Update Editor icons information to follow changes in the master branch

See https://github.com/godotengine/godot/pull/36513.
This commit is contained in:
Hugo Locurcio
2020-02-25 20:08:20 +01:00
parent fdc064e880
commit 410c99ae96

View File

@@ -11,47 +11,33 @@ to improve the user experience.
Creating icons
~~~~~~~~~~~~~~
In order to create new icons, you first need a vector graphics editor installed.
For instance, you can use the open-source `Inkscape <https://inkscape.org/>`_ editor.
To create new icons, you first need a vector graphics editor installed.
For instance, you can use the open source `Inkscape <https://inkscape.org/>`_ editor.
Clone the ``godot-design`` repository containing all the original editor icons:
Clone the ``godot`` repository containing all the editor icons:
.. code-block:: bash
git clone https://github.com/godotengine/godot-design
git clone https://github.com/godotengine/godot
The icons must be created in a vector graphics editor in ``svg`` format. You
can use ``engine/icons/inkscape_template.svg`` with default icon properties
already set up.
The icons must be created in a vector graphics editor in SVG format. There are
two main requirements to follow:
Once you're satisfied with the icon's design, save the icon in
``engine/icons/svg/`` folder. But in order for the engine to automatically
pick up the icons, each icon's filename:
- Icons must be 16×16. In Inkscape, you can configure the document size in
**File > Document Properties**.
- Lines should be snapped to pixels whenever possible to remain crisp at lower DPI.
You can create a 16×16 grid in Inkscape to make this easier.
1. Must be prefixed with ``icon_``.
2. ``PascalCase`` name should be converted to ``snake_case``, so words
are separated by ``_`` whenever case changes, and uppercase acronyms must
also have all letters, numbers, and special characters separated as distinct
words. Some examples:
+--------------------+----------------------------------+
| Name | Filename |
+====================+==================================+
| ``Polygon2D`` | ``icon_polygon_2_d.svg`` |
+--------------------+----------------------------------+
| ``CSGPolygon`` | ``icon_c_s_g_polygon.svg`` |
+--------------------+----------------------------------+
| ``CPUParticles2D`` | ``icon_c_p_u_particles_2_d.svg`` |
+--------------------+----------------------------------+
| ``C#`` | ``icon_c_#.svg`` |
+--------------------+----------------------------------+
Once you're satisfied with the icon's design, save the icon in the cloned
repository's ``editor/icons`` folder. The icon name should match the intended
name in a case-sensitive manner. For example, to create an icon for
CPUParticles2D, name the file ``CPUParticles2D.svg``.
Icon optimization
~~~~~~~~~~~~~~~~~
Because the editor renders the ``svg``'s at runtime, they need to be small
in size, so they can be efficiently parsed. Editor icons must be first
Because the editor renders SVGs once at load time, they need to be small
in size so they can be efficiently parsed. Editor icons must be first
optimized before being added to the engine, to do so:
1. Add them to the ``engine/icons/svg`` folder.
@@ -69,10 +55,8 @@ Integrating and sharing the icons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you're contributing to the engine itself, you should make a pull request to
add optimized icons to ``godot/editor/icons`` in the main repository. Recompile
the engine to make sure it does pick up new icons for classes. Once merged,
don't forget to add the original version of the icons to the ``godot-design``
repository so that the icon can be improved upon by other contributors.
add optimized icons to ``editor/icons`` in the main repository. Recompile the
engine to make it pick up new icons for classes.
It's also possible to create custom icons within a module. If you're creating
your own module and don't plan to integrate it with Godot, you don't need to
@@ -89,10 +73,10 @@ If icons don't appear in the editor make sure that:
1. Each icon's filename matches the naming requirement as described previously.
2. ``modules/svg`` is enabled (should be enabled by default). Without it, icons
won't appear in the editor at all.
2. ``modules/svg`` is enabled (it should be enabled by default). Without it,
icons won't appear in the editor at all.
References:
~~~~~~~~~~~
References
~~~~~~~~~~
- `editor/icons <https://github.com/godotengine/godot/tree/master/editor/icons>`__