Merge pull request #10251 from tetrapod00/custom-role

Add custom Sphinx roles for editor UI
This commit is contained in:
Matthew
2025-07-15 06:51:03 -04:00
committed by GitHub
4 changed files with 162 additions and 24 deletions

View File

@@ -73,23 +73,24 @@ opening the project, you should see an empty editor.
.. image:: img/nodes_and_scenes_01_empty_editor.webp
In an empty scene, the Scene dock on the left shows several options to add a
root node quickly. "2D Scene" adds a :ref:`Node2D <class_Node2D>` node,
"3D Scene" adds a :ref:`Node3D <class_Node3D>` node,
and "User Interface" adds a :ref:`Control <class_Control>` node.
root node quickly. :button:`2D Scene` adds a :ref:`Node2D <class_Node2D>` node,
:button:`3D Scene` adds a :ref:`Node3D <class_Node3D>` node,
and :button:`User Interface` adds a :ref:`Control <class_Control>` node.
These presets are here for convenience; they are not mandatory.
"Other Node" lets you select any node to be the root node.
In an empty scene, "Other Node" is equivalent to pressing the "Add Child Node"
:button:`Other Node` lets you select any node to be the root node.
In an empty scene, :button:`Other Node` is equivalent to pressing the :button:`Add Child Node`
button at the top-left of the Scene dock, which usually adds
a new node as a child of the currently selected node.
We're going to add a single :ref:`Label <class_Label>` node to our scene. Its function is to draw
text on the screen.
Press the "Add Child Node" button or "Other Node" to create a root node.
Press the :button:`Add Child Node` button or :button:`Other Node` to create a
root node.
.. image:: img/nodes_and_scenes_02_scene_dock.webp
The Create Node dialog opens, showing the long list of available nodes.
The :ui:`Create New Node` dialog opens, showing the long list of available nodes.
.. image:: img/nodes_and_scenes_03_create_node_window.webp
@@ -97,8 +98,8 @@ Select the Label node. You can type its name to filter down the list.
.. image:: img/nodes_and_scenes_04_create_label_window.webp
Click on the Label node to select it and click the Create button at the bottom
of the window.
Click on the Label node to select it and click the :button:`Create` button at
the bottom of the window.
.. image:: img/nodes_and_scenes_05_editor_with_label.webp
@@ -110,11 +111,11 @@ and the node's properties appear in the Inspector dock on the right.
Changing a node's properties
----------------------------
The next step is to change the Label's "Text" property. Let's change it to
"Hello World".
The next step is to change the Label's :inspector:`Text` property. Let's change
it to "Hello World".
Head to the Inspector dock on the right of the viewport. Click inside the field
below the Text property and type "Hello World".
below the :inspector:`Text` property and type "Hello World".
.. image:: img/nodes_and_scenes_06_label_text.webp
@@ -137,17 +138,18 @@ move it to the center of the view delimited by the rectangle.
Running the scene
-----------------
Everything's ready to run the scene! Press the **Run Current Scene** button in
the top-right of the screen or press :kbd:`F6` (:kbd:`Cmd + R` on macOS).
Everything's ready to run the scene! Press the :button:`Run Current Scene`
button in the top-right of the screen or press :kbd:`F6` (:kbd:`Cmd + R` on
macOS).
.. image:: img/nodes_and_scenes_09_play_scene_button.webp
A popup invites you to save the scene, which is required to run it.
Click the Save button in the file browser to save it as ``label.tscn``.
A popup invites you to save the scene, which is required to run it. Click the
:button:`Save` button in the file browser to save it as ``label.tscn``.
.. image:: img/nodes_and_scenes_10_save_scene_as.webp
.. note:: The Save Scene As dialog, like other file dialogs in the editor, only
.. note:: The :ui:`Save Scene As` dialog, like other file dialogs in the editor, only
allows you to save files inside the project. The ``res://`` path at
the top of the window represents the project's root directory and
stands for "resource path". For more information about file paths in
@@ -162,8 +164,8 @@ Close the window or press :kbd:`F8` (:kbd:`Cmd + .` on macOS) to quit the runnin
Setting the main scene
----------------------
To run our test scene, we used the **Run Current Scene** button. Another button
next to it, **Run Project**, allows you to set and run the project's
To run our test scene, we used the :button:`Run Current Scene` button. Another button
next to it, :button:`Run Project`, allows you to set and run the project's
**main scene**. You can also press :kbd:`F5` (:kbd:`Cmd + B` on macOS) to do so.
.. image:: img/nodes_and_scenes_12_play_button.webp
@@ -176,8 +178,8 @@ A popup window appears and invites you to select the main scene.
.. image:: img/nodes_and_scenes_13_main_scene_popup.webp
Click the Select button, and in the file dialog that appears, double click on
``label.tscn``.
Click the :button:`Select` button, and in the file dialog that appears, double
click on ``label.tscn``.
.. image:: img/nodes_and_scenes_14_select_main_scene.webp
@@ -186,9 +188,8 @@ will use this scene as a starting point.
.. note:: The editor saves the main scene's path in a project.godot file in your
project's directory. While you can edit this text file directly to
change project settings, you can also use the "Project -> Project
Settings" window to do so. For more information, see
:ref:`doc_project_settings`.
change project settings, you can also use the :menu:`Project > Project Settings`
window to do so. For more information, see :ref:`doc_project_settings`.
In the next part, we will discuss another key concept in games and in Godot:
creating instances of a scene.