Sync Sphinx templates with current docs

This commit is contained in:
Rémi Verschelde
2018-05-02 12:41:57 +02:00
parent a17922f1ce
commit 86f6e55ee2
200 changed files with 5163 additions and 2549 deletions

2
docs

Submodule docs updated: d5c4518df2...fc873cc50f

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"
@@ -45,7 +45,7 @@ msgid "If you are contributing to the documention, its repository can be found `
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 quickly leads to PRs with an unreadable Git history (especially after peer review)."
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 quickly leads to PRs with an unreadable Git history (especially after peer review)."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:46
@@ -57,15 +57,15 @@ 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."
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."
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."
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
@@ -81,11 +81,11 @@ msgid "Click it, and after a while you should be redirected to your own fork of
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."
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 macOS, or install it through your package manager if you're using Linux."
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."
msgid "If you are on Windows, open Git Bash to type commands. macOS and Linux users can use their respective terminals."
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:91
@@ -105,7 +105,7 @@ msgid "We will start by setting up a reference to the original repository that w
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."
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
@@ -129,7 +129,7 @@ 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:"
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
@@ -137,7 +137,7 @@ 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:"
msgid "If you want to go back to the ``master`` branch, you'd use:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:167
@@ -149,19 +149,19 @@ 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."
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."
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."
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:"
msgid "Therefore, the command that you should (almost) always use is:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:208
@@ -173,7 +173,7 @@ msgid "You would then do your changes to our example's ``editor/project_manager.
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."
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
@@ -205,7 +205,7 @@ msgid "``git status`` will show you what are the currently staged and unstaged m
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."
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 configuration) 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
@@ -225,7 +225,7 @@ 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."
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
@@ -249,7 +249,7 @@ 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."
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
@@ -257,7 +257,7 @@ msgid "On that line, there is a \"Pull request\" link. Clicking it will open a f
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!"
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
@@ -309,7 +309,7 @@ msgid "Upon saving and quitting the editor, the rebase will occur. The second co
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\"."
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
@@ -325,15 +325,15 @@ msgid "And tadaa! Git will happily *replace* your remote branch with what you ha
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:438
msgid "Deleting a Git Branch"
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."
msgid "After your pull request gets merged, there's one last thing you should do: delete your Git branch for the PR. There won't 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:"
msgid "To delete our better project manager branch locally, use this command:"
msgstr ""
#: ../../docs/community/contributing/pr_workflow.rst:451

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"
@@ -181,22 +181,34 @@ msgid "This flag appends \".32\" or \".64\" suffixes to resulting binaries when
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:189
msgid "Export templates"
msgid "Other build options"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:191
msgid "There are several other build options that you can use to configure the way Godot should be built (compiler, debug options, etc.) as well as the features to include/disable."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:195
msgid "Check the output of ``scons --help`` for details about each option for the version you are willing to compile."
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:199
msgid "Export templates"
msgstr ""
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:201
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
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:206
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
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:229
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
#: ../../docs/development/compiling/introduction_to_the_buildsystem.rst:233
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 ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"
@@ -38,18 +38,18 @@ msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:23
#: ../../docs/development/cpp/custom_audiostreams.rst:119
#: ../../docs/development/cpp/custom_audiostreams.rst:342
#: ../../docs/development/cpp/custom_audiostreams.rst:356
msgid "References:"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:25
#: ../../docs/development/cpp/custom_audiostreams.rst:121
#: ../../docs/development/cpp/custom_audiostreams.rst:344
#: ../../docs/development/cpp/custom_audiostreams.rst:358
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
#: ../../docs/development/cpp/custom_audiostreams.rst:359
msgid "`scene/audio/audioplayer.cpp <https://github.com/godotengine/godot/blob/master/scene/audio/audio_player.cpp>`__"
msgstr ""
@@ -93,19 +93,19 @@ msgstr ""
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
#: ../../docs/development/cpp/custom_audiostreams.rst:235
msgid "Resampling"
msgstr ""
#: ../../docs/development/cpp/custom_audiostreams.rst:231
#: ../../docs/development/cpp/custom_audiostreams.rst:238
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
#: ../../docs/development/cpp/custom_audiostreams.rst:242
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
#: ../../docs/development/cpp/custom_audiostreams.rst:357
msgid "`core/math/audio_frame.h <https://github.com/godotengine/godot/blob/master/core/math/audio_frame.h>`__"
msgstr ""

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@@ -0,0 +1,172 @@
# 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: 2018-05-02 12:40+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"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/custom_godot_servers.rst:4
msgid "Custom Godot Servers"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:7
msgid "Introduction"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:9
msgid "Godot implements multi threading as servers. Servers are daemons which manages data, processes, and pushes the result. Server implements the mediator pattern which interprets resource ID and process data for the engine and other modules. In addition, the server claims ownership for its RID allocations."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:16
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_godot_servers.rst:20
#: ../../docs/development/cpp/custom_godot_servers.rst:279
#: ../../docs/development/cpp/custom_godot_servers.rst:429
msgid "References:"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:22
msgid "`Why does Godot use Servers and RIDs? <https://godotengine.org/article/why-does-godot-use-servers-and-rids>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:24
msgid "`Sigleton Pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:26
msgid "`Mediator Pattern <https://en.wikipedia.org/wiki/Mediator_pattern>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:29
msgid "What for?"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:31
msgid "Adding AI"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:32
msgid "Adding a custom asynchronous threads"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:33
msgid "Adding Input support"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:34
msgid "Adding writing threads"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:35
msgid "Adding custom VOIP protocol"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:36
msgid "etc."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:39
msgid "Creating a Godot Server"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:41
msgid "At minimum, a server must to have: a static instance, sleep timer, thread loop, initialize state, and cleanup."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:245
msgid "Custom Managed Resource Data"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:247
msgid "Godot servers implement a mediator pattern. All data types inherit ``RID_Data``. `RID_Owner<MyRID_Data>`` owns the object when ``make_rid`` is called. Only during debug mode, RID_Owner maintains a list of RID. In practice, RID is similar to writing object oriented C code."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:281
msgid ":ref:`RID<class_rid>`"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:282
msgid "`core/rid.h <https://github.com/godotengine/godot/blob/master/core/rid.h>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:286
msgid "Registering the class to GDScript"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:288
msgid "Server are allocated in ``register_types.cpp``. The constructor sets the static instance and init creates the managed thread. ``unregister_types.cpp`` cleans up the server"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:292
msgid "Since Godot Server class creates an instance and binds it to a static singleton, binding the class might not reference the correct instance. Therefore, a dummy class must be created to reference the proper Godot Server."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:296
msgid "In ``register_godotserver_types()``, ``Engine::get_singleton()->add_singleton`` is used to register the dummy class to GDScript."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:338
msgid "`servers/register_server_types.cpp <https://github.com/godotengine/godot/blob/master/servers/register_server_types.cpp>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:341
msgid "Bind methods"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:343
msgid "The dummy class binds singleton methods to gdscript. In most cases, the dummy class methods wraps around."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:351
msgid "Binding Signals"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:353
msgid "It is possible to emit signals to gdscript but calling the GDScript dummy object."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:420
msgid "MessageQueue"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:422
msgid "In order to send commands into scenetree, MessageQueue is a thread safe buffer to queue set and call methods for other threads. To queue a command, obtain the target object RID and use either push_call, push_set, or push_notification to execute the desired behavior. Queue will be flushed whenever either ``SceneTree::idle`` or ``SceneTree::iteration`` are executed."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:431
msgid "`core/message_queue.cpp <https://github.com/godotengine/godot/blob/master/core/message_queue.cpp>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:434
msgid "Summing it up"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:436
msgid "Here is the GDScript sample code"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:469
msgid "Notes"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:471
msgid "Actual `Hilbert Hotel <https://en.wikipedia.org/wiki/Hilbert%27s_paradox_of_the_Grand_Hotel>`__ is impossible"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:473
msgid "Connecting signal example code is pretty hacky"
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -0,0 +1,270 @@
# 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: 2018-05-02 12:40+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"
"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_style_guide.rst:4
msgid "Style Guide"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:6
msgid "Having well-defined and consistent coding conventions is important for every project, and Godot is no exception to this rule."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:9
msgid "This page contains a coding style guide which is followed by developers and contributors of Godot itself. As such, it is mainly intended for those who want to contribute to the project, but since the conventions and guidelines mentioned in this article are those most widely adopted by the users of the language, we encourage you to do the same, especially if you do not have such a guide yet."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:14
msgid "This article is by no means an exhaustive guide on how to follow the standard coding conventions or best practices. If you feel unsure of an aspect which is not covered here, please refer to more comprehensive documentation, such as `C# Coding Conventions <https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/inside-a-program/coding-conventions>`_ or `Framework Design Guidelines <https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/naming-guidelines>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:21
msgid "Language Specification"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:23
msgid "Currently, Godot uses C# version 6.0 in its engine and example source code. So, before we move to a newer version, care must be taken to avoid mixing language features only available in C# 7.0 or later, such as pattern matching or expression-bodied members inside get/set accessors."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:27
msgid "For detailed information of C# features in different versions, please see `What's New in C# <https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:31
msgid "Formatting Conventions"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:33
msgid "If you create a new file, make sure that it uses linefeed (*LF*) characters to break lines, not *CRLF* or *CR*."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:34
msgid "Use UTF-8 encoding without a byte order mark (BOM <https://en.wikipedia.org/wiki/Byte_order_mark>)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:35
msgid "Use 4 spaces instead of tabs for indentation (which is referred to as 'soft tabs')."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:38
msgid "Line Breaks and Blank Lines"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:40
msgid "For a general indentation rule, follow `The 'Allman Style' <https://en.wikipedia.org/wiki/Indentation_style#Allman_style>`_ which recommends placing the brace associated with a control statement on the next line, indented to the same level:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:57
msgid "However, you may choose to omit line breaks inside brackets,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:59
msgid "For simple property accessors."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:60
msgid "For simple object, array, or collection initializers."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:61
msgid "For abstract auto property, indexer, or event declarations."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:83
msgid "Insert a blank line,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:85
msgid "After *using* statement list."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:86
msgid "Between method, properties, and inner type declarations."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:88
msgid "Field and constant declarations can be grouped together according to relevance. In that case, consider inserting a blank line between the groups for easier reading."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:91
msgid "Avoid inserting a blank line,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:93
msgid "After an opening bracket ('{')."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:94
msgid "Before a closing bracket ('}')."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:95
msgid "After a comment block, or a single line comment."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:96
msgid "Adjacent to another blank line."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:133
msgid "Consider breaking a line when it's longer than 100 characters. And it's also a good practice to insert a line feed (LF) character at the end of a file because some utilities have trouble recognizing the last line without it (i.e. Linux's *cat* command)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:138
msgid "Using Spaces"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:140
msgid "Insert a space,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:142
msgid "Around a binary and tertiary operator."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:143
msgid "Between an opening parenthesis and *if*, *for*, *foreach*, *catch*, *while*, *lock* or *using* keywords."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:144
msgid "Before and within a single line accessor block."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:145
msgid "Between accessors in a single line accessor block."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:146
msgid "After a comma."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:147
msgid "After a semi-colon in a *for* statement."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:148
msgid "After a colon in a single line *case* statement."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:149
msgid "Around a colon in a type declaration."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:150
msgid "Around a lambda arrow."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:151
msgid "After a single line comment symbol ('//'), and before it if used at the end of a line."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:153
msgid "Do not use a space,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:155
msgid "After a type cast parentheses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:156
msgid "Within single line initializer braces."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:158
msgid "The following example shows a proper use of spaces, according to some of the the above mentioned conventions:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:193
msgid "Naming Conventions"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:195
msgid "Use *PascalCase* for all namespaces, type names and member level identifiers (i.e. methods, properties, constants, events), except for private fields:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:216
msgid "Use *camelCase* for all other identifiers (i.e. local variables, method arguments), and use underscore('_') as a prefix for private fields (but not for methods or properties, as explained above):"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:230
msgid "There's an exception with acronyms which consist of two letters like *'UI'* which should be written in upper case letters when used where Pascal case would be expected, and in lower case letters otherwise."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:233
msgid "Note that *'id'* is **not** an acronym, so it should be treated as a normal identifier:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:244
msgid "It is generally discouraged to use a type name as a prefix of an identifier like *'string strText'* or *'float fPower'*, for example. However, there's an exception about interfaces, in which case they **should** be named using an upper case *'I'* as a prefix, like *'IInventoryHolder'* or *'IDamageable'*."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:248
msgid "Lastly, consider choosing descriptive names and do not try to shorten them too much if it affects readability."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:251
msgid "For instance, if you want to write a code to find a nearby enemy and hit with an weapon, prefer"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:257
msgid "Rather than,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:264
msgid "Implicitly Typed Local Variables"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:266
msgid "Consider using implicitly typing (*'var'*) for declaration of a local variable, but do so **only when the type is evident** from the right side of the assignment:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:296
msgid "Other Considerations"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:298
msgid "Use explicit access modifiers."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:299
msgid "Use properties instead of non-private fields."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:300
msgid "Use modifiers in this order: *'public/protected/private/internal virtual/override/abstract/new static readonly'*."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:301
msgid "Avoid using fully qualified names or *'this.'* prefix for members when it's not necessary."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:302
msgid "Remove unused *'using'* statements and unnecessary parentheses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:303
msgid "Consider omitting default initial value for a type."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:304
msgid "Consider using null-conditional operators or type initializers to make the code more compact."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:305
msgid "Use safe cast when there is a possibility of the value being a different type, and use direct cast otherwise."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"
@@ -122,75 +122,75 @@ msgstr ""
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:107
msgid "Pointers & referencing:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:108
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:109
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:114
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:120
msgid "C++:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:135
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:136
msgid "Java:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:153
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:154
msgid "GDScript:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:165
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:166
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:174
msgid "Arrays"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:175
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:176
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:203
msgid "And in GDScript:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:211
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:212
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:222
msgid "Or unordered sets:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:230
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:231
msgid "Dictionaries"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:232
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:233
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:239
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:245
msgid "Example of Dictionary:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:251
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:252
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:261
msgid "In most cases, two-dimensional arrays can often be implemented more easily with dictionaries. Here's a simple battleship game example:"
msgstr ""
@@ -230,83 +230,83 @@ msgstr ""
msgid "Translate to:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:390
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:393
msgid "And backwards looping is done through a negative counter:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:396
msgid "becomes"
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:399
msgid "Becomes:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:403
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:407
msgid "While"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:405
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:409
msgid "while() loops are the same everywhere:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:416
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:420
msgid "Custom iterators"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:417
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:421
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:453
msgid "And it can be used like any other iterator:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:457
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:461
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:465
msgid "Duck typing"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:463
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:467
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:472
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:483
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:491
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:500
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:506
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:509
msgid "In this case, it translates to:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:507
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:511
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:513
msgid "Yes, we should call it Hulk typing instead."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:511
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:515
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:526
msgid "Then, simply define that method and anything the rock touches can be smashed."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"
@@ -37,341 +37,341 @@ msgid "Usage in GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:22
msgid "Examine this concrete GDScript example::"
msgid "Examine this concrete GDScript example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:33
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:35
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:39
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:46
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:50
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::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:53
msgid "A quick example in GDScript:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:62
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:66
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:71
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`_)::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:73
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:85
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:90
msgid "Format specifiers"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:86
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:92
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:99
msgid "Placeholder types"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:95
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:101
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:105
msgid "``s``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:99
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:105
msgid "**Simple** conversion to String by the same method as implicit String conversion."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:102
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:108
msgid "``c``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:102
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:108
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:111
msgid "``d``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:105
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:111
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:114
msgid "``o``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:108
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:114
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:117
msgid "``x``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:111
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:117
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:120
msgid "``X``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:114
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:120
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:123
msgid "``f``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:117
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:123
msgid "A **decimal real** number. Expects an integral or real number."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:122
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:128
msgid "Placeholder modifiers"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:124
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:130
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134
msgid "``+``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:128
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134
msgid "In number specifiers, **show + sign** if positive."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:130
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:136
msgid "Integer"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:130
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:136
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:140
msgid "``.``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:140
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:143
msgid "``-``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:137
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:143
msgid "**Pad to the right** rather than the left."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:139
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:145
msgid "``*``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:139
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:145
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:151
msgid "Padding"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:147
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:153
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::"
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:164
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:166
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:174
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::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:186
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:197
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::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:199
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 ``*``::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:212
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:222
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::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:224
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:235
msgid "Format method examples"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:219
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:237
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:242
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:262
msgid "**Type**"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:224
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:242
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:242
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:262
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:275
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:242
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:262
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:275
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
msgid "Dictionary"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:226
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:232
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
msgid "key"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:226
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:244
#: ../../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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252
msgid "index"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:228
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254
msgid "mix"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:230
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254
msgid "Array"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:232
msgid "\"Hi, {name} v{version}!\".format([[\"version\":\"3.0\"], [\"name\":\"Godette\"])"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
msgid "\"Hi, {name} v{version}!\".format([[\"version\":\"3.0\"], [\"name\":\"Godette\"]])"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:234
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:252
msgid "\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:236
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:254
msgid "\"Hi, {name} v{0}!\".format([3.0, [\"name\":\"Godette\"]])"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:239
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:257
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:264
msgid "Infix (default)"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:246
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:264
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:264
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:266
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:268
msgid "Hi, Godette v3.0"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:266
msgid "Postfix"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:248
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:266
msgid "\"Hi, 0% v1%\".format([\"Godette\", \"3.0\"], \"_%\")"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:268
msgid "Prefix"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:250
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:268
msgid "\"Hi, %0 v%1\".format([\"Godette\", \"3.0\"], \"%_\")"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:253
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:271
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
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:277
msgid "\"Hi, {0} v{version}\".format({0:\"Godette\", \"version\":\"%0.2f\" % 3.114})"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:259
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:277
msgid "Hi, Godette v3.11"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"
@@ -61,7 +61,7 @@ msgstr ""
#: ../../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**"
msgid "**Good**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:40
@@ -69,7 +69,7 @@ msgstr ""
#: ../../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**"
msgid "**Bad**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:50
@@ -113,7 +113,7 @@ msgid "Always use one space around operators and after commas. Avoid extra space
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:147
msgid "**Never!**"
msgid "**NEVER**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:156

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"
@@ -84,43 +84,43 @@ msgstr ""
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
#: ../../docs/getting_started/step_by_step/resources.rst:101
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
#: ../../docs/getting_started/step_by_step/resources.rst:116
msgid "Loading scenes"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:102
#: ../../docs/getting_started/step_by_step/resources.rst:117
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
#: ../../docs/getting_started/step_by_step/resources.rst:121
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
#: ../../docs/getting_started/step_by_step/resources.rst:142
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
#: ../../docs/getting_started/step_by_step/resources.rst:146
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
#: ../../docs/getting_started/step_by_step/resources.rst:155
msgid "Freeing resources"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:131
#: ../../docs/getting_started/step_by_step/resources.rst:157
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
#: ../../docs/getting_started/step_by_step/resources.rst:164
msgid "Scripting"
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:140
#: ../../docs/getting_started/step_by_step/resources.rst:166
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 ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"
@@ -84,75 +84,75 @@ msgstr ""
msgid "This means that any node can access a singleton named \"playervariables\" with:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:54
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:60
msgid "Or even simpler using the name directly:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:61
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:73
msgid "Custom scene switcher"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:63
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:75
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
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:81
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
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:84
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
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:91
msgid "global.gd"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:81
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:93
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
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:98
msgid "Save the script as `global.gd`:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:90
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:102
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
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:109
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
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:111
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
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:116
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
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:146
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
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:218
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
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:226
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
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:247
msgid "and"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:181
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:267
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
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:270
msgid "To load scenes with a progress bar, check out the next tutorial, :ref:`doc_background_loading`"
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"
@@ -49,7 +49,7 @@ 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 <#>`__."
msgid "To learn how to control the interface and connect it to other scripts, read :ref:`Build your first game UI in Godot <doc_ui_game_user_interface>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:30
@@ -93,310 +93,310 @@ 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/#>`__."
msgid "Godot ships with dozens of Control nodes. A lot of them are here to help you build editor plugins and applications."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:57
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:56
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:59
msgid "Label: for displaying text"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:61
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:60
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:62
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:64
msgid "NinePatchRect: for scalable panels"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:66
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:65
msgid "TextureButton: to create buttons"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:70
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:69
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:72
msgid "TextureRect"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:75
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:74
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:78
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:79
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:80
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:81
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:84
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:85
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:87
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:92
msgid "TextureRect modulated with a red color"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:96
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:95
msgid "TextureButton"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:98
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:97
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:104
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:114
msgid "TextureButton and its 5 texture slots"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:118
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:117
msgid "TextureProgress"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:120
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:119
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:123
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:128
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:138
msgid "TextureProgress bar, two thirds filled"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:142
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:141
msgid "Label"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:144
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:143
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:152
msgid "Picture of a Label"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:156
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:155
msgid "NinePatchRect"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:158
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:157
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:164
msgid "NinePatchRect scaled with the min\\_size property"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:168
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:167
msgid "There are two workflows to build responsive UIs"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:170
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:169
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:171
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:172
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:174
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:176
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:180
msgid "Place UI elements precisely with anchors"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:183
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:182
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:189
msgid "The anchor property"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:193
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:192
msgid "How to change the anchor"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:195
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:194
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:203
msgid "The layout menu in the viewport"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:207
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:206
msgid "Anchors are relative to the parent container"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:209
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:208
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:218
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:223
msgid "Margins change with the anchor"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:226
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:225
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:235
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:237
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:246
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:248
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:258
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:260
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:266
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:269
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:273
msgid "Arrange control nodes automatically with containers"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:276
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:275
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:281
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:286
msgid "The 5 most useful containers"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:289
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:288
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:291
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:292
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:293
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:295
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:297
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:305
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:308
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:317
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:319
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:328
msgid "The HBoxContainer horizontally aligns UI elements"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:331
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:330
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:337
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
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:348
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/#>`__."
#: ../../docs/getting_started/step_by_step/ui_introduction_to_the_ui_system.rst:350
msgid "Godot's UI system is complex, and has a lot more to offer. To learn how to design more advanced interface, head to the :ref:`GUI section <toc-learn-features-gui>` of the docs."
msgstr ""

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"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-04-19 09:05+0200\n"
"POT-Creation-Date: 2018-05-02 12:40+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"

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