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Make editor use translation domains
How editor plugins use this feature: 1. Pick a unique translation domain name. 2. `_enter_tree()`: load translations into that translation domain. 3. Call `set_translation_domain()` for its root UI node. 4. `_exit_tree()`: remove that translation domain. Plugins can also set the translation domain to `godot.editor` for nested nodes that should use editor translations. `EditorFileDialog` automatically does this.
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@@ -207,6 +207,10 @@ void EditorFileDialog::_update_theme_item_cache() {
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void EditorFileDialog::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_POSTINITIALIZE: {
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set_translation_domain(SNAME("godot.editor"));
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} break;
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case NOTIFICATION_THEME_CHANGED:
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case Control::NOTIFICATION_LAYOUT_DIRECTION_CHANGED:
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case NOTIFICATION_TRANSLATION_CHANGED: {
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