# SOME DESCRIPTIVE TITLE. # Copyright (C) 2014-2020, 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 , YEAR. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2020-07-30 19:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/creating_script_templates.rst:4 msgid "Creating script templates" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:6 msgid "Godot provides a way to use script templates as seen in the ``Script Create Dialog`` while creating a new script:" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:11 msgid "A set of default script templates is provided by default, but it's also possible to modify existing and create new ones, both per project and the editor." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:15 msgid "Locating the templates" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:17 msgid "There are two places where templates can be managed." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:20 msgid "Editor-defined templates" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:22 msgid "These are available globally throughout any project. The location of these templates are determined per each OS:" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:25 msgid "Windows: ``%APPDATA%\\Godot\\script_templates\\``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:26 msgid "Linux: ``$HOME/.local/share/godot/script_templates/``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:27 msgid "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:29 msgid "If no ``script_templates`` is detected, Godot will create a default set of built-in templates automatically, so this logic can be used to reset the default templates in case you've accidentally overwritten them." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:34 msgid "Project-defined templates" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:36 msgid "The default path to search for templates is the ``res://script_templates/`` directory. The path can be changed by configuring the ``editor/script_templates_search_path`` setting in the :ref:`ProjectSettings `, both via code and the editor." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:41 msgid "If no ``script_templates`` directory is found within a project, it is simply ignored." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:45 msgid "Language support and overriding behavior" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:47 msgid "Depending on whether a particular language implements a way to generate scripts out of templates, it's possible to create a template which can be recognized by that language according to template's file extension. For GDScript and C#, the extensions must be ``gd`` and ``cs`` respectively." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:52 msgid "The script templates have the same extension as the regular script files. This may lead to an issue of a script parser treating those templates as actual scripts within a project. To avoid this, make sure to ignore the directory containing them by creating a ``.gdignore`` file. The directory won't be visible throughout the project's filesystem anymore, yet the templates can be modified by an external text editor anytime." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:59 msgid "The built-in editor templates are automatically shadowed by the project-specific templates given both scripts have the same filename." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:63 msgid "Default template" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:65 msgid "The ``Default`` template is always generated dynamically per language and cannot be configured nor overridden, but you can use these as the base for creating other templates." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:116 msgid "List of template placeholders" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:118 msgid "The following describes the complete list of built-in template placeholders which are currently implemented." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:122 msgid "Base placeholders" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:125 #: ../../docs/getting_started/scripting/creating_script_templates.rst:147 msgid "Placeholder" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:125 msgid "Description" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:127 msgid "``%CLASS%``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:127 msgid "The name of the new class (used in C# only)." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:129 msgid "``%BASE%``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:129 msgid "The base type a new script inherits from." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:131 msgid "``%TS%``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:131 msgid "Indentation placeholder. The exact type and number of whitespace characters used for indentation is determined by the ``text_editor/indent/type`` and ``text_editor/indent/size`` settings in the :ref:`EditorSettings ` respectively." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:139 msgid "Type placeholders" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:141 msgid "These are only relevant for GDScript with static typing. Whether these placeholders are actually replaced is determined by the ``text_editor/completion/add_type_hints`` setting in the :ref:`EditorSettings `." msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:147 msgid "Value" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:149 msgid "``%INT_TYPE%``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:149 msgid "``: int``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:151 msgid "``%STRING_TYPE%``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:151 msgid "``: String``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:153 msgid "``%FLOAT_TYPE%``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:153 msgid "``: float``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:155 msgid "``%VOID_RETURN%``" msgstr "" #: ../../docs/getting_started/scripting/creating_script_templates.rst:155 msgid "``-> void``" msgstr ""