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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Unify Scripts Panel naming for the script and shader editors

Both use the same shortcut and action, so it makes sense to call it
a Files panel as opposed to a Scripts panel.
This commit is contained in:
Hugo Locurcio
2025-04-07 19:07:33 +02:00
parent 4248411baf
commit e8eeccebcb
15 changed files with 97 additions and 97 deletions

View File

@@ -209,7 +209,7 @@ public:
virtual void update_settings() = 0;
virtual void set_debugger_active(bool p_active) = 0;
virtual bool can_lose_focus_on_node_selection() { return true; }
virtual void update_toggle_scripts_button() {}
virtual void update_toggle_files_button() {}
virtual bool show_members_overview() = 0;
@@ -252,7 +252,7 @@ class ScriptEditor : public PanelContainer {
CLOSE_DOCS,
CLOSE_ALL,
CLOSE_OTHER_TABS,
TOGGLE_SCRIPTS_PANEL,
TOGGLE_FILES_PANEL,
SHOW_IN_FILE_SYSTEM,
FILE_COPY_PATH,
FILE_COPY_UID,
@@ -545,8 +545,8 @@ protected:
public:
static ScriptEditor *get_singleton() { return script_editor; }
bool toggle_scripts_panel();
bool is_scripts_panel_toggled();
bool toggle_files_panel();
bool is_files_panel_toggled();
void apply_scripts() const;
void reload_scripts(bool p_refresh_only = false);
void open_script_create_dialog(const String &p_base_name, const String &p_base_path);