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godot-docs-l10n/sphinx/templates/getting_started/scripting/creating_script_templates.pot
2020-09-09 13:29:19 +02:00

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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: 2020-09-09 13:27+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/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 <class_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 <class_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 <class_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 ""