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synced 2025-11-15 13:51:40 +00:00
Improve auto-translation of main screens
This commit is contained in:
@@ -386,7 +386,7 @@ void GameView::_embedding_completed() {
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}
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void GameView::_embedding_failed() {
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state_label->set_text(TTR("Connection impossible to the game process."));
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state_label->set_text(TTRC("Connection impossible to the game process."));
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}
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void GameView::_embedded_process_updated() {
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@@ -555,20 +555,20 @@ void GameView::_update_ui() {
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state_label->set_text("");
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show_game_size = true;
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} else if (embedded_process->is_embedding_in_progress()) {
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state_label->set_text(TTR("Game starting..."));
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state_label->set_text(TTRC("Game starting..."));
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} else if (EditorRunBar::get_singleton()->is_playing()) {
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state_label->set_text(TTR("Game running not embedded."));
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state_label->set_text(TTRC("Game running not embedded."));
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} else if (embed_on_play) {
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state_label->set_text(TTR("Press play to start the game."));
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state_label->set_text(TTRC("Press play to start the game."));
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} else {
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state_label->set_text(TTR("Embedding is disabled."));
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state_label->set_text(TTRC("Embedding is disabled."));
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}
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break;
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case EMBED_NOT_AVAILABLE_FEATURE_NOT_SUPPORTED:
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if (DisplayServer::get_singleton()->get_name() == "Wayland") {
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state_label->set_text(TTR("Game embedding not available on Wayland.\nWayland can be disabled in the Editor Settings (Run > Platforms > Linux/*BSD > Prefer Wayland)."));
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state_label->set_text(TTRC("Game embedding not available on Wayland.\nWayland can be disabled in the Editor Settings (Run > Platforms > Linux/*BSD > Prefer Wayland)."));
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} else {
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state_label->set_text(TTR("Game embedding not available on your OS."));
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state_label->set_text(TTRC("Game embedding not available on your OS."));
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}
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break;
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case EMBED_NOT_AVAILABLE_PROJECT_DISPLAY_DRIVER:
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@@ -584,7 +584,7 @@ void GameView::_update_ui() {
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state_label->set_text(TTR("Game embedding not available when the game starts in fullscreen.") + "\n" + TTR("Consider overriding the window mode project setting with the editor feature tag to Windowed to use game embedding while leaving the exported project intact."));
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break;
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case EMBED_NOT_AVAILABLE_SINGLE_WINDOW_MODE:
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state_label->set_text(TTR("Game embedding not available in single window mode."));
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state_label->set_text(TTRC("Game embedding not available in single window mode."));
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break;
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}
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@@ -692,6 +692,11 @@ void GameView::_camera_override_menu_id_pressed(int p_id) {
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void GameView::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_TRANSLATION_CHANGED: {
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select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_tooltip_text(keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Alt+RMB: Show list of all nodes at position clicked."));
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_update_ui();
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} break;
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case NOTIFICATION_THEME_CHANGED: {
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suspend_button->set_button_icon(get_editor_theme_icon(SNAME("Pause")));
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next_frame_button->set_button_icon(get_editor_theme_icon(SNAME("NextFrame")));
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@@ -976,7 +981,6 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embe
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suspend_button->set_toggle_mode(true);
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suspend_button->set_theme_type_variation(SceneStringName(FlatButton));
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suspend_button->connect(SceneStringName(toggled), callable_mp(this, &GameView::_suspend_button_toggled));
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suspend_button->set_tooltip_text(TTR("Suspend"));
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suspend_button->set_accessibility_name(TTRC("Suspend"));
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ED_SHORTCUT("editor/suspend_resume_embedded_project", TTRC("Suspend/Resume Embedded Project"), Key::F9);
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ED_SHORTCUT_OVERRIDE("editor/suspend_resume_embedded_project", "macos", KeyModifierMask::META | KeyModifierMask::SHIFT | Key::B);
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@@ -986,7 +990,6 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embe
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main_menu_hbox->add_child(next_frame_button);
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next_frame_button->set_theme_type_variation(SceneStringName(FlatButton));
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next_frame_button->connect(SceneStringName(pressed), callable_mp(*debugger, &GameViewDebugger::next_frame));
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next_frame_button->set_tooltip_text(TTR("Next Frame"));
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next_frame_button->set_accessibility_name(TTRC("Next Frame"));
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next_frame_button->set_shortcut(ED_SHORTCUT("editor/next_frame_embedded_project", TTRC("Next Frame"), Key::F10));
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@@ -994,28 +997,28 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embe
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node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE] = memnew(Button);
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main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]);
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node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_text(TTR("Input"));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_text(TTRC("Input"));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_toggle_mode(true);
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node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_pressed(true);
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node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_theme_type_variation(SceneStringName(FlatButton));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_NONE));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_tooltip_text(TTR("Allow game input."));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_tooltip_text(TTRC("Allow game input."));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_2D] = memnew(Button);
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main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]);
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node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_text(TTR("2D"));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_text(TTRC("2D"));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_toggle_mode(true);
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node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_theme_type_variation(SceneStringName(FlatButton));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_2D));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_tooltip_text(TTR("Disable game input and allow to select Node2Ds, Controls, and manipulate the 2D camera."));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_tooltip_text(TTRC("Disable game input and allow to select Node2Ds, Controls, and manipulate the 2D camera."));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_3D] = memnew(Button);
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main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]);
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node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_text(TTR("3D"));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_text(TTRC("3D"));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_toggle_mode(true);
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node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_theme_type_variation(SceneStringName(FlatButton));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_3D));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_tooltip_text(TTR("Disable game input and allow to select Node3Ds and manipulate the 3D camera."));
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node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_tooltip_text(TTRC("Disable game input and allow to select Node3Ds and manipulate the 3D camera."));
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main_menu_hbox->add_child(memnew(VSeparator));
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@@ -1024,7 +1027,7 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embe
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hide_selection->set_toggle_mode(true);
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hide_selection->set_theme_type_variation(SceneStringName(FlatButton));
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hide_selection->connect(SceneStringName(toggled), callable_mp(this, &GameView::_hide_selection_toggled));
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hide_selection->set_tooltip_text(TTR("Toggle Selection Visibility"));
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hide_selection->set_tooltip_text(TTRC("Toggle Selection Visibility"));
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hide_selection->set_accessibility_name(TTRC("Selection Visibility"));
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hide_selection->set_pressed(EditorSettings::get_singleton()->get_project_metadata("game_view", "hide_selection", false));
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@@ -1038,14 +1041,13 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embe
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select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_select_mode_pressed).bind(RuntimeNodeSelect::SELECT_MODE_SINGLE));
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select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_shortcut(ED_SHORTCUT("spatial_editor/tool_select", TTRC("Select Mode"), Key::Q));
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select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_shortcut_context(this);
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select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_tooltip_text(keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Alt+RMB: Show list of all nodes at position clicked."));
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select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST] = memnew(Button);
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main_menu_hbox->add_child(select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]);
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select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_toggle_mode(true);
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select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_theme_type_variation(SceneStringName(FlatButton));
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select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_select_mode_pressed).bind(RuntimeNodeSelect::SELECT_MODE_LIST));
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select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_tooltip_text(TTR("Show list of selectable nodes at position clicked."));
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select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_tooltip_text(TTRC("Show list of selectable nodes at position clicked."));
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_select_mode_pressed(EditorSettings::get_singleton()->get_project_metadata("game_view", "select_mode", 0));
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@@ -1063,7 +1065,7 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embe
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main_menu_hbox->add_child(camera_override_button);
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camera_override_button->set_toggle_mode(true);
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camera_override_button->set_theme_type_variation(SceneStringName(FlatButton));
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camera_override_button->set_tooltip_text(TTR("Override the in-game camera."));
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camera_override_button->set_tooltip_text(TTRC("Override the in-game camera."));
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camera_override_button->set_accessibility_name(TTRC("Override In-game Camera"));
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camera_override_button->connect(SceneStringName(toggled), callable_mp(this, &GameView::_camera_override_button_toggled));
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@@ -1072,17 +1074,17 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embe
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camera_override_menu->set_flat(false);
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camera_override_menu->set_theme_type_variation("FlatMenuButton");
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camera_override_menu->set_h_size_flags(SIZE_SHRINK_END);
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camera_override_menu->set_tooltip_text(TTR("Camera Override Options"));
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camera_override_menu->set_tooltip_text(TTRC("Camera Override Options"));
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camera_override_menu->set_accessibility_name(TTRC("Camera Override Options"));
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PopupMenu *menu = camera_override_menu->get_popup();
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menu->connect(SceneStringName(id_pressed), callable_mp(this, &GameView::_camera_override_menu_id_pressed));
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menu->add_item(TTR("Reset 2D Camera"), CAMERA_RESET_2D);
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menu->add_item(TTR("Reset 3D Camera"), CAMERA_RESET_3D);
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menu->add_item(TTRC("Reset 2D Camera"), CAMERA_RESET_2D);
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menu->add_item(TTRC("Reset 3D Camera"), CAMERA_RESET_3D);
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menu->add_separator();
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menu->add_radio_check_item(TTR("Manipulate In-Game"), CAMERA_MODE_INGAME);
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menu->add_radio_check_item(TTRC("Manipulate In-Game"), CAMERA_MODE_INGAME);
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menu->set_item_checked(menu->get_item_index(CAMERA_MODE_INGAME), true);
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menu->add_radio_check_item(TTR("Manipulate From Editors"), CAMERA_MODE_EDITORS);
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menu->add_radio_check_item(TTRC("Manipulate From Editors"), CAMERA_MODE_EDITORS);
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_camera_override_menu_id_pressed(EditorSettings::get_singleton()->get_project_metadata("game_view", "camera_override_mode", 0));
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embedding_separator = memnew(VSeparator);
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@@ -1092,7 +1094,7 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embe
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main_menu_hbox->add_child(fixed_size_button);
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fixed_size_button->set_toggle_mode(true);
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fixed_size_button->set_theme_type_variation("FlatButton");
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fixed_size_button->set_tooltip_text(TTR("Embedded game size is based on project settings.\nThe 'Keep Aspect' mode is used when the Game Workspace is smaller than the desired size."));
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fixed_size_button->set_tooltip_text(TTRC("Embedded game size is based on project settings.\nThe 'Keep Aspect' mode is used when the Game Workspace is smaller than the desired size."));
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fixed_size_button->set_accessibility_name(TTRC("Fixed Size"));
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fixed_size_button->connect(SceneStringName(pressed), callable_mp(this, &GameView::_size_mode_button_pressed).bind(SIZE_MODE_FIXED));
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@@ -1100,7 +1102,7 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embe
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main_menu_hbox->add_child(keep_aspect_button);
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keep_aspect_button->set_toggle_mode(true);
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keep_aspect_button->set_theme_type_variation("FlatButton");
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keep_aspect_button->set_tooltip_text(TTR("Keep the aspect ratio of the embedded game."));
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keep_aspect_button->set_tooltip_text(TTRC("Keep the aspect ratio of the embedded game."));
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keep_aspect_button->set_accessibility_name(TTRC("Keep Aspect Ratio"));
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keep_aspect_button->connect(SceneStringName(pressed), callable_mp(this, &GameView::_size_mode_button_pressed).bind(SIZE_MODE_KEEP_ASPECT));
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@@ -1108,7 +1110,7 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embe
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main_menu_hbox->add_child(stretch_button);
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stretch_button->set_toggle_mode(true);
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stretch_button->set_theme_type_variation("FlatButton");
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stretch_button->set_tooltip_text(TTR("Embedded game size stretches to fit the Game Workspace."));
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stretch_button->set_tooltip_text(TTRC("Embedded game size stretches to fit the Game Workspace."));
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stretch_button->set_accessibility_name(TTRC("Stretch"));
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stretch_button->connect(SceneStringName(pressed), callable_mp(this, &GameView::_size_mode_button_pressed).bind(SIZE_MODE_STRETCH));
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@@ -1117,13 +1119,13 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embe
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embed_options_menu->set_flat(false);
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embed_options_menu->set_theme_type_variation("FlatMenuButton");
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embed_options_menu->set_h_size_flags(SIZE_SHRINK_END);
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embed_options_menu->set_tooltip_text(TTR("Embedding Options"));
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embed_options_menu->set_tooltip_text(TTRC("Embedding Options"));
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embed_options_menu->set_accessibility_name(TTRC("Embedding Options"));
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menu = embed_options_menu->get_popup();
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menu->connect(SceneStringName(id_pressed), callable_mp(this, &GameView::_embed_options_menu_menu_id_pressed));
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menu->add_check_item(TTR("Embed Game on Next Play"), EMBED_RUN_GAME_EMBEDDED);
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menu->add_check_item(TTR("Make Game Workspace Floating on Next Play"), EMBED_MAKE_FLOATING_ON_PLAY);
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menu->add_check_item(TTRC("Embed Game on Next Play"), EMBED_RUN_GAME_EMBEDDED);
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menu->add_check_item(TTRC("Make Game Workspace Floating on Next Play"), EMBED_MAKE_FLOATING_ON_PLAY);
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main_menu_hbox->add_spacer();
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@@ -1213,7 +1215,6 @@ void GameViewPluginBase::setup(Ref<GameViewDebugger> p_debugger, EmbeddedProcess
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debugger = p_debugger;
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window_wrapper = memnew(WindowWrapper);
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window_wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), TTR("Game Workspace")));
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window_wrapper->set_margins_enabled(true);
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game_view = memnew(GameView(debugger, p_embedded_process, window_wrapper));
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@@ -1231,6 +1232,11 @@ void GameViewPluginBase::setup(Ref<GameViewDebugger> p_debugger, EmbeddedProcess
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void GameViewPluginBase::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_TRANSLATION_CHANGED: {
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#ifndef ANDROID_ENABLED
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window_wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), TTR("Game Workspace")));
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#endif
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} break;
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case NOTIFICATION_ENTER_TREE: {
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add_debugger_plugin(debugger);
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connect("main_screen_changed", callable_mp(this, &GameViewPluginBase::_save_last_editor));
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