You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-06 12:20:30 +00:00
Make editor's shortcut names translated on-site
This commit is contained in:
@@ -1009,10 +1009,10 @@ void Skeleton3DEditor::create_editors() {
|
||||
|
||||
// Skeleton options.
|
||||
PopupMenu *p = skeleton_options->get_popup();
|
||||
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_all_poses", TTR("Reset All Bone Poses")), SKELETON_OPTION_RESET_ALL_POSES);
|
||||
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_selected_poses", TTR("Reset Selected Poses")), SKELETON_OPTION_RESET_SELECTED_POSES);
|
||||
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/all_poses_to_rests", TTR("Apply All Poses to Rests")), SKELETON_OPTION_ALL_POSES_TO_RESTS);
|
||||
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/selected_poses_to_rests", TTR("Apply Selected Poses to Rests")), SKELETON_OPTION_SELECTED_POSES_TO_RESTS);
|
||||
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_all_poses", TTRC("Reset All Bone Poses")), SKELETON_OPTION_RESET_ALL_POSES);
|
||||
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/reset_selected_poses", TTRC("Reset Selected Poses")), SKELETON_OPTION_RESET_SELECTED_POSES);
|
||||
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/all_poses_to_rests", TTRC("Apply All Poses to Rests")), SKELETON_OPTION_ALL_POSES_TO_RESTS);
|
||||
p->add_shortcut(ED_SHORTCUT("skeleton_3d_editor/selected_poses_to_rests", TTRC("Apply Selected Poses to Rests")), SKELETON_OPTION_SELECTED_POSES_TO_RESTS);
|
||||
p->add_item(TTR("Create Physical Skeleton"), SKELETON_OPTION_CREATE_PHYSICAL_SKELETON);
|
||||
p->add_item(TTR("Export Skeleton Profile"), SKELETON_OPTION_EXPORT_SKELETON_PROFILE);
|
||||
|
||||
@@ -1071,16 +1071,16 @@ void Skeleton3DEditor::create_editors() {
|
||||
key_insert_button->set_theme_type_variation(SceneStringName(FlatButton));
|
||||
key_insert_button->set_focus_mode(FOCUS_NONE);
|
||||
key_insert_button->connect(SceneStringName(pressed), callable_mp(this, &Skeleton3DEditor::insert_keys).bind(false));
|
||||
key_insert_button->set_tooltip_text(TTR("Insert key (based on mask) for bones with an existing track."));
|
||||
key_insert_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_to_existing_tracks", TTR("Insert Key (Existing Tracks)"), Key::INSERT));
|
||||
key_insert_button->set_tooltip_text(TTRC("Insert key (based on mask) for bones with an existing track."));
|
||||
key_insert_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_to_existing_tracks", TTRC("Insert Key (Existing Tracks)"), Key::INSERT));
|
||||
animation_hb->add_child(key_insert_button);
|
||||
|
||||
key_insert_all_button = memnew(Button);
|
||||
key_insert_all_button->set_theme_type_variation(SceneStringName(FlatButton));
|
||||
key_insert_all_button->set_focus_mode(FOCUS_NONE);
|
||||
key_insert_all_button->connect(SceneStringName(pressed), callable_mp(this, &Skeleton3DEditor::insert_keys).bind(true));
|
||||
key_insert_all_button->set_tooltip_text(TTR("Insert key (based on mask) for all bones."));
|
||||
key_insert_all_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTR("Insert Key (All Bones)"), KeyModifierMask::CMD_OR_CTRL + Key::INSERT));
|
||||
key_insert_all_button->set_tooltip_text(TTRC("Insert key (based on mask) for all bones."));
|
||||
key_insert_all_button->set_shortcut(ED_SHORTCUT("skeleton_3d_editor/insert_key_of_all_bones", TTRC("Insert Key (All Bones)"), KeyModifierMask::CMD_OR_CTRL + Key::INSERT));
|
||||
animation_hb->add_child(key_insert_all_button);
|
||||
|
||||
// Bone tree.
|
||||
|
||||
Reference in New Issue
Block a user