Make editor use translation domains

How editor plugins use this feature:
1. Pick a unique translation domain name.
2. `_enter_tree()`: load translations into that translation domain.
3. Call `set_translation_domain()` for its root UI node.
4. `_exit_tree()`: remove that translation domain.

Plugins can also set the translation domain to `godot.editor` for
nested nodes that should use editor translations. `EditorFileDialog`
automatically does this.
This commit is contained in:
Haoyu Qiu
2024-08-16 22:19:14 +08:00
parent c5d147b9b5
commit 818acb4290
10 changed files with 38 additions and 125 deletions

View File

@ -6557,6 +6557,8 @@ EditorNode::EditorNode() {
DEV_ASSERT(!singleton);
singleton = this;
set_translation_domain("godot.editor");
Resource::_get_local_scene_func = _resource_get_edited_scene;
{