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Merge pull request #50614 from foxydevloper/clarify-group-tooltip
Improve tooltips for grouping/ungrouping nodes
This commit is contained in:
@@ -5216,7 +5216,7 @@ CanvasItemEditor::CanvasItemEditor() {
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group_button->set_flat(true);
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group_button->set_flat(true);
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main_menu_hbox->add_child(group_button);
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main_menu_hbox->add_child(group_button);
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group_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(GROUP_SELECTED));
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group_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(GROUP_SELECTED));
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group_button->set_tooltip(TTR("Makes sure the object's children are not selectable."));
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group_button->set_tooltip(TTR("Make selected node's children not selectable."));
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// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
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// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
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group_button->set_shortcut(ED_SHORTCUT("editor/group_selected_nodes", TTR("Group Selected Node(s)"), KeyModifierMask::CMD | Key::G));
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group_button->set_shortcut(ED_SHORTCUT("editor/group_selected_nodes", TTR("Group Selected Node(s)"), KeyModifierMask::CMD | Key::G));
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@@ -5224,7 +5224,7 @@ CanvasItemEditor::CanvasItemEditor() {
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ungroup_button->set_flat(true);
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ungroup_button->set_flat(true);
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main_menu_hbox->add_child(ungroup_button);
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main_menu_hbox->add_child(ungroup_button);
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ungroup_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(UNGROUP_SELECTED));
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ungroup_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(UNGROUP_SELECTED));
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ungroup_button->set_tooltip(TTR("Restores the object's children's ability to be selected."));
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ungroup_button->set_tooltip(TTR("Make selected node's children selectable."));
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// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
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// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
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ungroup_button->set_shortcut(ED_SHORTCUT("editor/ungroup_selected_nodes", TTR("Ungroup Selected Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::G));
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ungroup_button->set_shortcut(ED_SHORTCUT("editor/ungroup_selected_nodes", TTR("Ungroup Selected Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::G));
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@@ -7796,7 +7796,7 @@ Node3DEditor::Node3DEditor() {
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main_menu_hbox->add_child(tool_button[TOOL_GROUP_SELECTED]);
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main_menu_hbox->add_child(tool_button[TOOL_GROUP_SELECTED]);
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tool_button[TOOL_GROUP_SELECTED]->set_flat(true);
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tool_button[TOOL_GROUP_SELECTED]->set_flat(true);
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tool_button[TOOL_GROUP_SELECTED]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_GROUP_SELECTED));
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tool_button[TOOL_GROUP_SELECTED]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_GROUP_SELECTED));
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tool_button[TOOL_GROUP_SELECTED]->set_tooltip(TTR("Makes sure the object's children are not selectable."));
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tool_button[TOOL_GROUP_SELECTED]->set_tooltip(TTR("Make selected node's children not selectable."));
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// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
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// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
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tool_button[TOOL_GROUP_SELECTED]->set_shortcut(ED_SHORTCUT("editor/group_selected_nodes", TTR("Group Selected Node(s)"), KeyModifierMask::CMD | Key::G));
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tool_button[TOOL_GROUP_SELECTED]->set_shortcut(ED_SHORTCUT("editor/group_selected_nodes", TTR("Group Selected Node(s)"), KeyModifierMask::CMD | Key::G));
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@@ -7804,7 +7804,7 @@ Node3DEditor::Node3DEditor() {
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main_menu_hbox->add_child(tool_button[TOOL_UNGROUP_SELECTED]);
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main_menu_hbox->add_child(tool_button[TOOL_UNGROUP_SELECTED]);
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tool_button[TOOL_UNGROUP_SELECTED]->set_flat(true);
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tool_button[TOOL_UNGROUP_SELECTED]->set_flat(true);
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tool_button[TOOL_UNGROUP_SELECTED]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_UNGROUP_SELECTED));
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tool_button[TOOL_UNGROUP_SELECTED]->connect("pressed", callable_mp(this, &Node3DEditor::_menu_item_pressed).bind(MENU_UNGROUP_SELECTED));
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tool_button[TOOL_UNGROUP_SELECTED]->set_tooltip(TTR("Restores the object's children's ability to be selected."));
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tool_button[TOOL_UNGROUP_SELECTED]->set_tooltip(TTR("Make selected node's children selectable."));
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// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
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// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
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tool_button[TOOL_UNGROUP_SELECTED]->set_shortcut(ED_SHORTCUT("editor/ungroup_selected_nodes", TTR("Ungroup Selected Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::G));
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tool_button[TOOL_UNGROUP_SELECTED]->set_shortcut(ED_SHORTCUT("editor/ungroup_selected_nodes", TTR("Ungroup Selected Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::G));
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@@ -375,7 +375,7 @@ void SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent) {
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}
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}
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if (p_node->has_meta("_edit_group_")) {
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if (p_node->has_meta("_edit_group_")) {
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item->add_button(0, get_theme_icon(SNAME("Group"), SNAME("EditorIcons")), BUTTON_GROUP, false, TTR("Children are not selectable.\nClick to make selectable."));
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item->add_button(0, get_theme_icon(SNAME("Group"), SNAME("EditorIcons")), BUTTON_GROUP, false, TTR("Children are not selectable.\nClick to make them selectable."));
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}
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}
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bool v = p_node->call("is_visible");
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bool v = p_node->call("is_visible");
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@@ -407,7 +407,7 @@ void SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent) {
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}
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}
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if (p_node->has_meta("_edit_group_")) {
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if (p_node->has_meta("_edit_group_")) {
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item->add_button(0, get_theme_icon(SNAME("Group"), SNAME("EditorIcons")), BUTTON_GROUP, false, TTR("Children are not selectable.\nClick to make selectable."));
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item->add_button(0, get_theme_icon(SNAME("Group"), SNAME("EditorIcons")), BUTTON_GROUP, false, TTR("Children are not selectable.\nClick to make them selectable."));
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}
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}
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bool v = p_node->call("is_visible");
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bool v = p_node->call("is_visible");
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