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Document editor/naming/scene_name_casing
setting
Moved definitions of editor related project settings to `editor/register_editor_types.cpp` to make documentation work.
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@ -1308,16 +1308,8 @@ ProjectSettings::ProjectSettings() {
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}
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extensions.push_back("gdshader");
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GLOBAL_DEF("editor/run/main_run_args", "");
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GLOBAL_DEF(PropertyInfo(Variant::PACKED_STRING_ARRAY, "editor/script/search_in_file_extensions"), extensions);
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GLOBAL_DEF(PropertyInfo(Variant::STRING, "editor/script/templates_search_path", PROPERTY_HINT_DIR), "res://script_templates");
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// For correct doc generation.
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GLOBAL_DEF("editor/naming/default_signal_callback_name", "_on_{node_name}_{signal_name}");
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GLOBAL_DEF("editor/naming/default_signal_callback_to_self_name", "_on_{signal_name}");
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_add_builtin_input_map();
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// Keep the enum values in sync with the `DisplayServer::ScreenOrientation` enum.
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@ -750,6 +750,9 @@
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<member name="editor/naming/node_name_num_separator" type="int" setter="" getter="" default="0">
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What to use to separate node name from number. This is mostly an editor setting.
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</member>
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<member name="editor/naming/scene_name_casing" type="int" setter="" getter="" default="2">
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When generating file names from scene root node, set the type of casing in this project. This is mostly an editor setting.
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</member>
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<member name="editor/run/main_run_args" type="String" setter="" getter="" default="""">
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The command-line arguments to append to Godot's own command line when running the project. This doesn't affect the editor itself.
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It is possible to make another executable run Godot by using the [code]%command%[/code] placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Godot-specific arguments should be placed [i]after[/i] the placeholder.
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@ -6579,7 +6579,6 @@ void EditorNode::_feature_profile_changed() {
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}
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void EditorNode::_bind_methods() {
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GLOBAL_DEF(PropertyInfo(Variant::INT, "editor/naming/scene_name_casing", PROPERTY_HINT_ENUM, "Auto,PascalCase,snake_case"), SCENE_NAME_CASING_SNAKE_CASE);
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ClassDB::bind_method("edit_current", &EditorNode::edit_current);
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ClassDB::bind_method("edit_node", &EditorNode::edit_node);
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@ -212,6 +212,15 @@ void register_editor_types() {
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EditorPlugins::add_by_type<Skeleton2DEditorPlugin>();
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EditorPlugins::add_by_type<Sprite2DEditorPlugin>();
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EditorPlugins::add_by_type<TilesEditorPlugin>();
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// For correct doc generation.
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GLOBAL_DEF("editor/run/main_run_args", "");
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GLOBAL_DEF(PropertyInfo(Variant::STRING, "editor/script/templates_search_path", PROPERTY_HINT_DIR), "res://script_templates");
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GLOBAL_DEF("editor/naming/default_signal_callback_name", "_on_{node_name}_{signal_name}");
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GLOBAL_DEF("editor/naming/default_signal_callback_to_self_name", "_on_{signal_name}");
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GLOBAL_DEF(PropertyInfo(Variant::INT, "editor/naming/scene_name_casing", PROPERTY_HINT_ENUM, "Auto,PascalCase,snake_case"), EditorNode::SCENE_NAME_CASING_SNAKE_CASE);
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}
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void unregister_editor_types() {
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