Move images to subfolders next to each doc page

This commit is contained in:
Rémi Verschelde
2017-10-14 14:19:23 +02:00
parent eaaeb729b6
commit 7f819ed873
568 changed files with 486 additions and 486 deletions

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@@ -163,7 +163,7 @@ However, if you are writing your custom modules or custom C++ code, you
might instead want to configure your APKs as custom export templates
here:
.. image:: /img/andtemplates.png
.. image:: img/andtemplates.png
You don't even need to copy them, you can just reference the resulting
file in the ``bin\`` directory of your Godot source folder, so that the

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@@ -423,7 +423,7 @@ However, if you are writing your custom modules or custom C++ code, you
might instead want to configure your binaries as custom export templates
here:
.. image:: /img/wintemplates.png
.. image:: img/wintemplates.png
You don't even need to copy them, you can just reference the resulting
files in the ``bin\`` directory of your Godot source folder, so the next

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@@ -141,7 +141,7 @@ However, if you are writing your custom modules or custom C++ code, you
might instead want to configure your binaries as custom export templates
here:
.. image:: /img/lintemplates.png
.. image:: img/lintemplates.png
You don't even need to copy them, you can just reference the resulting
files in the bin/ directory of your Godot source folder, so the next

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@@ -17,19 +17,19 @@ Or you may follow this text version tutorial.
Start by opening Kdevelop and choosing "open project".
.. image:: /img/kdevelop_newproject.png
.. image:: img/kdevelop_newproject.png
Choose the directory where you cloned Godot.
.. image:: /img/kdevelop_openproject.png
.. image:: img/kdevelop_openproject.png
For the build system, choose "custom build system".
.. image:: /img/kdevelop_custombuild.png
.. image:: img/kdevelop_custombuild.png
Now that the project has been imported, open the project configuration.
.. image:: /img/kdevelop_openconfig.png
.. image:: img/kdevelop_openconfig.png
Add the following includes/imports:
@@ -43,19 +43,19 @@ Add the following includes/imports:
drivers/
platform/x11/ // make that platform/osx/ is you're using OS X
.. image:: /img/kdevelop_addincludes.png
.. image:: img/kdevelop_addincludes.png
Apply the changes then switch to the "Custom Buildsystem" tab.
Leave the build directory blank. Enable build tools and add ``scons``
as the executable and add ``platform=x11 target=debug`` (``platform=osx``
if you're on OS X).
.. image:: /img/kdevelop_buildconfig.png
.. image:: img/kdevelop_buildconfig.png
Next we need to tell KDevelop where to find the binary.
From the "run" menu, choose "Configure Launches".
.. image:: /img/kdevelop_configlaunches.png
.. image:: img/kdevelop_configlaunches.png
Click "Add new" if no launcher exists. Then add the path to your
executable in the executable section. Your executable should be located
@@ -63,7 +63,7 @@ in the ``bin/`` sub-directory and should be named something like
``godot.x11.tools.64`` (the name could be different depending on your
platform and depending on your build options).
.. image:: /img/kdevelop_configlaunches2.png
.. image:: img/kdevelop_configlaunches2.png
That's it! Now you should be good to go :)
@@ -113,7 +113,7 @@ Project Setup
- Create an Xcode external build project anywhere
.. image:: /img/xcode_1_create_external_build_project.png
.. image:: img/xcode_1_create_external_build_project.png
- Set the *Build tool* to the path to scons
@@ -123,15 +123,15 @@ Modify Build Target's Xcode Info Tab:
- Set *Directory* to the path to Godot's source folder. Keep it blank if project is already there.
- You may uncheck *Pass build settings in environment*
.. image:: /img/xcode_2_configure_scons.png
.. image:: img/xcode_2_configure_scons.png
Add a Command Line Target:
- Go to Xcode File > New > Target... and add a new Xcode command line target
.. image:: /img/xcode_3_add_new_target.png
.. image:: img/xcode_3_add_new_target.png
.. image:: /img/xcode_4_select_command_line_target.png
.. image:: img/xcode_4_select_command_line_target.png
- Name it something so you know not to compile with this target
- e.g. ``GodotXcodeIndex``
@@ -145,12 +145,12 @@ Add Godot Source to the Project:
- Drag and drop godot source into project file browser.
- Uncheck *Create External Build System*
.. image:: /img/xcode_5_after_add_godot_source_to_project.png
.. image:: img/xcode_5_after_add_godot_source_to_project.png
- Click Next
- Select *create groups*
.. image:: /img/xcode_6_after_add_godot_source_to_project_2.png
.. image:: img/xcode_6_after_add_godot_source_to_project_2.png
- Check off only your command line target in the *Add to targets* section
- Click finish. Xcode will now index the files.
@@ -167,7 +167,7 @@ Edit Build Scheme of External Build Target:
- Goto *Post Actions*
- Add a new script run action, select your project in ``Provide build settings from`` as this allows you to use ``${PROJECT_DIR}`` variable.
.. image:: /img/xcode_7_setup_build_post_action.png
.. image:: img/xcode_7_setup_build_post_action.png
- Write a script that gives the binary a name that Xcode will recognize
- e.g. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot``
@@ -178,7 +178,7 @@ Edit Run Scheme of External Build Target:
- Open the scheme editor again
- Click Run
.. image:: /img/xcode_8_setup_run_scheme.png
.. image:: img/xcode_8_setup_run_scheme.png
- Set the *Executable* to the file you linked in your post build action script
- Check *Debug executable* if it isn't already

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@@ -4,26 +4,26 @@ Inheritance class tree
Object
------
.. image:: /img/Object.png
.. image:: img/Object.png
Reference
---------
.. image:: /img/Reference.png
.. image:: img/Reference.png
Control
-------
.. image:: /img/Control.png
.. image:: img/Control.png
Node2D
------
.. image:: /img/Node2D.png
.. image:: img/Node2D.png
Spatial
-------
.. image:: /img/Spatial.png
.. image:: img/Spatial.png
Source files: :download:`class_tree.zip </files/class_tree.zip>`.

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@@ -37,7 +37,7 @@ Plugins have a standard path like ``addons/plugin_name`` inside the project
folder. So create the folder ``my_custom_node`` inside ``addons``. So you'll
have a directory structure like this:
.. image:: /img/making_plugins-my_custom_mode_folder.png
.. image:: img/making_plugins-my_custom_mode_folder.png
To make the ``plugin.cfg`` file, open your favorite text editor with a blank
file. Godot is not able (yet) to open text files besides scripts, so this must
@@ -125,7 +125,7 @@ That's it for our basic button. You can save this as ``button.gd`` inside the
plugin folder. You'll also need a 16x16 icon to show in the scene tree. If you
don't have one, you can grab the default one from the engine:
.. image:: /img/making_plugins-custom_node_icon.png
.. image:: img/making_plugins-custom_node_icon.png
Now we need to add it as a custom type so it shows on the Create New Node
dialog. For that, change the ``custom_node.gd`` script to the following::
@@ -146,13 +146,13 @@ dialog. For that, change the ``custom_node.gd`` script to the following::
With that done, the plugin should already be available in the plugin list at
Project Settings. So activate it and try to add a new node to see the result:
.. image:: /img/making_plugins-custom_node_create.png
.. image:: img/making_plugins-custom_node_create.png
When you add the node, you can see that it already have the script you created
attached to it. Set a text to the button, save and run the scene. When you
click the button, you can see a text in the console:
.. image:: /img/making_plugins-custom_node_console.png
.. image:: img/making_plugins-custom_node_console.png
A custom dock
@@ -188,7 +188,7 @@ you can make a single button. The name of the root node will also be the name
that appears on the dock tab, so be sure to put a descriptive but short one.
Don't forget to add a text to your button.
.. image:: /img/making_plugins-my_custom_dock_scene.png
.. image:: img/making_plugins-my_custom_dock_scene.png
Save this scene as ``my_dock.tscn``.
@@ -233,14 +233,14 @@ Settings* and click on the *Plugins* tab. Your plugin should be the only on
the list. If it is not showing, click on the *Update* button at the top right
corner.
.. image:: /img/making_plugins-project_settings.png
.. image:: img/making_plugins-project_settings.png
At the *Status* column, you can see that the plugin is inactive. So you just
need to click on the status to select *Active*. The dock should be immediately
visible, even before you close the settings window. And now, lo and behold, you
have a custom dock! In just a bit of coding and a simple scene.
.. image:: /img/making_plugins-custom_dock.png
.. image:: img/making_plugins-custom_dock.png
Going beyond
~~~~~~~~~~~~