
"over the node and resize it automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:259
msgid "3 UI elements in an HBoxContainer, they align horizontally"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:261
msgid ""
"The \"Expand\" flag lets the UI element take all the space it can, and push "
"against its siblings. Its bounding rectangle will grow against the edges of "
"its parent, or until it's blocked by another UI node."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:267
msgid ""
"The same example as above, but the center node has the \"Expand\" size flag"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:270
msgid ""
"You'll need some practice to understand the size tags, as their effect can "
"change quite a bit depending on how you set up your interface."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:274
msgid "Arrange control nodes automatically with containers"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:276
msgid ""
"Containers automatically arrange all children Control nodes including other "
"containers in rows, columns, and more. Use them to add padding around your "
"interface or center nodes in their bounding rectangles. All built-in "
"containers update in the editor so you can see the effect instantly."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:282
msgid ""
"Containers have a few special properties to control how they arrange UI "
"elements. To change them, navigate down to the Custom Constants section in "
"the Inspector."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:287
msgid "The 5 most useful containers"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:289
msgid ""
"If you build tools, you might need all of the containers. But for most "
"games, a handful will be enough:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:292
msgid "MarginContainer, to add margins around part of the UI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:293
msgid "CenterContainer, to center its children in its bounding box"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:294
msgid ""
"VboxContainer and HboxContainer, to arrange UI elements in rows or columns"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:296
msgid "GridContainer, to arrange Controls nodes in a grid-like pattern"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:298
msgid ""
"CenterContainer centers all its children inside of its bounding rectangle. "
"It's one you typically use for title screens, if you want the options to "
"stay in the center of the viewport. As it centers everything, you'll often "
"want a single container nested inside it. If you use textures and buttons "
"instead, they'll stack up."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:306
msgid ""
"CenterContainer in action. The life bar centers inside its parent container."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:309
msgid ""
"The MarginContainer adds a margin on any side of the child nodes. Add a "
"MarginContainer that encompasses the entire viewport to add a separation "
"between the edge of the window and the UI. You can set a margin on the top, "
"left, right, or bottom side of the container. No need to tick the checkbox: "
"click the corresponding value box and type any number. It will activate "
"automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:318
msgid "The MarginContainer adds a 40px margin around the Game User Interface"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:320
msgid ""
"There are two BoxContainers: VBoxContainer and HBoxContainer. You cannot add "
"the BoxContainer node itself, as it is a helper class, but you can use "
"vertical and horizontal box containers. They arrange nodes either in rows or "
"columns. Use them to line up items in a shop, or to build complex grids with "
"rows and columns of different sizes, as you can nest them to your heart's "
"content."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:329
msgid "The HBoxContainer horizontally aligns UI elements"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:331
msgid ""
"VBoxContainer automatically arranges its children into a column. It puts "
"them one after the other. If you use the separation parameter, it will leave "
"a gap between its children. HBoxContainer arranges UI elements in a row. "
"It's similar to the VBoxContainer, with an extra ``add_spacer`` method to "
"add a spacer control node before its first child or after its last child, "
"from a script."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:338
msgid ""
"The GridContainer lets you arrange UI elements in a grid-like pattern. You "
"can only control the number of columns it has, and it will set the number of "
"rows by itself, based on its children's count. If you have nine children and "
"three columns, you will have 9÷3 = 3 rows. Add three more children and "
"you'll have four rows. In other words, it will create new rows as you add "
"more textures and buttons. Like the box containers, it has two properties to "
"set the vertical and horizontal separation between the rows and columns "
"respectively."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:349
msgid "A GridContainer with 2 columns. It sizes each column automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:351
msgid ""
"Godot's UI system is complex, and has a lot more to offer. To learn how to "
"design more advanced interface, read `Design advanced UI with other Control "
"nodes <img/#>`__."
msgstr ""

View File

@@ -0,0 +1,470 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:4
msgid "Design a title screen"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:6
msgid ""
"In the next two tutorials, you will build two responsive UI (user interface) "
"scenes step-by-step using the engine's UI system:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:9
msgid "A main menu"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:10
msgid "A game UI with a health bar, energy bar, bomb and money counters"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:12
msgid ""
"You will learn how to design game UI efficiently, and how to use Godot's "
"Control nodes. This page focuses on the visual part: everything you do from "
"the editor. To learn how to code a life bar, read :doc:`ui_code_a_life_bar`"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:20
msgid "The GUI you're going to create"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:22
msgid ""
"Download the project files: :download:`ui_main_menu_design.zip <files/"
"ui_main_menu_design.zip>` and extract the archive. Import the ``start/`` "
"project in Godot to follow this tutorial. The ``end/`` folder contains the "
"final result. You'll find all the sprites in the ``start/assets/main_menu``` "
"folder."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:33
msgid "How to design your game UI"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:35
msgid ""
"To design a good UI, you want to come up with a rough mockup first: a plain "
"drawing version that focuses on the placement of your UI components, their "
"size, and user interaction. Pen and paper is all you need. You shouldn't use "
"fancy and final graphics at this stage. Then, you only need simple "
"placeholder sprites and you're good to jump into Godot. You want to make "
"sure the players can find their way around the interface using those "
"placeholders."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:45
msgid "The UI's rough plan or mockup"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:47
msgid ""
"Placeholder doesn't have to mean ugly, but you should keep the graphics "
"simple and clean. Avoid special effects, animation, and detailed "
"illustration before you had players playtest your UI. Otherwise:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:51
msgid ""
"The graphics might skew the players' perception of the experience and you'll "
"miss out on valuable feedback"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:53
msgid "If the User Experience doesn't work, you'll have to redo some sprites"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:57
msgid ""
"Always try to make the interface work with simple text and boxes first. It's "
"easy to replace the textures later. Professional UX designers often work "
"with plain outlines and boxes in greyscale. When you take colors and fancy "
"visuals away, it's a lot easier to size and place UI elements properly. It "
"helps you refine the design foundation you'll build upon."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:64
msgid "There are two ways to design your UI in Godot. You can:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:66
msgid ""
"Build it all in a single scene, and eventually save some branches as "
"reusable scenes"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:68
msgid ""
"Build template scenes for reusable components and create specific components "
"that inherit from your base scenes"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:71
msgid ""
"We will use the first approach, because the first version of your UI may not "
"work as well as youd like. Youre likely to throw parts away and redesign "
"components as you go. When you're sure everything works, it's easy to make "
"some parts reusable, as you'll see below."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:78
msgid ""
"The files you'll find in Godot. The graphics look cleaner than on the rough "
"design, but they're still placeholders"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:82
msgid "Design the main menu"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:84
msgid ""
"Before we jump into the editor, we want to plan how we'll nest containers "
"based on our mockup image."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:88
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:277
msgid "Break down the UI mockup"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:90
msgid "Here are my three rules of thumb to find the right containers:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:92
msgid ""
"Break down the UI into nested boxes, from the largest that contains "
"everything, to the smallest ones, that encompass one widget, like a bar with "
"its label, a panel or a button"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:95
msgid "If there's some padding around an area, use a ``MarginContainer``"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:96
msgid ""
"If the elements are arranged in rows or columns, use an ``HBoxContainer`` or "
"``VBoxContainer``"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:99
msgid ""
"These rules are enough to get us started, and work well for simple "
"interfaces."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:102
msgid ""
"For the main menu, the largest box is the entire game window. There's "
"padding between the edges of the window and the first components: this "
"should be a ``MarginContainer``. Then, the screen is split into two columns, "
"so we'll use an ``HBoxContainer``. In the left column, we'll manage the rows "
"with a ``VBoxContainer``. And in the right column, we'll center the "
"illustration with a ``CenterContainer``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:111
msgid "Interface building blocks, broken down using the three rules of thumb"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:115
msgid ""
"Containers adapt to the window's resolution and width-to-height ratio. "
"Although we could place UI elements by hand, containers are faster, more "
"precise, and **responsive**."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:120
msgid "Prepare the Main Menu scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:122
msgid ""
"Let's create the main menu. We'll build it in a single scene. To create an "
"empty scene, click on the Scene menu -> New Scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:125
msgid ""
"We have to add a root node before we can save the scene. Your UI's root "
"should be the outermost container or element. In this case it's a "
"``MarginContainer``. ``MarginContainer`` is a good starting point for most "
"interfaces, as you often need padding around the UI. Press ``Meta+S`` to "
"save the scene to the disk. Name it *MainMenu*."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:131
msgid ""
"Select the ``MarginContainer`` again, and head to the inspector to define "
"the margins' size. Scroll down the ``Control`` class, to the ``Custom "
"Constants`` section. Unfold it. Set the margins as such:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:135
msgid "Margin Right: *120*"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:136
msgid "Margin Top: *80*"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:137
msgid "Margin Left: *120*"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:138
msgid "Margin Bottom: *80*"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:140
msgid ""
"We want the container to fit the window. In the Viewport, open the "
"``Layout`` menu and select the last option, ``Full Rect``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:144
msgid "Add the UI sprites"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:146
msgid ""
"Select the ``MarginContainer``, and create the UI elements as "
"``TextureRect`` nodes. We need:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:149
msgid "The title, or logo"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:150
msgid "The three text options, as individual nodes"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:151
msgid "The version note"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:152
msgid "And the main menus illustration"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:154
msgid ""
"Click the ``Add Node`` button or press ``Meta+A`` on your keyboard. Start to "
"type ``TextureRect`` to find the corresponding node and press enter. With "
"the new node selected, press ``Meta+D`` five times to create five extra "
"``TextureRect`` instances."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:159
msgid ""
"Click each of the nodes to select it. In the inspector, click the ``…`` Icon "
"to the right of the Texture property, and click on ``Load``. A file browser "
"opens and lets you pick a sprite to load into the texture slot."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:165
msgid "The file browser lets you find and load textures"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:167
msgid ""
"Repeat the operation for all ``TextureRect`` nodes. You should have the "
"logo, the illustration, the three menu options and the version note, each as "
"a separate node. Then, double click on each of the nodes in the Inspector to "
"rename them"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:174
msgid "The six nodes, with textures loaded"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:178
msgid ""
"If you want to support localization in your game, use ``Labels`` for menu "
"options instead of ``TextureRect``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:182
msgid "Add containers to place UI elements automatically"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:184
msgid ""
"Our main menu has some margin around the edges of the screen. It is split in "
"two parts: on the left, you have the logo and the menu options. On the "
"right, you have the characters. We can use one of two containers to achieve "
"this: ``HSplitContainer`` or ``HBoxContainer``. Split containers split the "
"area into two: a left and a right side or a top and a bottom side. They also "
"allow the user to resize the left and right areas using an interactive bar. "
"On the other hand, ``HBoxContainer`` just splits itself into as many columns "
"as it has children. Although you can deactivate the split container's resize "
"behaviour, I recommend to favour box containers."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:195
msgid ""
"Select the ``MarginContainer`` and add an ``HBoxContainer``. Then, we need "
"two containers as children of our ``HBoxContainer``: a ``VBoxContainer`` for "
"the menu options on the left, and a ``CenterContainer`` for the illustration "
"on the right."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:202
msgid ""
"You should have four nested containers, and the TextureRect nodes sitting "
"aside from it"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:205
msgid ""
"In the node tree, select all the ``TextureRect`` nodes that should go on the "
"left side: the logo, the menu options and the version note. Drag and drop "
"them into the ``VBoxContainer``. Then, drag the illustration node into the "
"``CenterContainer``. The nodes should position automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:212
msgid "Containers automatically place and resize textures"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:214
msgid "We're left with two problems to solve:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:216
msgid "The characters on the right aren't centered"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:217
msgid "There's no space between the logo and the other UI elements"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:219
msgid ""
"To center the characters on the right, we'll use a ``CenterContainer``. Add "
"a ``CenterContainer`` node as a child of the ``HBoxContainer``. Then in the "
"Inspector, scroll down to the ``Size Flags`` category and click on the field "
"to the right of the ``Vertical`` property, and check ``Expand``. Do the same "
"for the ``Horizontal`` property. Finally drag and drop the Characters into "
"the ``CenterContainer``. The Characters element will center automatically."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:228
msgid ""
"The character node centers inside the right half of the screen as soon as "
"you place it inside the CenterContainer"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:231
msgid ""
"To space out the menu options and the logo on the left, we'll use one final "
"container and its size flags. Select the ``VBoxContainer`` and press ``Meta"
"+A`` to add a new node inside it. Add a second ``VBoxContainer`` and name it "
"\"MenuOptions\". Select all three menu options, ``Continue``, ``NewGame`` "
"and ``Options``, and drag and drop them inside the new ``VBoxContainer``. "
"The UI's layout should barely change, if at all."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:241
msgid ""
"Place the new container between the other two nodes to retain the UI's layout"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:244
msgid ""
"Now we grouped the menu options together, we can tell their container to "
"expand to take as much vertical space as possible. Select the "
"``MenuOptions`` node. In the Inspector, scroll down to the ``Size Flags`` "
"category. Click on the field to the right of the ``Vertical`` property, and "
"check ``Expand``. The container expands to take all the available vertical "
"space. But it respects its neighbors, the ``Logo`` and ``Version`` elements."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:252
msgid ""
"To center the nodes in the ``VBoxContainer``, scroll to the top of the "
"Inspector and change the ``Alignment`` property to ``Center``."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:257
msgid "The menu options should center vertically in the UI's left column"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:259
msgid ""
"To wrap things up, let's add some separation between the menu options. "
"Expand the ``Custom Constants`` category below ``Size Flags``, and click the "
"field next to the ``Separation`` parameter. Set it to 30. Once you press "
"enter, the ``Separation`` property becomes active and Godot adds 30 pixels "
"between menu options."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:267
msgid "The final interface"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:269
msgid ""
"Without a single line of code, we have a precise and responsive main menu."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:272
msgid ""
"Congratulations for getting there! You can download the `final menu <#>`__ "
"to compare with your own. In the next tutorial, you'll create a Game User "
"Interface with bars and item counters."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:279
msgid ""
"Responsive User Interface is all about making sure our UIs scale well on all "
"screen types. TV screens and computer displays have different sizes and "
"ratios. In Godot, we use containers to control the position and the size of "
"UI elements."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:284
msgid ""
"The order in which you nest matters. To see if your UI adapts nicely to "
"different screen ratios, select the root node, press the Q key to activate "
"the Select Mode, select the container and click and drag on one of the "
"container's corners to resize it. The UI components should flow inside of it."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:290
msgid ""
"You'll notice that although containers move sprites around, they don't scale "
"them. This is normal. We want the UI system to handle different screen "
"ratios, but we also need the entire game to adapt to different screen "
"resolutions. To do this, Godot scales the entire window up and down."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:296
msgid ""
"You can change the scale mode in the project settings: click the Project "
"menu -> Project Settings. In the window's left column, look for the Display "
"category. Click on the Window sub-category. On the right side of the window, "
"you'll find a Stretch section. The three settings, Mode, Aspect, and Shrink, "
"control the screen size. For more information, see :ref:"
"`doc_multiple_resolutions`."
msgstr ""

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@@ -0,0 +1,145 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/assets/import_process.rst:4
msgid "Import process"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:7
msgid "Importing assets in Godot 3.0+"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:9
msgid ""
"Previously, importing assets in Godot 2.x required manual maintenance of a "
"separate directory with source assets. Without doing this, it was impossible "
"to specify how to convert and change import flags for textures, audios, "
"scenes, etc."
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:14
msgid ""
"In Godot 3.0, we use a more modern approach to importing: Simply drop your "
"assets (image files, scenes, audios, fonts, etc) directly in the project "
"folder (copy them manually with your OS file explorer). Godot will "
"automatically import these files internally and keep the imported resources "
"hidden in a res://.import folder."
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:20
msgid "This allows changing all the import parameters transparently."
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:23
msgid "Changing import parameters"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:25
msgid ""
"Changing the import parameters of an asset in Godot (again, keep in mind "
"import parameters are only present in non-native Godot resource types) is "
"easy. Just select in the filesystem dock the relevant resource:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:31
msgid ""
"And, after adjusting the parameters, just press \"Reimport\". The parameters "
"used will be only for this asset and will be used on future reimports."
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:34
msgid ""
"Changing import parameters of several assets at the same time is also "
"possible. Simply select all of them together in the resources dock and the "
"exposed parameters will apply to all of them when reimporting."
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:39
msgid "Automatic reimport"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:41
msgid ""
"When the MD5 checksum of the source asset changes, Godot will perform an "
"automatic reimport of it, applying the preset configured for that specific "
"asset."
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:46
msgid "Files generated"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:48
msgid ""
"Importing will add an extra <asset>.import file, containing the import "
"configuration. Make sure to commit these to your version control system!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:53
msgid ""
"Additionally, extra assets will be preset in the hidden res://.import folder:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:57
msgid ""
"If any of the files present in this folder is erased (or the whole folder), "
"the asset or assets will be reimported automatically. As such, committing "
"this folder to the version control system is optional. It can save time on "
"reimporting time when checking out in another computer, but it takes "
"considerably more space and transfer time. Pick your poison!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:64
msgid "Changing import resource type"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:66
msgid ""
"Some source assets can be imported as different types of resources. For "
"this, just select the relevant type of resource desired and press \"Reimport"
"\":"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:74
msgid "Changing default import parameters"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:76
msgid ""
"Different types of games might require different defaults. Changing the "
"defaults per project can be achieved by using the \"Preset..\" Menu. Besides "
"some resource types offering presets, the default setting can be saved and "
"cleared too:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:84
msgid "Simplicity is key!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:86
msgid ""
"This is a very simple workflow which should take very little time to get "
"used to. It also enforces a more correct way to deal with resources."
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:89
msgid ""
"There are many types of assets available for import, so please continue "
"reading to understand how to work with all of them!"
msgstr ""

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@@ -0,0 +1,148 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:4
msgid "Importing audio samples"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:7
msgid "Why importing?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:9
msgid ""
"Raw audio data in general is large and undesired. Godot provides two main "
"options to import your audio data: WAV and OGG Vorbis."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:12
msgid ""
"Each has different advantages. * Wav files use raw data or light "
"compression, requre small amount of CPU to play back (hundreds of "
"simultaneous voices in this format are fine), but take up significant space. "
"* Ogg Vorbis files use a stronger compression that results in much smaller "
"file size, but uses significantly more processor to play back."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:19
msgid "Here is a comparative chart."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:22
msgid "Format"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:22
msgid "1 Second of Audio"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:24
msgid "WAV 24 bits, 96 kHz, Stereo"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:24
msgid "576kb"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:26
msgid "WAV 16 bits, 44 kHz, Mono"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:26
msgid "88kb"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:28
msgid "WAV 16 bits, IMA-ADPCM, Mono"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:28
msgid "22kb"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:30
msgid "OGG 128kbps, Stereo"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:30
msgid "16kb"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:32
msgid "OGG Vorbis 96kbps, Stereo"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:32
msgid "12kb"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:35
msgid ""
"In general, what is recommended, is to use WAV for most sound effects, "
"especially those that are short and repetitive, and OGG for music, voice and "
"long sound effects."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:38
msgid "Best Practices"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:40
msgid ""
"Godot 3+ has an amazing bus system with built in effects. This saves SFX "
"artists the need to add reverb to the sound effects, reducing their size "
"greatly and ensuring correct trimming. Say no to SFX with baked reverb!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:47
msgid "As you can see above, sound effects become huge with reverb added."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:50
msgid "Trimming"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:52
msgid ""
"One issue that happens often is that the waveform are exported with long "
"silences at the beginning and at the end. These are inserted by DAWs when "
"saving to a waveform, increase their size unnecessarily and add latency to "
"the moment they are played back."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:57
msgid "Importing as WAV with the Trimming option enabled solves this."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:61
msgid "Looping"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:63
msgid ""
"Godot supports looping in the samples (Tools such as Sound Forge or Audition "
"can add loop points to wav files). This is useful for sound effects such as "
"engines, machine guns, etc. Ping-pong looping is also supported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_audio_samples.rst:68
msgid ""
"As an alternative, the import screen has a \"loop\" option that enables "
"looping for the entire sample when importing."
msgstr ""

View File

@@ -0,0 +1,385 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/assets/importing_images.rst:4
msgid "Importing Images"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:7
msgid "Why importing them?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:9
msgid ""
"In Godot 3+, image files are no longer native resources and they must be "
"imported. The reason behind this is the large amount of configuration "
"parameters that image files can be imported with."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:13
msgid ""
"This small tutorial will explain what these parameters are and how to best "
"make use of them."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:17
msgid "Importing Textures"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:19
msgid ""
"The default action in Godot is to import images as textures. Textures are "
"stored in video memory and can't be accessed directly. This is what makes "
"drawing them efficient."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:23
msgid "Import options are vast:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:28
msgid "Compression:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:30
msgid ""
"Images are one of the largest assets in a game. To handle them efficiently, "
"they need to be compressed. Godot offers several compression methods, "
"depending on the use case."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:34
msgid "Compress Mode"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:36
msgid ""
"VRAM Compression: This is the most common copression mode for 3D assets. "
"File on disk is reduced and video memory usage is also reduced considerably. "
"For 3D, it may present unwanted artifacts, though."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:38
msgid ""
"Lossless Compression: This is the most common compression for 2D assets. It "
"shows assets without any kind of artifacting, and disk compression is "
"decent. It will use considerably more amount of video memory than VRAM, "
"though."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:40
msgid ""
"Lossy Compression: For games with lots of large 2D assets, lossy compression "
"can be a great choice. It has some artifacting, but less than VRAM and the "
"file size is almost a tenth of Lossless."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:42
msgid ""
"Uncompressed: Only useful for formats that can't be compressed (like, raw "
"float)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:44
msgid ""
"In this table, each of the four options are described together with their "
"advantages and disadvantages ( |good| = Best, |bad| =Worst ):"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
msgid "Uncompressed"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
msgid "Compress Lossless (PNG)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
msgid "Compress Lossy (WebP)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
msgid "Compress VRAM"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
msgid "Description"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
msgid "Stored as raw pixels"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
msgid "Stored as PNG"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
msgid "Stored as WebP"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
msgid "Stored as S3TC/BC,PVRTC/ETC, depending on platform"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
msgid "Size on Disk"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "|bad| Large"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
msgid "|regular| Small"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
msgid "|good| Very Small"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "Memory Usage"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "|good| Small"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
msgid "Performance"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "|regular| Normal"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "|good| Fast"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "Quality Loss"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "|good| None"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "|regular| Slight"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "|bad| Moderate"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "Load Time"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "|bad| Slow"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:70
msgid "HDR Mode"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:72
msgid ""
"Godot supports high dynamic range textures (as .HDR or .EXR). These are "
"mostly useful as high dynamic range equirectancular panorama skys (the "
"internet has plenty of if you look for them), which replace Cubemaps in "
"Godot 2.x. Modern PCs support the BC6H VRAM format, but there are still "
"plenty that do not."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:75
msgid ""
"If you want Godot to ensure full compatibility in for kind of textures, "
"enable the \"Force RGBE\" option."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:78
msgid "Normal Map"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:80
msgid ""
"When using a texture as normal map, only the red and green channels are "
"required. Given regular texture compression algorithms produce artifacts "
"that don't look that nice in normal maps, the RGTC compression format is the "
"best fit for this data. Forcing this option to \"Enabled\" will make Godot "
"import the image as RGTC compressed. By default, it's set to \"Detect\" "
"which means that if the texture is ever used as a normal map, it will be "
"changed to \"Enabled\" and reimported automatically."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:86
msgid "Flags"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:88
msgid ""
"There are plenty of settings that can be toggled when importing an image as "
"a texture, depending on the use case."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:91
msgid "Repeat"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:93
msgid ""
"This setting is mosty commonly used in 3D than 2D (thus it's generally "
"disabled in 2D). It makes UV coordinates going beyond the 0,0 - 1,1 range to "
"\"loop\". Repeating can optionally be set to mirrored mode."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:97
msgid "Filter"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:99
msgid ""
"When pixels become larger than the screen pixels, this options enable linear "
"interpolation for them. The result is a smoother (less blocky) texture. This "
"setting can be commonly used in 2D and 3D, but it's usually disabled when "
"making pixel perfect games."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:103
msgid "Mipmaps"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:105
msgid ""
"When pixels become smaller than the screen, mipmaps kick in. This helps "
"reduce the grainy effect when shrinking the textures. Keep in mind that, in "
"older hardware (GLES2, mainly mobile), there are some requirements to use "
"mipmaps:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:108
msgid "Texture width and height must be powers of 2"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:109
msgid "Repeat must be enabled"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:111
msgid ""
"Keep in mind the above when making phone games and applications, want to aim "
"for full compatibility, and need mipmaps."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:113
msgid ""
"When doing 3D, mipmap should be turned on as this also improves performance "
"(smaller versions of the texture are used for objects further away)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:116
msgid "Anisotropic"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:118
msgid ""
"When textures are near parallel to the view (like floors), this option makes "
"them have more detail by reducing blurryness."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:121
msgid "SRGB"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:123
msgid ""
"Godot uses Linear colorspace when rendering 3D. Textures mapped to albedo or "
"detail channels need to have this option turned on in order for colors to "
"look correct. When set to \"Detect\" mode, the texture will be marked as "
"SRGB when used in albedo channels."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:127
msgid "Process"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:129
msgid ""
"Some special processes can be applied to images when importe as texture."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:132
msgid "Fix Alpha Border"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:134
msgid ""
"This puts pixels of the same surrounding color in transition from "
"transparency to non transparency. It helps mitigate the outline effect when "
"exporting images from Photoshop and the likes."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:139
msgid ""
"It's a good idea to leave it on by default, unless specific values are "
"needed."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:142
msgid "Premultiplied Alpha"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:144
msgid ""
"An alternative to fix darkened borders is to use premultiplied alpha. By "
"enabling this option, the texture will be converted to this format. Keep in "
"mind that a material will need to be created that uses the PREMULT ALPHA "
"blend mode on canvas items that need it."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:148
msgid "HDR as SRGB"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:150
msgid ""
"Some few HDR files are broken and contain SRGB color data. It is advised to "
"not use them but, in the worst case, toggling this option on will make them "
"look right."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:154
msgid "Detect 3D"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:156
msgid ""
"This option makes Godot be aware of when a texture (which is imported for 2D "
"as default) is used in 3D. If this happens, setting are changed so the "
"texture flags are friendlier to 3D (mipmaps, filter and repeat become "
"enabled and compression is changed to VRAM). Texture is also reimported "
"automaticlaly."
msgstr ""

View File

@@ -0,0 +1,627 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:4
msgid "Importing 3D Scenes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:7
msgid "Godot Scene Importer"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:9
msgid ""
"When dealing with 3D assets, Godot has a very flexible and configurable "
"importer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:11
msgid ""
"Godot works with *scenes*. This means that the entire scene being worked on "
"in your favorite 3D DCC will be transferred as close as possible."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:14
msgid "Godot supports the following 3D *scene file fomats*:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:16
msgid "DAE (Collada), which is currently the most mature workflow."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:17
msgid ""
"GLTF 2.0. Both text and binary formats are supported. Godot has full support "
"for it, but the format is new and gaining traction."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:18
msgid ""
"OBJ (Wavefront) formats. It is also fully supported, but pretty limited (no "
"support for pivots, skeletons, etc)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:20
msgid ""
"Just copy the scene file together with the texture to the project "
"repository, and Godot will do a full import."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:23
msgid "Why not FBX?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:25
msgid ""
"Most game engines use the FBX format for importing 3D scenes, which is "
"definitely one of the most standardized in the industry. However, this "
"format requires the use of a closed library from Autodesk which is "
"distributed with a more restrictive licensing terms than Godot."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:30
msgid ""
"The plan is, sometime in the future, to offer a binary plug-in using "
"GDNative."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:33
msgid "Exporting DAE files from Maya and 3DS Max"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:35
msgid ""
"Autodesk added built-in collada support to Maya and 3DS Max, but it's broken "
"by default and should not be used. The best way to export this format is by "
"using the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/"
"OpenCOLLADA-Tools>`__ plugins. They work really well, although they are not "
"always up-to date with the latest version of the software."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:43
msgid "Exporting DAE files from Blender"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:45
msgid ""
"Blender has built-in collada support too, but it's also broken and should "
"not be used."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:48
msgid ""
"Godot provides a `Python Plugin <https://github.com/godotengine/collada-"
"exporter>`__ that will do a much better job of exporting the scenes."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:53
msgid "Import workflows"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:55
msgid ""
"Godot scene importer allows different workflows regarding how data is "
"imported. Depending on many options, it is possible to import a scene with:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:58
msgid ""
"External materials (default): Where each material is saved to a file "
"resource. Modifications to them are kept."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:59
msgid ""
"External meshes: Where each mesh is saved to a different file. Many users "
"prefer to deal with meshes directly."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:60
msgid ""
"External animations: Allowing saved animations to be modified and merged "
"when sources change."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:61
msgid ""
"External scenes: Save the root nodes of the imported scenes each as a "
"separate scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:62
msgid "Single Scene: A single scene file with everything built in."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:66
msgid ""
"As different developers have different needs, this import process is highly "
"customizable."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:69
msgid "Import Options"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:71
msgid "The importer has several options, which will be discussed below:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:76
msgid "Nodes:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:79
msgid "Root Type"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:81
msgid ""
"By default, the type of the root node in imported scenes is \"Spatial\", but "
"this can be modified."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:84
msgid "Root Name"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86
msgid "Allows setting a specific name to the generated root node."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89
msgid "Custom Script"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:91
msgid ""
"A special script to process the whole scene after import can be provided. "
"This is great for post processing, changing materials, doing funny stuff "
"with the geometry etc."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95
msgid "Create a script that basically looks like this:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106
msgid ""
"The post-import function takes the imported scene as argument (the parameter "
"is actually the root node of the scene). The scene that will finally be used "
"must be returned. It can be a different one."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:130
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:185
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:225
msgid "Storage"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113
msgid ""
"By default, Godot imports a single scene. This option allows specifying that "
"nodes below the root will each be a separate scene and instanced into the "
"imported one."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:117
msgid ""
"Of course, instancing such imported scenes in other places manually works "
"too."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121
msgid "Materials"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:124
msgid "Location"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:126
msgid ""
"Godot supports materials in meshes or nodes. By default, materials will be "
"put on each node."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:132
msgid ""
"Materials can be stored within the scene or in external files. By default, "
"they are stored in external files so editing them is possible. This is "
"because most 3D DCCs don't have the same material options as those present "
"in Godot."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:136
msgid ""
"When materials are built-in, they will be lost each time the source scene is "
"modified and re-imported."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:140
msgid "Keep on Reimport"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:142
msgid ""
"Once materials are edited to use Godot features, the importer will keep the "
"edited ones and ignore the ones coming from the source scene. This option is "
"only present if materials are saved as files."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:147
msgid "Compress"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:149
msgid ""
"Makes meshes use less precise numbers for multiple aspects of the mesh in "
"order to save space."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:162
msgid "These are:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:153
msgid ""
"Transform Matrix (Location, rotation, and scale) : 32-bit float "
"to 16-bit signed integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:154
msgid ""
"Vertices : 32-bit float "
"to 16-bit signed integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:155
msgid ""
"Normals : 32-bit float "
"to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:156
msgid ""
"Tangents : 32-bit float "
"to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157
msgid ""
"Vertex Colors : 32-bit float "
"to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:158
msgid ""
"UV : 32-bit float "
"to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:159
msgid ""
"UV2 : 32-bit float "
"to 32-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:160
msgid ""
"Vertex weights : 32-bit float "
"to 16-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:161
msgid ""
"Armature bones : 32-bit float "
"to 16-bit unsigned integer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:162
msgid ""
"Array index : 32-bit or 16-"
"bit unsigned integer based on how many elements there are."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166
msgid "Additional info:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165
msgid ""
"UV2 = The second UV channel for detail textures and baked lightmap textures."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166
msgid ""
"Array index = An array of numbers that number each element of the arrays "
"above; i.e. they number the vertices and normals."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:168
msgid ""
"In some cases, this might lead to loss of precision so disabling this option "
"may be needed. For instance, if a mesh is very big or there are multiple "
"meshes being imported that cover a large area, compressing the import of "
"this mesh(s) may lead to gaps in geometry or vertices not being exactly "
"where they should be."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:174
msgid "Meshes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:177
msgid "Ensure Tangents"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:179
msgid ""
"If textures with normalmapping are to be used, meshes need to have tangent "
"arrays. This option ensures that these are generated if not present in the "
"source scene. Godot uses Mikktspace for this, but it's always better to have "
"them generated in the exporter."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:187
msgid ""
"Meshes can be stored in separate files (resources) instead of built-in. This "
"does not have much practical use unless one wants to build objects with them "
"directly."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190
msgid ""
"This option is provided to help those who prefer working directly with "
"meshes instead of scenes."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194
msgid "External Files"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196
msgid ""
"Generated meshes and materials can be optionally stored in a subdirectory "
"with the name of the scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200
msgid "Animation Options"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202
msgid ""
"Godot provides many options regarding how animation data is dealt with. Some "
"exporters (such as Blender), can generate many animations in a single file. "
"Others, such as 3DS Max or Maya, need many animations put into the same "
"timeline or, at worst, put each animation in a separate file."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:209
msgid "Import of animations is enabled by default."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:212
msgid "FPS"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:214
msgid ""
"Most 3D export formats store animation timeline in seconds instead of "
"frames. To ensure animations are imported as faithfully as possible, please "
"specify the frames per second used to edit them. Failing to do this may "
"result in minimal jitter."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:219
msgid "Filter Script"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:221
msgid ""
"It is possible to specify a filter script in a special syntax to decide "
"which tracks from which animations should be kept. (@TODO this needs "
"documentation)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:227
msgid ""
"By default, animations are saved as built-in. It is possible to save them to "
"a file instead. This allows adding custom tracks to the animations and "
"keeping them after a reimport."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232
msgid "Optimizer"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:234
msgid ""
"When animations are imported, an optimizer is run which reduces the size of "
"the animation considerably. In general, this should always be turned on "
"unless you suspect that an animation might be broken due to it being enabled."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238
msgid "Clips"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:240
msgid ""
"It is possible to specify multiple animations from a single timeline as "
"clips. Just specify from which frame to which frame each clip must be taken "
"(and, of course, don't forget to specify the FPS option above)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244
msgid "Scene Inheritance"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246
msgid ""
"In many cases, it may be desired to do modifications to the imported scene. "
"By default, this is not really possible because if the source asset changes "
"(source .dae,.gltf,.obj file re-exported from 3D modelling app), Godot will "
"re-import the whole scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:249
msgid ""
"It is possible, however, to do local modifications by using *Scene "
"Inheritance*. Just try to open the imported scene and the following dialog "
"will appear:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:254
msgid "In inherited scenes, the only limitations for modifications are:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256
msgid "Nodes can't be removed (but can be added anywhere)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:257
msgid ""
"Sub-Resources can't be edited (save them externally as described above for "
"this)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:259
msgid "Other than that, everything is allowed!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:262
msgid "Import Hints"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:264
msgid ""
"Many times, when editing a scene, there are common tasks that need to be "
"done after exporting:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:266
msgid "Adding collision detection to objects:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:267
msgid "Setting objects as navigation meshes"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268
msgid ""
"Deleting nodes that are not used in the game engine (like specific lights "
"used for modelling)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:270
msgid ""
"To simplify this workflow, Godot offers a few suffixes that can be added to "
"the names of the objects in your 3D modelling software. When imported, Godot "
"will detect them and perform actions automatically:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:275
msgid "Remove nodes (-noimp)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277
msgid ""
"Node names that have this suffix will be removed at import time, mo matter "
"what their type is. They will not appear in the imported scene."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:281
msgid "Create collisions (-col, -colonly, -convcolonly)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:283
msgid ""
"Option \"-col\" will work only for Mesh nodes. If it is detected, a child "
"static collision node will be added, using the same geometry as the mesh."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:286
msgid ""
"However, it is often the case that the visual geometry is too complex or too "
"un-smooth for collisions, which ends up not working well."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:289
msgid ""
"To solve this, the \"-colonly\" modifier exists, which will remove the mesh "
"upon import and create a :ref:`class_staticbody` collision instead. This "
"helps the visual mesh and actual collision to be separated."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293
msgid ""
"Option \"-convcolonly\" will create :ref:`class_convexpolygonshape` instead "
"of :ref:`class_concavepolygonshape`."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:295
msgid ""
"Option \"-colonly\" can be also used with Blender's empty objects. On import "
"it will create a :ref:`class_staticbody` with collision node as a child. "
"Collision node will have one of predefined shapes, depending on the "
"Blender's empty draw type:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:302
msgid "Single arrow will create :ref:`class_rayshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:303
msgid "Cube will create :ref:`class_boxshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304
msgid "Image will create :ref:`class_planeshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305
msgid "Sphere (and other non-listed) will create :ref:`class_sphereshape`"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307
msgid ""
"For better visibility in Blender's editor user can set \"X-Ray\" option on "
"collision empties and set some distinct color for them in User Preferences / "
"Themes / 3D View / Empty."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:311
msgid "Create navigatopm (-navmesh)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313
msgid ""
"A mesh node with this suffix will be converted to a navigation mesh. "
"Original Mesh node will be removed."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:317
msgid "Rigid Body (-rigid)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:319
msgid "Creates a rigid body from this mesh."
msgstr ""

View File

@@ -0,0 +1,196 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:4
msgid "Importing translations"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:7
msgid "Games and internationalization"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:9
msgid ""
"The world is full of different markets and cultures and, to maximize "
"profits™, nowadays games are released in several languages. To solve this, "
"internationalized text must be supported in any modern game engine."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:14
msgid ""
"In regular desktop or mobile applications, internationalized text is usually "
"located in resource files (or .po files for GNU stuff). Games, however, can "
"use several orders of magnitude more text than applications, so they must "
"support efficient methods for dealing with loads of multilingual text."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:20
msgid ""
"There are two approaches to generate multilingual language games and "
"applications. Both are based on a key:value system. The first is to use one "
"of the languages as the key (usually English), the second is to use a "
"specific identifier. The first approach is probably easier for development "
"if a game is released first in English, later in other languages, but a "
"complete nightmare if working with many languages at the same time."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:28
msgid ""
"In general, games use the second approach and a unique ID is used for each "
"string. This allows you to revise the text while it is being translated to "
"other languages. The unique ID can be a number, a string, or a string with a "
"number (it's just a unique string anyway)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:33
msgid "Translators also usually prefer to work with spreadsheets."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:36
msgid "Translation format"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:38
msgid ""
"To complete the picture and allow efficient support for translations, Godot "
"has a special importer that can read CSV files. All spreadsheet editors (be "
"it Libreoffice, Microsoft Office, Google Docs, etc.) can export to this "
"format, so the only requirement is that the files have a special "
"arrangement. The CSV files must be saved in UTF-8 encoding and be formatted "
"as follows:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:46
msgid "<lang1>"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:46
msgid "<lang2>"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:46
msgid "<langN>"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
msgid "KEY1"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:50
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:52
msgid "string"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:50
msgid "KEY2"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:52
msgid "KEYN"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:55
msgid ""
"The \"lang\" tags must represent a language, which must be one of the :ref:"
"`valid locales <doc_locales>` supported by the engine. The \"KEY\" tags must "
"be unique and represent a string universally (they are usually in uppercase, "
"to differentiate from other strings). Here's an example:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:61
msgid "id"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:61
msgid "en"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:61
msgid "es"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:61
msgid "ja"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
msgid "GREET"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
msgid "Hello, friend!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
msgid "Hola, Amigo!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
msgid "こんにちは"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "ASK"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "How are you?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "Cómo está?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "元気ですか"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
msgid "BYE"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
msgid "Good Bye"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
msgid "Adiós"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
msgid "さようなら"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:71
msgid "CSV Importer"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:73
msgid ""
"Godot will treat CSV files as translations by default. It will import them "
"and generate one or more compressed translation resource files next to it."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:76
msgid ""
"Importing will also add the translation to the list of translations to load "
"when the game runs, specified in project.godot (or the project settings). "
"Godot allows loading and removing translations at runtime as well."
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/assets/index.rst:2
msgid "Assets workflow"
msgstr ""

View File

@@ -0,0 +1,150 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:4
msgid "Changing application icon for windows"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:6
msgid ""
"By default, the exported game icon will be the Godot icon. Most likely you "
"will want to change that for your game. There are two types of icons that "
"can be changed: the file icon and the taskbar icon."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:9
msgid "Changing the taskbar icon"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:11
msgid ""
"The taskbar icon is the icon that shows up on the taskbar when your game is "
"running."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:15
msgid ""
"To change the taskbar icon, go to Project>Project "
"Settings>Application>Config>Icon. Click on the folder icon and select your "
"desired icon."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:17
msgid "This is also the icon that gets displayed in the Godot project list."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:22
msgid "Changing the file icon"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:24
msgid ""
"The file icon is the icon of the executable that you click on to start the "
"game."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:28
msgid ""
"Before selecting it in the export options, you will need to install an extra "
"tool called **rcedit**. You can download it here: https://github.com/"
"electron/rcedit/releases"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:32
msgid ""
"After downloading, you need to tell Godot the path to the **rcedit** "
"executable on your computer. Go to Editor>Editor Settings>Export>Windows. "
"Click on the folder icon for the **rcedit** entry. Navigate to and select "
"the **rcedit** exectuable."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:34
msgid ""
"For Linux users, you will also need to install wine in order to use rcedit. "
"For more information, check https://www.winehq.org/"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:38
msgid ""
"Now you have everything ready for changing the file icon. To do that, you "
"will need to specify the icon when exporting. Go to Project>Export. Assuming "
"you have a windows deskop preset ready, in the options, under Application, "
"you will find Icon, select your desired image in ICO format as your file "
"icon."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:40
msgid ""
"To export an ICO image, you can use GIMP. For more details, please refer to "
"this tutorial: http://skyboygames.com/easily-create-a-windows-app-icon-with-"
"gimp/"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:42
msgid "Check the documentation for more info about exporting."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:48
msgid "Testing the result"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:50
msgid ""
"You can now export the game and see whether you have change the icons "
"successfully or not. If everything works fine, you will see this."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:56
msgid "Icon (ICO) file requirements"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:58
msgid ""
"Regardless of which program you use to create your ICO file, there are some "
"requirements to ensure the icon (and your executable) works on Windows."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:60
msgid ""
"This is a bit tricky, as can be seen in the following StackOverflow threads: "
"`one <https://stackoverflow.com/questions/3236115/which-icon-sizes-should-my-"
"windows-applications-icon-include>`__, `two <https://stackoverflow.com/"
"questions/40749785/windows-10-all-icon-resolutions-on-all-dpi-settings-"
"format-pixel-art-as-icon>`__."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:62
msgid ""
"Your ICO file should at least contain icons in the following resolutions: "
"16x16, 48x48 and 256x256. They should also be uncompressed. The 256x256 icon "
"*can* be compressed, but this breaks backwards compatibility with Windows XP."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:65
msgid ""
"If you want to fully support high-DPI screens, this is the full list of "
"supported icon sizes on Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, 47, "
"48, 56, 60, 63, 84 and one larger than 255px. (I.e. 256 or 512 or 1024)"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:68
msgid ""
"Note that for high-DPI compression may be used, also they should be using "
"24bpp mode in contrast to the lower resolutions."
msgstr ""

View File

@@ -0,0 +1,374 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:4
msgid "Customizing the Web export HTML page"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:6
msgid ""
"Rather than the default HTML page that comes with the export templates, it "
"is also possible to use a custom HTML page. This allows drastic "
"customization of the final web presentation and behavior. The path to custom "
"HTML page is specified in the export options as ``Html/Custom Html Shell``."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:11
msgid ""
"The default HTML page is available in the Godot Engine repository at `/mist/"
"dist/html/default.html <https://github.com/godotengine/godot/blob/master/"
"misc/dist/html/default.html>`_."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:15
msgid "Placeholder substitution"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:17
msgid ""
"When exporting the game, several placeholders in the HTML page are "
"substituted by values dependening on the export:"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:21
msgid "Placeholder"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:21
msgid "substituted by"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:23
msgid "``$GODOT_BASENAME``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:23
msgid ""
"Basename of exported files without suffixes, e.g. ``game`` when exporting "
"``game.html``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:26
msgid "``$GODOT_DEBUG_ENABLED``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:26
msgid "``true`` if debugging, ``false`` otherwise"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:28
msgid "``$GODOT_HEAD_INCLUDE``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:28
msgid ""
"Custom string to include just before the end of the HTML ``<head>`` element"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:32
msgid ""
"The HTML file must evaluate the JavaScript file ``$GODOT_BASENAME.js``. This "
"file defines a global ``Engine`` object used to start the engine, :ref:`see "
"below <doc_javascript_engine_object>` for details."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:36
msgid ""
"The boot splash image is exported as ``$GODOT_BASENAME.png`` and can be used "
"e.g. in ``<img />`` elements."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:39
msgid ""
"``$GODOT_DEBUG_ENABLED`` can be useful to optionally display e.g. an output "
"console or other debug tools."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:42
msgid ""
"``$GODOT_HEAD_INCLUDE`` is substituted with the string specified by the "
"export option ``Html/Head Include``."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:48
msgid "The ``Engine`` object"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:50
msgid ""
"The JavaScript global object ``Engine`` is defined by ``$GODOT_BASENAME.js`` "
"and serves as an interface to the engine start-up process."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:53
msgid "The object itself has only two methods, ``load()`` and ``unload()``."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:56
msgid "``Engine.load(basePath)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:58
msgid "Loads the engine from the passed base path."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:60
msgid "Returns a promise that resolves once the engine is loaded."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:63
msgid "``Engine.unload()``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:65
msgid ""
"Unloads the module to free memory. This is called automatically once the "
"module is instantiated unless explicitly disabled."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:69
msgid "Starting an ``Engine`` instance"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:71
msgid ""
"The more interesting interface is accessed by instantiating ``Engine`` using "
"the ``new`` operator:"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:78
msgid ""
"This ``Engine`` instance, referred to as ``engine`` with a lower-case ``e`` "
"from here, is a startable instance of the engine, usually a game. To start "
"such an instance, the global ``Engine`` object must be loaded, then the "
"``engine`` instance must be initialized and started."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:84
msgid "``engine.init(basePath)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:86
msgid ""
"Initializes the instance. If the engine wasn't loaded yet, a base path must "
"be passed from which the engine will be loaded."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:89
msgid ""
"Returns a promise that resolves once the engine is loaded and initialized. "
"It can then be started with ``engine.startGame()``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:93
msgid "``engine.preloadFile(file, fileName)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:95
msgid ""
"This loads a file so it is available in the file system once the instance is "
"started. This must be called **before** starting the instance."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:98
msgid ""
"If ``file`` is a string, the file will be loaded from that URL and the file "
"name will be retained. If ``file`` is an ``ArrayBuffer`` or a view on one, "
"the buffer will available as a file under the name given by ``fileName``."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:102
msgid "Returns a promise that resolves once the file is preloaded."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:105
msgid "``engine.start(arg1, arg2, …)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:107
msgid ""
"Starts the instance of the engine, handing the passed strings as arguments "
"to the ``main()`` function. This allows great control over how the engine is "
"used, but usually the other methods whose names start with ``engine.start`` "
"are simpler to use."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:112
msgid "Returns a promise that resolves once the engine started."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:115
msgid "``engine.startGame(mainPack)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:117
msgid ""
"Starts the game with the main pack loaded from the passed URL string and "
"starts the engine with it."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:120
msgid ""
"If the engine isn't loaded yet, the base path of the passed URL will be used "
"to load the engine."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:123
msgid "Returns a promise that resolves once the game started."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:126
msgid "Configuring start-up behaviour"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:128
msgid ""
"Beside starting the engine, other methods of the engine instance allow "
"configuring the behavior:"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:132
msgid "``engine.setUnloadAfterInit(enabled)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:134
msgid ""
"Sets whether the Engine will be unloaded automatically after the instance is "
"initialized. This frees browser memory by unloading files that are no longer "
"needed once the instance is initialized. However, if more instances of the "
"engine will be started, the Engine will have to be loaded again."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:139
msgid "Defaults to ``true``."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:142
msgid "``engine.setCanvas(canvasElem)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:144
msgid ""
"By default, the first canvas element on the page is used for rendering. By "
"calling this method, another canvas can be specifed."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:148
msgid "``engine.setCanvasResizedOnStart(enabled)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:150
msgid ""
"Sets whether the canvas will be resized to the width and height specified in "
"the project settings on start. Defaults to ``true``."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:154
msgid "``engine.setLocale(locale)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:156
msgid ""
"By default, the engine will try to guess the locale to use from the "
"JavaScript environment. It is usually preferable to use a server-side user-"
"specified locale, or at least use the locale requested in the HTTP ``Accept-"
"Language`` header. This method allows specifying such a custom locale string."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:163
msgid "``engine.setExecutableName(execName)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:165
msgid ""
"By default, the base name of the loaded engine files is used for the "
"executable name. This method allows specifying another name."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:169
msgid "Customizing the presentation"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:171
msgid "The following methods are used to implement the presentation:"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:174
msgid "``engine.setProgressFunc(func)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:176
msgid ""
"This method is used to display download progress. The passed callback "
"function is called with two number arguments, the first argument specifies "
"bytes loaded so far, the second argument specifices the total number of "
"bytes to load."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:188
msgid "If the total is 0, it couldn't be calculated. Possible reasons include:"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:191
msgid "Files are delivered with server-side chunked compression"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:192
msgid "Files are delivered with server-side compression on Chromium"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:193
msgid ""
"Not all file downloads have started yet (usually on servers without multi-"
"threading)"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:196
msgid "``engine.setStdoutFunc(func)``, ``engine.setStderrFunc(func)``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:198
msgid ""
"These methods allow implementing custom behavior for the ``stdout`` and "
"``stderr`` streams. The functions passed in will be called with one string "
"argument specifying the string to print."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:209
msgid ""
"These methods should usually only be used in debug pages. The ``"
"$GODOT_DEBUG_ENABLED`` placeholder can be used to check for this."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:212
msgid ""
"By default, ``console.log()`` and ``console.warn()`` are used respecively."
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:215
msgid "Accessing the Emscripten ``Module``"
msgstr ""
#: ../../docs/getting_started/workflow/export/customizing_html5_shell.rst:217
msgid ""
"If you know what you're doing, you can access the runtime environment "
"(Emscripten's ``Module``) as ``engine.rtenv``. Check the official Emscripten "
"documentation for information on how to use it: https://kripken.github.io/"
"emscripten-site/docs/api_reference/module.html"
msgstr ""

View File

@@ -0,0 +1,114 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:4
msgid "Exporting for Android"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:6
msgid ""
"Exporting for Android has fewer requirements than compiling Godot for it. "
"The following steps detail what is needed to setup the SDK and the engine."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:10
msgid "Download the Android SDK"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:12
msgid ""
"Download and install the Android SDK from http://developer.android.com/sdk/"
"index.html"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:16
msgid "Install OpenJDK or Oracle JDK"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:18
msgid ""
"Download and install [OpenJDK](https://github.com/ojdkbuild/ojdkbuild) or "
"[Oracle JDK](http://www.oracle.com/technetwork/java/javase/downloads/index."
"html). Versions below JDK 8 may not work, some users have reported issues "
"with the jarsigner (used to sign the APKs) in JDK 7."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:21
msgid "Create a debug.keystore"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:23
msgid ""
"Android needs a debug keystore file to install to devices and distribute non-"
"release APKs. If you have used the SDK before and have built projects, ant "
"or eclipse probably generated one for you (on Linux and macOS, you can find "
"it in the ``~/.android`` directory)."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:28
msgid ""
"If you can't find it or need to generate one, the keytool command from the "
"JDK can be used for this purpose:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:36
msgid "Make sure you have adb"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:38
msgid ""
"Android Debug Bridge (adb) is the command line tool used to communicate with "
"Android devices. It's installed with the SDK, but you may need to install "
"one (any) of the Android API levels for it to be installed in the SDK "
"directory."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:43
msgid "Setting it up in Godot"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:45
msgid ""
"Enter the Editor Settings screen. This screens contains the editor settings "
"for the user account in the computer (It's independent from the project)."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:51
msgid "Scroll down to the section where the Android settings are located:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:55
msgid "In that screen, the path to 3 files needs to be set:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:57
msgid "The *adb* executable (adb.exe on Windows)"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:58
msgid "The *jarsigner* executable (from JDK 6 or 8)"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:59
msgid "The debug *keystore*"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:61
msgid "Once that is configured, everything is ready to export to Android!"
msgstr ""

View File

@@ -0,0 +1,191 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:4
msgid "Exporting for iOS"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:6
msgid ""
"These are the steps to load a Godot project in Xcode. This allows you to "
"build and deploy to an iOS device, build a release for the App Store, and do "
"everything else you can normally do with Xcode."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:11
msgid "Requirements"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:13
msgid ""
"You must export for iOS from a computer running macOS with Xcode installed."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:14
msgid ""
"Download the Godot export templates. Use the Godot menu: Editor > Manage "
"Export Templates"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:18
msgid "Export a Godot project to Xcode"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:20
msgid ""
"In the Godot editor, open the **Export** window from the **Project** menu. "
"When the Export window opens, click **Add..** and select **iOS**."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:23
msgid ""
"The following export options are required. Leaving any blank with cause the "
"exporter to throw an error:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:26
msgid "In the **Application** category * **App Store Team ID**"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:28
msgid "Everything in the **Required Icons** category"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:29
msgid "Everything in the **Landscape Launch Screens** category"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:30
msgid "Everything in the **Portrait Launch Screens** category"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:32
msgid ""
"After you click **Export Project**, there are still two important options "
"left:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:34
msgid ""
"**Path** is an empty folder that will contain the exported Xcode project "
"files."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:35
msgid ""
"**File** will be the name of the Xcode project and several project specific "
"files and directories."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:39
msgid ""
"This tutorial uses **exported_xcode_project_name**, but you will use your "
"project's name. When you see **exported_xcode_project_name** in the "
"following steps, replace it with the name you used instead."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:43
msgid "When the export completes, the output folder should look like this:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:47
msgid ""
"Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy "
"like any other iOS app."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:52
msgid "Active development considerations"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:54
msgid ""
"The above method creates an exported project that you can build for release, "
"but you have to re-export every time you make a change in Godot."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:57
msgid ""
"While developing, you can speed this process up by linking your Godot "
"project files directly into your app."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:60
msgid "In the following example:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:62
msgid ""
"**exported_xcode_project_name** is the name of the exported iOS application "
"(as above)."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:63
msgid "**godot_project_to_export** is the name of the Godot project."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:66
msgid "Steps to link an Godot project folder to Xcode"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:68
msgid "Start from an exported iOS project (follow the steps above)."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:69
msgid "In Finder, drag the Godot project folder into the Xcode file browser."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:73
msgid ""
"3. In the dialog, make sure **Create folder references** is selected. This "
"means you will be able to continue to edit your Godot project in its current "
"location."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:78
msgid "See the **godot_project_to_export** folder in the Xcode file browser."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:79
msgid "Delete **exported_xcode_project_name.pck** from the Xcode project."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:83
msgid ""
"6. Open **exported_xcode_project_name-Info.plist** and add a string property "
"named **godot_path** (this is the real key name) with a value "
"**godot_project_to_export** (this is the name of your project)"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:89
msgid ""
"That's it! You can now edit your project in the Godot editor and build it in "
"Xcode when you want to run it on a device."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:93
msgid "Services for iOS"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_ios.rst:95
msgid ""
"Special iOS services can be used in Godot. Check out the :ref:"
"`doc_services_for_ios` page."
msgstr ""

View File

@@ -0,0 +1,44 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/export/exporting_for_pc.rst:4
msgid "Exporting for PC"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_pc.rst:6
msgid ""
"The simplest way to distribute a game for PC is to copy the executables "
"(godot.exe on windows, godot on the rest), zip the folder and send it to "
"someone else. However, this is often not desired."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_pc.rst:10
msgid ""
"Godot offers a more elegant approach for PC distribution when using the "
"export system. When exporting for PC (Linux, Windows, Mac), the exporter "
"takes all the project files and creates a \"data.pck\" file. This file is "
"bundled with a specially optimized binary that is smaller, faster and lacks "
"tools and debugger."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_pc.rst:16
msgid ""
"Optionally, the files can be bundled inside the executable, though this does "
"not always works properly."
msgstr ""

View File

@@ -0,0 +1,170 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:4
msgid "Exporting for Universal Windows Platform"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:6
msgid ""
"There's no extra requirement to export an ``.appx`` package that can be "
"installed as a Windows App or submited to the Windows Store. Exporting UWP "
"packages also works from any platform, not only from Windows."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:10
msgid ""
"However, if you want to install and run the app, you need to sign it with a "
"trusted signature. Currently, Godot does not support signing of packages, so "
"you need to use external tools to do so."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:14
msgid ""
"Also, make sure the Publisher Name you set when exporting the package "
"matches the name used on the certificate."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:18
msgid "Limitations on Xbox One"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:20
msgid ""
"As described in `UWP documentation <https://msdn.microsoft.com/en-us/windows/"
"uwp/xbox-apps/system-resource-allocation>`__:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:25
msgid "Submitted as an \"App\""
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:23
msgid "available memory is 1GB"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:24
msgid "share of 2-4 CPU cores"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:25
msgid "shared access of GPU power (45%)"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:30
msgid ""
"Submitted as a \"Game\" (through `Xbox Live Creators Program <https://www."
"xbox.com/en-US/developers/creators-program>`__)"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:28
msgid "available memory is 5GB"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:29
msgid "4 exclusive CPU cores and 2 shared CPU cores"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:30
msgid "exclusive access to GPU power (100%)"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:32
msgid ""
"Exceeding these memory limitations will cause allocation failures and the "
"application will crash."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:35
msgid "Creating a signing certificate"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:37
msgid ""
"This requires the ``MakeCert.exe`` and ``Pvk2Pfx.exe`` tools, which come "
"with the Windows SDK. If you use Visual Studio, you can open one of its "
"Developer Prompts, since it comes with these tools and they can be located "
"in the path."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:41
msgid ""
"You can get more detailed instructions from `Microsoft's documentation "
"<https://msdn.microsoft.com/en-us/library/windows/desktop/jj835832(v=vs.85)."
"aspx>`__."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:44
msgid "First, run ``MakeCert`` to create a private key::"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:48
msgid ""
"Where ``publisherName`` matches the Publisher Name of your package and "
"``expirationDate`` is in the ``mm/dd/yyyy`` format."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:51
msgid ""
"Next, create a Personal Information Exchange (.pfx) file using ``Pvk2Pfx."
"exe``::"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:55
msgid ""
"If you don't specify a password with ``/po`` argument, the PFX will have the "
"same password as the private key."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:58
msgid ""
"You will also need to trust this certificate in order to be able to install "
"your app. Open the Command Prompt as Administrator and run the following "
"command::"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:64
msgid "Signing the package"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:66
msgid "Finally, use ``SignTool.exe`` from the Windows SDK or Visual Studio::"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:71
msgid "Installing the package"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:73
msgid ""
"As of the Windows 10 Anniversary Update, you are able to install packages "
"simply by double clicking the ``.appx`` file from Windows Explorer."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:76
msgid ""
"It's also possible to install by using the ``Add-AppxPackage`` PowerShell "
"cmdlet."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_uwp.rst:78
msgid ""
"If you want to update your already installed app, you must update the "
"version number on the new package or first uninstall the previous package."
msgstr ""

View File

@@ -0,0 +1,312 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:4
msgid "Exporting for the Web"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:6
msgid ""
"HTML5 export allows publishing games made in Godot Engine to the browser. "
"This requires support for the recent technologies `WebAssembly <http://"
"webassembly.org/>`__ and `WebGL 2.0 <https://www.khronos.org/webgl/>`__ in "
"the user's browser. **Firefox** and **Chromium** (Chrome, Opera) are the "
"most popular supported browsers, **Safari** and **Edge** do not work yet."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:13
msgid "Limitations"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:15
msgid ""
"For security and privacy reasons, many features that work effortlessly on "
"native platforms are more complicated on the web platform. Following is a "
"list of limitations you should be aware of when porting a Godot game to the "
"web."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:20
msgid "Exported ``.html`` file must not be reused"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:22
msgid ""
"On export, several text placeholders are replaced in the **generated HTML "
"file** specifically for the given export options. It must not be reused in "
"further exports."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:27
msgid "Using cookies for data persistence"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:29
msgid ""
"Users must **allow cookies** (specifically IndexedDB) if persistence of the "
"``user://`` file system is desired. When playing a game presented in an "
"``iframe``, **third-party** cookies must also be enabled. Incognito/private "
"browsing mode also prevents persistence."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:34
msgid ""
"The method ``OS.is_userfs_persistent()`` can be used to check if the "
"``user://`` file system is persistent, but can give false positives in some "
"cases."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:39
msgid "Full screen and mouse capture"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:41
msgid ""
"Browsers do not allow arbitrarily **entering full screen** at any time. The "
"same goes for **capturing the cursor**. Instead, these actions have to occur "
"as a response to a JavaScript input event. In Godot, this is most easily "
"done by entering full screen from within an input callback such as "
"``_input`` or ``_unhandled_input``."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:47
msgid "For the same reason, the full screen project setting is ignored."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:50
msgid "HTTPClient"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:52
msgid ""
"The ``HTTPClient`` implementation for the HTML5 platform has several "
"restrictions:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:55
msgid "Accessing or changing the ``StreamPeer`` is not possible"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:56
msgid "Blocking mode is not available"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:57
msgid "No chunked responses"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:58
msgid "Host verification cannot be disabled"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:59
msgid ""
"Subject to `same-origin policy <https://developer.mozilla.org/en-US/docs/Web/"
"Security/Same-origin_policy>`_"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:62
msgid "Unimplemented functionality"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:64
msgid ""
"The following functionality is currently unavailable on the HTML5 platform:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:66
msgid "Threads"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:67
msgid "GDNative"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:68
msgid "Clipboard synchronisation between engine and operating system"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:69
msgid "Networking other than ``HTTPClient``"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:71
msgid ""
"Check the `list of open HTML5 issues on Github <https://github.com/"
"godotengine/godot/issues?q=is:open+is:issue+label:platform:html5>`_ to see "
"if functionality you're interested in has an issue yet. If not, open one to "
"communicate your interest."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:76
msgid "Starting exported games from the local file system"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:78
msgid ""
"Many browsers will not load exported projects when **opened locally** per "
"``file://`` protocol. To get around this, use a local server."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:81
msgid ""
"Python offers an easy method for this, using ``python -m SimpleHTTPServer`` "
"with Python 2 or ``python -m http.server`` with Python 3 will serve the "
"current working directory on ``http://localhost:8000``."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:86
msgid "Serving the files"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:88
msgid ""
"Exporting for the web generates several files to be served from a web "
"server, including a default HTML page for presentation. A custom HTML file "
"can be used, see :ref:`doc_customizing_html5_shell`."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:92
msgid ""
"The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache "
"servers and can be renamed to e.g. ``index.html`` at any time, its name is "
"never depended on by default."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:96
msgid ""
"The HTML page is designed to fit the game perfectly without cutting off "
"parts of the canvas when the browser window is scaled to the game's "
"dimensions. This way it can be inserted into an ``<iframe>`` with the game's "
"size, as is common on most web game hosting sites."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:101
msgid ""
"The other exported files are served as they are, next to the ``.html`` file, "
"names unchanged. The ``.wasm`` file is a binary WebAssembly module "
"implementing the engine. The ``.pck`` file is the Godot main pack containing "
"your game. The ``.js`` file contains start-up code and is used by the ``."
"html`` file to access the engine. The ``.png`` file contains the boot splash "
"image. It is not used in the default HTML page, but is included for :ref:"
"`custom HTML pages <doc_customizing_html5_shell>`."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:109
msgid ""
"The ``.pck`` file is binary, usually delivered with the MIME-type "
"``application/octet-stream``. The ``.wasm`` file is delivered as "
"``application/wasm``."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:113
msgid ""
"Delivering the files with server-side compression is recommended especially "
"for the ``.pck`` and ``.wasm`` files, which are usually large in size. The "
"WebAssembly module compresses particularly well, down to around a quarter of "
"its original size with gzip compression."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:119
msgid "Export options"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:121
msgid ""
"If a runnable web export template is available, a button appears between the "
"*Stop scene* and *Play edited Scene* buttons in the editor to quickly open "
"the game in the default browser for testing."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:125
msgid ""
"If a path to a **Custom HTML shell** file is given, it will be used instead "
"of the default HTML page. See :ref:`doc_customizing_html5_shell`."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:128
msgid ""
"**Head Include** is appended into the ``<head>`` element of the generated "
"HTML page. This allows to, for example, load webfonts and third-party "
"JavaScript APIs, include CSS, or run JavaScript code."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:132
msgid ""
"Turning on **Export with Debug** when exporting will, in addition to "
"enabling various debug features of the engine, display a debug output below "
"the canvas when using the default HTML page, displaying JavaScript and "
"engine errors. You can also use the browser-integrated developer console, "
"usually opened with the F12 key, which often shows more information, "
"including WebGL errors."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:139
msgid "Calling JavaScript from script"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:141
msgid ""
"In web builds, the ``JavaScript`` singleton is implemented. If offers a "
"single method called ``eval`` that works similarly to the JavaScript "
"function of the same name. It takes a string as an argument and executes it "
"as JavaScript code. This allows interacting with the browser in ways not "
"possible with script languages integrated into Godot."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:152
msgid ""
"The value of the last JavaScript statement is converted to a GDScript value "
"and returned by ``eval()`` under certain circumstances:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:155
msgid "JavaScript ``number`` is returned as GDScript :ref:`class_float`"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:156
msgid "JavaScript ``boolean`` is returned as GDScript :ref:`class_bool`"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:157
msgid "JavaScript ``string`` is returned as GDScript :ref:`class_String`"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:158
msgid ""
"JavaScript ``ArrayBuffer``, ``TypedArray`` and ``DataView`` are returned as "
"GDScript :ref:`class_PoolByteArray`"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:167
msgid "Any other JavaScript value is returned as ``null``."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:169
msgid ""
"Calling ``JavaScript.eval`` on platforms other than HTML5 will also return "
"``null``."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:172
msgid ""
"The ``eval`` method also accepts a second, optional Boolean argument, which "
"specifies whether to execute the code in the global execution context, "
"defaulting to ``false`` to prevent polluting the global namespace::"
msgstr ""

View File

@@ -0,0 +1,253 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:4
msgid "Exporting projects"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:7
msgid "Why exporting?"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:9
msgid ""
"Originally, Godot did not have any means to export projects. The developers "
"would compile the proper binaries and build the packages for each platform "
"manually."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:13
msgid ""
"When more developers (and even non-programmers) started using it, and when "
"our company started taking more projects at the same time, it became evident "
"that this was a bottleneck."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:18
msgid "On PC"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:20
msgid ""
"Distributing a game project on PC with Godot is rather easy. Just drop the "
"godot.exe (or godot) binary together in the same place as the engine.cfg "
"file, zip it and you are done. This can be taken advantage of to make custom "
"installers."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:25
msgid ""
"It sounds simple, but there are probably a few reasons why the developer may "
"not want to do this. The first one is that it may not be desirable to "
"distribute loads of files. Some developers may not like curious users "
"peeking at how the game was made, others may just find it inelegant, etc."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:31
msgid ""
"Another reason is that, for distribution, the developer might prefer a "
"specially compiled binary, which is smaller in size, more optimized and does "
"not include tools inside (like the editor, debugger, etc.)."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:35
msgid ""
"Finally, Godot has a simple but efficient system for creating DLCs as extra "
"package files."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:39
msgid "On mobile"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:41
msgid ""
"The same scenario in mobile is a little worse. To distribute a project in "
"those devices, a binary for each of those platforms is built, then added to "
"a native project together with the game data."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:45
msgid ""
"This can be troublesome because it means that the developer must be "
"familiarized with the SDK of each platform before even being able to export. "
"While learning each SDK is always encouraged, it can be frustrating to be "
"forced to do it at an undesired time."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:50
msgid ""
"There is also another problem with this approach. Different devices prefer "
"some data in different formats to run. The main example of this is texture "
"compression. All PC hardware uses S3TC (BC) compression and that has been "
"standardized for more than a decade, but mobile devices use different "
"formats for texture compression, such as PVRCT (iOS) or ETC (Android)."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:58
msgid "Export menu"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:60
msgid ""
"After many attempts at different export workflows, the current one has "
"proven to work the best. At the time of this writing, not all platforms are "
"supported yet, but the supported platforms continue to grow."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:64
msgid "To open the export menu, just click the \"Export\" button:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:68
msgid "The export menu will open, however it will be completely empty."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:72
msgid ""
"That is because we need to add an export preset. To do that click the `Add.."
"` button at the top of the export menu. This will open a drop down list of "
"platforms to choose from for an export preset."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:78
msgid ""
"The default options are often enough to export, so tweaking them is not "
"necessary, but provide extra control. However, many platforms require "
"additional tools (SDKs) to be installed to be able to export. Additionally, "
"Godot needs export templates installed to create packages. The export menu "
"will complain when something is missing and will not allow the user to "
"export for that platform until they resolve it:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:87
msgid ""
"At that time, the user is expected to come back to the documentation and "
"follow instructions on how to properly set up that platform."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:91
msgid "Export templates"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:93
msgid ""
"Apart from setting up the platform, the export templates must be installed "
"to be able to export projects. They can be obtained as a .tpz (a renamed ."
"zip) file from the `download page of the website <https://www.godotengine."
"org/download>`_."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:98
msgid ""
"Once downloaded, they can be installed using the \"Install Export Templates"
"\" option in the editor:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:104
msgid "Export mode"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:106
msgid ""
"When exporting, Godot makes a list of all the files to export and then "
"creates the package. There are 3 different modes for exporting:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:109
msgid "Export every single file in the project"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:110
msgid "Export only resources (+custom filter), this is default."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:111
msgid "Export only selected resources (+custom filter)"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:115
msgid ""
"**Export every single file** - This mode exports every single file in the "
"project. This is good to test if something is being forgotten, but "
"developers often have a lot of unrelated stuff around in the dev directory, "
"which makes it a bad idea."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:120
msgid ""
"**Export only resources** - Only resources are exported. For most projects, "
"this is enough. However many developers like to use custom datafiles in "
"their games. To compensate for this, filters can be added for extra "
"extensions (like, *.txt,*.csv, etc.)."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:125
msgid ""
"**Export only selected resources** - Only select resources from a list are "
"exported. This is probably overkill for most projects, but in some cases it "
"is justified (usually huge projects). This mode offers total control of what "
"is exported. Individual resources can be selected and dependency detection "
"is performed to ensure that everything needed is added. As a plus, this mode "
"allows to \"Bundle\" scenes and dependencies into a single file, which is "
"*really* useful for games distributed on optical media."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:139
msgid "Export from Command Line"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:141
msgid ""
"In production it is useful to automate builds, and Godot supports this with "
"the ``--export`` and ``--export-debug`` command line parameters. Exporting "
"from command line still requires an export template to define the export "
"parameters. A basic invocation of the export would be ``godot --export "
"\"Windows Desktop\" some_name``"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:147
msgid ""
"Which, assuming there is a preset called \"Windows Desktop\" and the "
"template can be found, will export to ``some_name.exe``. The output path is "
"relative to the project path or absolute. It does not respect the directory "
"the command was invoked from."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:152
msgid ""
"You can also configure it to export just the .pck or .zip file (allowing a "
"single export to be used with multiple Godot executables). This takes place "
"if:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:156
msgid "The export preset is not marked as runnable"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:157
msgid "The target name ends with `.pck` or with `.zip`"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:159
msgid ""
"It is often useful to combine the ``--export`` flag with the ``--path`` "
"flag, and to create a dedicated export template for automated export: "
"``godot --path path/to/project --export \"pck\" game_name.pck``"
msgstr ""

View File

@@ -0,0 +1,275 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/export/feature_tags.rst:4
msgid "Feature Tags"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/getting_started/workflow/export/feature_tags.rst:9
msgid ""
"Godot has a special system to tag availability of features. Each *feature* "
"is represented as a string, and it can refer to many of the following:"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:12
msgid "Platform name."
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:13
msgid "Platform bits (64/32)."
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:14
msgid "Platform type (desktop/mobile)."
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:15
msgid "Supported texture compression in platform."
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:16
msgid "Whether a build is debug or release."
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:17
msgid "Many more things."
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:19
msgid "Features can be queried in run-time to the singleton API by calling:"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:27
msgid "Default features"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:29
msgid ""
"Here is a list of most feature tags in Godot. Keep in mind they are *case "
"sensitive*:"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:32
msgid "**Feature Tag**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:32
msgid "**Description**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:34
msgid "**Android**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:34
msgid "Running on Android"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:36
msgid "**JavaScript**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:36
msgid "Running on JavaScript (HTML5)"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:38
msgid "**OSX**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:38
msgid "Running on macOS"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:40
msgid "**iOS**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:40
msgid "Running on iOS"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:42
msgid "**UWP**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:42
msgid "Running on UWP"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:44
msgid "**Windows**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:44
msgid "Running on Windows"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:46
msgid "**X11**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:46
msgid "Running on X11"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:48
msgid "**debug**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:48
msgid "Running on a debug build"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:50
msgid "**release**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:50
msgid "Running on a release build"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:52
msgid "**32**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:52
msgid "Running on a 32-bit build"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:54
msgid "**64**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:54
msgid "Running on a 64-bit build"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:56
msgid "**mobile**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:56
msgid "Host OS is a mobile platform"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:58
msgid "**pc**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:58
msgid "Host OS is a PC platform (desktop/laptop)"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:60
msgid "**web**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:60
msgid "Host OS is a Web browser"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:62
msgid "**etc**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:62
msgid "Textures using ETC1 compression are supported"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:64
msgid "**etc2**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:64
msgid "Textures using ETC2 compression are supported"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:66
msgid "**s3tc**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:66
msgid "Textures using S3TC (DXT/BC) compression are supported"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:68
msgid "**pvrtc**"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:68
msgid "Textures using PVRTC compression are supported"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:72
msgid "Custom features"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:74
msgid ""
"It is possible to add custom features to a build, just use the relevant "
"field in the *export preset* used to generate it:"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:80
msgid "Overriding project settings"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:82
msgid ""
"Features can be used to override specific configuration values in the "
"*Project Settings*. This allows to better customize any configuration when "
"doing a build."
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:85
msgid ""
"In the following example, a different icon is added for the demo build of "
"the game (which was customized in a special export preset which, in turn, "
"includes only demo levels)."
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:90
msgid "After overriding, a new field is added for this specific configuration:"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:95
msgid "Default overrides"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:97
msgid ""
"There are already a lot of settings that come with overrides by default, "
"they can be found in many sections of the project settings."
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:103
msgid "Customizing Build"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:105
msgid ""
"Feature tags can be used to customize a build process too, by writing a "
"custom **ExportPlugin**. They also are used to specify which shared library "
"is loaded and exported in **GDNative**."
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/export/index.rst:2
msgid "Export"
msgstr ""

View File

@@ -0,0 +1,70 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:4
msgid "One-click deploy"
msgstr ""
#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:7
msgid "Sounds good, what is it?"
msgstr ""
#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:9
msgid ""
"This feature will pop up automatically once a platform is properly "
"configured and a supported device is connected to the computer. Since things "
"can go wrong at many levels (platform may not be configured correctly, SDK "
"may be incorrectly installed, device may be improperly configured, kitty ate "
"the USB cable, etc.), it's good to let the user know that it exists."
msgstr ""
#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:16
msgid ""
"Some platforms (at the time of this writing, only Android and Blackberry 10) "
"can detect when a USB device is connected to the computer, and offer the "
"user to automatically export, install and run the project (in debug mode) on "
"the device. This feature is called, in industry buzz-words, \"One Click "
"Deploy\" (though, it's technically two clicks...)."
msgstr ""
#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:23
msgid "Steps for one-click deploy"
msgstr ""
#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:25
msgid "Configure target platform."
msgstr ""
#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:26
msgid ""
"Configure device (make sure it's in developer mode, likes the computer, usb "
"is recognized, usb cable is plugged, etc.)."
msgstr ""
#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:28
msgid "Connect the device.."
msgstr ""
#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:29
msgid "And voila!"
msgstr ""
#: ../../docs/getting_started/workflow/export/one-click_deploy.rst:33
msgid "Click once.. and deploy!"
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/index.rst:2
msgid "Project workflow"
msgstr ""

View File

@@ -0,0 +1,22 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/project_setup/index.rst:2
msgid "Project setup"
msgstr ""

View File

@@ -0,0 +1,93 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:4
msgid "Project organization"
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:9
msgid ""
"This tutorial is aimed to propose a simple workflow on how to organize "
"projects. Since Godot allows the programmer to use the file-system as they "
"please, figuring out a way to organize the projects when starting to use the "
"engine can be a little challenging. Because of this, a simple workflow will "
"be described, which can be used or not, but should work as a starting point."
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:16
msgid ""
"Additionally, using version control can be challenging so this proposition "
"will include that too."
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:20
msgid "Organization"
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:22
msgid ""
"Godot is scene based in nature, and uses the filesystem as-is, without "
"metadata or an asset database."
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:25
msgid ""
"Unlike other engines, a lot of resource are contained within the scene "
"itself, so the amount of files in the filesystem is considerably lower."
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:28
msgid ""
"Considering that, the most common approach is to group assets close to "
"scenes as, when a project grows, it makes it more maintainable."
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:31
msgid ""
"As example, base sprite images, 3D model scenes or meshes, materials, etc. "
"can usually be organized in a place, while a separate folder is used to "
"store built levels that use them."
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:52
msgid "Importing"
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:54
msgid ""
"Godot version previous to 3.0 did the import process from files outside the "
"project. While this can be useful in very large projects, it resulted in an "
"organization hassle for most developers."
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:58
msgid ""
"Because of this, assets are now imported from within the project folder "
"transparently."
msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:61
msgid ""
"If a folder shouldn't be imported into Godot an exception can be made with "
"a .gdignore file."
msgstr ""

View File

@@ -0,0 +1,86 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/index.rst:7
msgid "Godot Docs *master* branch"
msgstr ""
#: ../../docs/index.rst:9
msgid ""
"This is the documentation for the unstable (master) branch. Looking for the "
"documentation of the current **stable** branch? `Have a look here <http://"
"docs.godotengine.org/en/stable>`_."
msgstr ""
#: ../../docs/index.rst:13
msgid ""
"Welcome to the official documentation of Godot Engine, the free and open "
"source community-driven 2D and 3D game engine! If you are new to this "
"documentation, we recommend that you read the :ref:`introduction page "
"<doc_about_intro>` to get an overview of what this documentation has to "
"offer."
msgstr ""
#: ../../docs/index.rst:18
msgid ""
"The table of contents below and in the sidebar should let you easily access "
"the documentation for your topic of interest. You can also use the search "
"function in the top left corner."
msgstr ""
#: ../../docs/index.rst:22
msgid ""
"Godot Engine is an open source project developed by a community of "
"volunteers. It means that the documentation team can always use your "
"feedback and help to improve the tutorials and class reference. If you do "
"not manage to understand something, or cannot find what you are looking for "
"in the docs, help us make the documentation better by letting us know!"
msgstr ""
#: ../../docs/index.rst:29
msgid ""
"Submit an issue or pull request on the `GitHub repository <https://github."
"com/godotengine/godot-docs/issues>`_, or discuss with us on the "
"``#documentation`` channel on `Discord <https://godotengine.org/community>`_!"
msgstr ""
#: ../../docs/index.rst:34
msgid ""
"The main documentation for the site is organized into the following sections:"
msgstr ""
#: ../../docs/index.rst:36
msgid "General"
msgstr ""
#: ../../docs/index.rst:44
msgid "Getting started"
msgstr ""
#: ../../docs/index.rst:55
msgid "Tutorials"
msgstr ""
#: ../../docs/index.rst:78
msgid "Development"
msgstr ""
#: ../../docs/index.rst:88
msgid "Community"
msgstr ""

View File

@@ -0,0 +1,189 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-10 12:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/tutorials/2d/2d_movement.rst:4
msgid "2D Movement Overview"
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:7
msgid "Introduction"
msgstr "Introducción"
#: ../../docs/tutorials/2d/2d_movement.rst:9
msgid ""
"Every beginner has been there: \"How do I move my character?\" Depending on "
"the style of game you're making, you may have special requirements, but in "
"general the movement in most 2D games is based on a small number of designs."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:13
msgid ""
"We'll use :ref:`KinematicBody2D <class_KinematicBody2D>` for these examples, "
"but the principles will apply to other node types (Area2D, RigidBody2D) as "
"well."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:17
msgid "Setup"
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:19
msgid ""
"Each example below uses the same scene setup. Start with a "
"``KinematicBody2D`` with two children: ``Sprite`` and ``CollisionShape2D``. "
"You can use the Godot icon (\"icon.png\") for the Sprite's texture or use "
"any other 2D image you have."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:23
msgid ""
"Open ``Project -> Project Settings`` and select the \"Input Map\" tab. Add "
"the following input actions (see :ref:`InputEvent <doc_inputevent>` for "
"details):"
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:29
msgid "8-Way Movement"
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:31
msgid ""
"In this scenario, you want the user to press the four directional keys (up/"
"left/down/right or W/A/S/D) and move in the selected direction. The name \"8-"
"way movement\" comes from the fact that the player can move diagonally by "
"pressing two keys at the same time."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:37
msgid "Add a script to the kinematic body and add the following code:"
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:104
msgid ""
"In the ``get_input()`` function we check for the four key events and sum "
"them up to get the velocity vector. This has the benefit of making two "
"opposite keys cancel each other out, but will also result in diagonal "
"movement being faster due to the two directions being added together."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:109
msgid ""
"We can prevent that if we *normalize* the velocity, which means we set its "
"*length* to ``1``, and multiply by the desired speed."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:112
msgid ""
"If you've never used vector math before, or just need a refresher, you can "
"see an explanation of vector usage in Godot at :ref:`doc_vector_math`."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:120
msgid "Rotation + Movement"
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:122
msgid ""
"This type of movement is sometimes called \"Asteroids-style\" because it "
"resembles how that classic arcade game worked. Pressing left/right rotates "
"the character, while up/down moves it forward or backward in whatever "
"direction it's facing."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:200
msgid ""
"Here we've added two new variables to track our rotation direction and "
"speed. Again, pressing both keys at once will cancel out and result in no "
"rotation. The rotation is applied directly to the body's ``rotation`` "
"property."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:204
msgid ""
"To set the velocity, we use the ``Vector2.rotated()`` method so that it "
"points in the same direction as the body. ``rotated()`` is a very useful "
"vector function that you can use in many circumstances where you would "
"otherwise need to apply trigonometric functions."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:210
msgid "Rotation + Movement (mouse)"
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:212
msgid ""
"This style of movement is a variation of the previous one. This time, the "
"direction is set by the mouse position instead of the keyboard. The "
"character will always \"look at\" the mouse pointer. The forward/back inputs "
"remain the same, however."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:272
msgid ""
"Here we're using the :ref:`Node2D <class_Node2D>` ``look_at()`` method to "
"point the player towards a given position. Without this function, you could "
"get the same effect by setting the angle like this:"
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:287
msgid "Click-and-Move"
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:289
msgid ""
"This last example uses only the mouse to control the character. Clicking on "
"the screen will cause the player to move to the target location."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:346
msgid ""
"Note the ``length()`` check we make prior to movement. Without this test, "
"the body would \"jitter\" upon reaching the target position, as it moves "
"slightly past the position and tries to move back, only to move too far and "
"repeat."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:351
msgid ""
"Uncommenting the ``rotation`` line will also turn the body to point in its "
"direction of motion if you prefer."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:354
msgid ""
"This technique can also be used as the basis of a \"following\" character. "
"The ``target`` position can be that of any object you want to move to."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:358
msgid "Summary"
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:360
msgid ""
"You may find these code samples useful as starting points for your own "
"projects. Feel free to use them and experiment with them to see what you can "
"make."
msgstr ""
#: ../../docs/tutorials/2d/2d_movement.rst:363
msgid ""
"You can download this sample project here: :download:`2D_movement_demo.zip "
"<files/2D_movement_demo.zip>`"
msgstr ""

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