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godot-docs-l10n/sphinx/po/de/LC_MESSAGES/development/cpp/object_class.po
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# 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 <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-06-22 14:46+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/object_class.rst:4
msgid "Object class"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:7
msgid "General definition"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:9
msgid ""
":ref:`Object <class_object>` is the base class for almost everything. Most "
"classes in Godot inherit directly or indirectly from it. Objects provide "
"reflection and editable properties, and declaring them is a matter of using "
"a single macro like this."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:21
msgid "This makes Objects gain a lot of functionality, like for example"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:31
#: ../../docs/development/cpp/object_class.rst:89
#: ../../docs/development/cpp/object_class.rst:254
#: ../../docs/development/cpp/object_class.rst:270
#: ../../docs/development/cpp/object_class.rst:291
#: ../../docs/development/cpp/object_class.rst:310
msgid "References:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:33
msgid ""
"`core/object.h <https://github.com/godotengine/godot/blob/master/core/object."
"h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:36
msgid "Registering an Object"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:38
msgid ""
"ClassDB is a static class that holds the entire list of registered classes "
"that inherit from Object, as well as dynamic bindings to all their methods "
"properties and integer constants."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:42
msgid "Classes are registered by calling:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:48
msgid ""
"Registering it will allow the class to be instanced by scripts, code, or "
"creating them again when deserializing."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:51
msgid "Registering as virtual is the same but it can't be instanced."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:57
msgid ""
"Object-derived classes can override the static function ``static void "
"_bind_methods()``. When one class is registered, this static function is "
"called to register all the object methods, properties, constants, etc. It's "
"only called once. If an Object derived class is instanced but has not been "
"registered, it will be registered as virtual automatically."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:64
msgid ""
"Inside ``_bind_methods``, there are a couple of things that can be done. "
"Registering functions is one:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:71
msgid "Default values for arguments can be passed in reverse order:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:77
msgid ""
"``D_METHOD`` is a macro that converts \"methodname\" to a StringName for "
"more efficiency. Argument names are used for introspection, but when "
"compiling on release, the macro ignores them, so the strings are unused and "
"optimized away."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:82
msgid "Check ``_bind_methods`` of Control or Object for more examples."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:84
msgid ""
"If just adding modules and functionality that is not expected to be "
"documented as thoroughly, the ``D_METHOD()`` macro can safely be ignored and "
"a string passing the name can be passed for brevity."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:91
msgid ""
"`core/class_db.h <https://github.com/godotengine/godot/blob/master/core/"
"class_db.h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:94
msgid "Constants"
msgstr "Konstanten"
#: ../../docs/development/cpp/object_class.rst:96
msgid "Classes often have enums such as:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:105
msgid ""
"For these to work when binding to methods, the enum must be declared "
"convertible to int, for this a macro is provided:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:112
msgid "The constants can also be bound inside ``_bind_methods``, by using:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:120
msgid "Properties (set/get)"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:122
msgid "Objects export properties, properties are useful for the following:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:124
msgid "Serializing and deserializing the object."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:125
msgid "Creating a list of editable values for the Object derived class."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:127
msgid ""
"Properties are usually defined by the PropertyInfo() class. Usually "
"constructed as:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:134
msgid "For example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:140
msgid ""
"This is an integer property, named \"amount\", hint is a range, range goes "
"from 0 to 49 in steps of 1 (integers). It is only usable for the editor "
"(edit value visually) but won't be serialized."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:144
msgid "Another example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:150
msgid ""
"This is a string property, can take any string but the editor will only "
"allow the defined hint ones. Since no usage flags were specified, the "
"default ones are PROPERTY_USAGE_STORAGE and PROPERTY_USAGE_EDITOR."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:154
msgid ""
"There are plenty of hints and usage flags available in object.h, give them a "
"check."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:157
msgid ""
"Properties can also work like C# properties and be accessed from script "
"using indexing, but this usage is generally discouraged, as using functions "
"is preferred for legibility. Many properties are also bound with categories, "
"such as \"animation/frame\" which also make indexing impossible unless using "
"operator []."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:163
msgid ""
"From ``_bind_methods()``, properties can be created and bound as long as set/"
"get functions exist. Example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:170
msgid "This creates the property using the setter and the getter."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:175
msgid "Binding properties using ``_set``/``_get``/``_get_property_list``"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:177
msgid ""
"An additional method of creating properties exists when more flexibility is "
"desired (i.e. adding or removing properties on context)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:180
msgid ""
"The following functions can be overridden in an Object derived class, they "
"are NOT virtual, DO NOT make them virtual, they are called for every "
"override and the previous ones are not invalidated (multilevel call)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:192
msgid ""
"This is also a little less efficient since ``p_property`` must be compared "
"against the desired names in serial order."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:196
msgid "Dynamic casting"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:198
msgid ""
"Godot provides dynamic casting between Object-derived classes, for example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:208
msgid ""
"If cast fails, NULL is returned. This system uses RTTI, but it also works "
"fine (although a bit slower) when RTTI is disabled. This is useful on "
"platforms where a small binary size is ideal, such as HTML5 or consoles "
"(with low memory footprint)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:214
msgid "Signals"
msgstr "Signale"
#: ../../docs/development/cpp/object_class.rst:216
msgid ""
"Objects can have a set of signals defined (similar to Delegates in other "
"languages). Connecting to them is rather easy:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:225
msgid ""
"The method ``_node_entered_tree`` must be registered to the class using "
"``ClassDB::bind_method`` (explained before)."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:228
msgid ""
"Adding signals to a class is done in ``_bind_methods``, using the "
"``ADD_SIGNAL`` macro, for example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:236
msgid "References"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:238
msgid ""
":ref:`Reference <class_reference>` inherits from Object and holds a "
"reference count. It is the base for reference counted object types. "
"Declaring them must be done using Ref<> template. For example:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:250
msgid ""
"``myref`` is reference counted. It will be freed when no more Ref<> "
"templates point to it."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:256
msgid ""
"`core/reference.h <https://github.com/godotengine/godot/blob/master/core/"
"reference.h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:259
msgid "Resources:"
msgstr "Ressourcen:"
#: ../../docs/development/cpp/object_class.rst:261
msgid ""
":ref:`Resource <class_resource>` inherits from Reference, so all resources "
"are reference counted. Resources can optionally contain a path, which "
"reference a file on disk. This can be set with ``resource.set_path(path)``. "
"This is normally done by the resource loader though. No two different "
"resources can have the same path, attempt to do so will result in an error."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:267
msgid "Resources without a path are fine too."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:272
msgid ""
"`core/resource.h <https://github.com/godotengine/godot/blob/master/core/"
"resource.h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:275
msgid "Resource loading"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:277
msgid "Resources can be loaded with the ResourceLoader API, like this:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:283
msgid ""
"If a reference to that resource has been loaded previously and is in memory, "
"the resource loader will return that reference. This means that there can be "
"only one resource loaded from a file referenced on disk at the same time."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:288
msgid "resourceinteractiveloader (TODO)"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:293
msgid ""
"`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/master/"
"core/io/resource_loader.h>`__"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:296
msgid "Resource saving"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:298
msgid "Saving a resource can be done with the resource saver API:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:304
msgid ""
"Instance will be saved. Sub resources that have a path to a file will be "
"saved as a reference to that resource. Sub resources without a path will be "
"bundled with the saved resource and assigned sub-IDs, like \"res://"
"someresource.res::1\". This also helps to cache them when loaded."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:312
msgid ""
"`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/master/"
"core/io/resource_saver.h>`__"
msgstr ""