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365 lines
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Plaintext
365 lines
12 KiB
Plaintext
# SOME DESCRIPTIVE TITLE.
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# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
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# This file is distributed under the same license as the Godot Engine package.
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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#
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#, fuzzy
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msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine latest\n"
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"Report-Msgid-Bugs-To: \n"
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"POT-Creation-Date: 2020-06-22 14:46+0200\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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"Language: de\n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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#: ../../docs/development/cpp/object_class.rst:4
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msgid "Object class"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:7
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msgid "General definition"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:9
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msgid ""
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":ref:`Object <class_object>` is the base class for almost everything. Most "
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"classes in Godot inherit directly or indirectly from it. Objects provide "
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"reflection and editable properties, and declaring them is a matter of using "
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"a single macro like this."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:21
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msgid "This makes Objects gain a lot of functionality, like for example"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:31
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#: ../../docs/development/cpp/object_class.rst:89
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#: ../../docs/development/cpp/object_class.rst:254
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#: ../../docs/development/cpp/object_class.rst:270
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#: ../../docs/development/cpp/object_class.rst:291
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#: ../../docs/development/cpp/object_class.rst:310
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msgid "References:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:33
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msgid ""
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"`core/object.h <https://github.com/godotengine/godot/blob/master/core/object."
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"h>`__"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:36
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msgid "Registering an Object"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:38
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msgid ""
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"ClassDB is a static class that holds the entire list of registered classes "
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"that inherit from Object, as well as dynamic bindings to all their methods "
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"properties and integer constants."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:42
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msgid "Classes are registered by calling:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:48
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msgid ""
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"Registering it will allow the class to be instanced by scripts, code, or "
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"creating them again when deserializing."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:51
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msgid "Registering as virtual is the same but it can't be instanced."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:57
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msgid ""
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"Object-derived classes can override the static function ``static void "
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"_bind_methods()``. When one class is registered, this static function is "
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"called to register all the object methods, properties, constants, etc. It's "
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"only called once. If an Object derived class is instanced but has not been "
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"registered, it will be registered as virtual automatically."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:64
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msgid ""
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"Inside ``_bind_methods``, there are a couple of things that can be done. "
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"Registering functions is one:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:71
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msgid "Default values for arguments can be passed in reverse order:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:77
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msgid ""
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"``D_METHOD`` is a macro that converts \"methodname\" to a StringName for "
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"more efficiency. Argument names are used for introspection, but when "
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"compiling on release, the macro ignores them, so the strings are unused and "
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"optimized away."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:82
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msgid "Check ``_bind_methods`` of Control or Object for more examples."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:84
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msgid ""
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"If just adding modules and functionality that is not expected to be "
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"documented as thoroughly, the ``D_METHOD()`` macro can safely be ignored and "
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"a string passing the name can be passed for brevity."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:91
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msgid ""
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"`core/class_db.h <https://github.com/godotengine/godot/blob/master/core/"
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"class_db.h>`__"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:94
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msgid "Constants"
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msgstr "Konstanten"
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#: ../../docs/development/cpp/object_class.rst:96
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msgid "Classes often have enums such as:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:105
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msgid ""
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"For these to work when binding to methods, the enum must be declared "
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"convertible to int, for this a macro is provided:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:112
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msgid "The constants can also be bound inside ``_bind_methods``, by using:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:120
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msgid "Properties (set/get)"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:122
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msgid "Objects export properties, properties are useful for the following:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:124
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msgid "Serializing and deserializing the object."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:125
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msgid "Creating a list of editable values for the Object derived class."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:127
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msgid ""
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"Properties are usually defined by the PropertyInfo() class. Usually "
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"constructed as:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:134
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msgid "For example:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:140
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msgid ""
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"This is an integer property, named \"amount\", hint is a range, range goes "
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"from 0 to 49 in steps of 1 (integers). It is only usable for the editor "
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"(edit value visually) but won't be serialized."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:144
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msgid "Another example:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:150
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msgid ""
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"This is a string property, can take any string but the editor will only "
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"allow the defined hint ones. Since no usage flags were specified, the "
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"default ones are PROPERTY_USAGE_STORAGE and PROPERTY_USAGE_EDITOR."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:154
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msgid ""
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"There are plenty of hints and usage flags available in object.h, give them a "
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"check."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:157
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msgid ""
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"Properties can also work like C# properties and be accessed from script "
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"using indexing, but this usage is generally discouraged, as using functions "
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"is preferred for legibility. Many properties are also bound with categories, "
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"such as \"animation/frame\" which also make indexing impossible unless using "
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"operator []."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:163
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msgid ""
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"From ``_bind_methods()``, properties can be created and bound as long as set/"
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"get functions exist. Example:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:170
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msgid "This creates the property using the setter and the getter."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:175
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msgid "Binding properties using ``_set``/``_get``/``_get_property_list``"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:177
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msgid ""
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"An additional method of creating properties exists when more flexibility is "
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"desired (i.e. adding or removing properties on context)."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:180
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msgid ""
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"The following functions can be overridden in an Object derived class, they "
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"are NOT virtual, DO NOT make them virtual, they are called for every "
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"override and the previous ones are not invalidated (multilevel call)."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:192
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msgid ""
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"This is also a little less efficient since ``p_property`` must be compared "
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"against the desired names in serial order."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:196
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msgid "Dynamic casting"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:198
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msgid ""
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"Godot provides dynamic casting between Object-derived classes, for example:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:208
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msgid ""
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"If cast fails, NULL is returned. This system uses RTTI, but it also works "
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"fine (although a bit slower) when RTTI is disabled. This is useful on "
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"platforms where a small binary size is ideal, such as HTML5 or consoles "
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"(with low memory footprint)."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:214
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msgid "Signals"
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msgstr "Signale"
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#: ../../docs/development/cpp/object_class.rst:216
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msgid ""
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"Objects can have a set of signals defined (similar to Delegates in other "
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"languages). Connecting to them is rather easy:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:225
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msgid ""
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"The method ``_node_entered_tree`` must be registered to the class using "
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"``ClassDB::bind_method`` (explained before)."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:228
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msgid ""
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"Adding signals to a class is done in ``_bind_methods``, using the "
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"``ADD_SIGNAL`` macro, for example:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:236
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msgid "References"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:238
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msgid ""
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":ref:`Reference <class_reference>` inherits from Object and holds a "
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"reference count. It is the base for reference counted object types. "
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"Declaring them must be done using Ref<> template. For example:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:250
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msgid ""
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"``myref`` is reference counted. It will be freed when no more Ref<> "
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"templates point to it."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:256
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msgid ""
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"`core/reference.h <https://github.com/godotengine/godot/blob/master/core/"
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"reference.h>`__"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:259
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msgid "Resources:"
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msgstr "Ressourcen:"
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#: ../../docs/development/cpp/object_class.rst:261
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msgid ""
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":ref:`Resource <class_resource>` inherits from Reference, so all resources "
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"are reference counted. Resources can optionally contain a path, which "
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"reference a file on disk. This can be set with ``resource.set_path(path)``. "
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"This is normally done by the resource loader though. No two different "
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"resources can have the same path, attempt to do so will result in an error."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:267
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msgid "Resources without a path are fine too."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:272
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msgid ""
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"`core/resource.h <https://github.com/godotengine/godot/blob/master/core/"
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"resource.h>`__"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:275
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msgid "Resource loading"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:277
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msgid "Resources can be loaded with the ResourceLoader API, like this:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:283
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msgid ""
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"If a reference to that resource has been loaded previously and is in memory, "
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"the resource loader will return that reference. This means that there can be "
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"only one resource loaded from a file referenced on disk at the same time."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:288
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msgid "resourceinteractiveloader (TODO)"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:293
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msgid ""
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"`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/master/"
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"core/io/resource_loader.h>`__"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:296
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msgid "Resource saving"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:298
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msgid "Saving a resource can be done with the resource saver API:"
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:304
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msgid ""
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"Instance will be saved. Sub resources that have a path to a file will be "
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"saved as a reference to that resource. Sub resources without a path will be "
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"bundled with the saved resource and assigned sub-IDs, like \"res://"
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"someresource.res::1\". This also helps to cache them when loaded."
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msgstr ""
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#: ../../docs/development/cpp/object_class.rst:312
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msgid ""
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"`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/master/"
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"core/io/resource_saver.h>`__"
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msgstr ""
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