diff options
Diffstat (limited to 'editor/plugins/visual_shader_editor_plugin.cpp')
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 734cd505d2..7bd26de092 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -393,7 +393,7 @@ void VisualShaderEditor::_preview_select_port(int p_node, int p_port) { if (node->get_output_port_for_preview() == p_port) { p_port = -1; //toggle it } - undo_redo->create_action("Set Uniform Name"); + undo_redo->create_action(TTR("Set Uniform Name")); undo_redo->add_do_method(node.ptr(), "set_output_port_for_preview", p_port); undo_redo->add_undo_method(node.ptr(), "set_output_port_for_preview", node->get_output_port_for_preview()); undo_redo->add_do_method(this, "_update_graph"); @@ -411,7 +411,7 @@ void VisualShaderEditor::_line_edit_changed(const String &p_text, Object *line_e String validated_name = visual_shader->validate_uniform_name(p_text, node); updating = true; - undo_redo->create_action("Set Uniform Name"); + undo_redo->create_action(TTR("Set Uniform Name")); undo_redo->add_do_method(node.ptr(), "set_uniform_name", validated_name); undo_redo->add_undo_method(node.ptr(), "set_uniform_name", node->get_uniform_name()); undo_redo->add_do_method(this, "_update_graph"); @@ -436,7 +436,7 @@ void VisualShaderEditor::_port_edited() { Ref<VisualShaderNode> vsn = visual_shader->get_node(type, editing_node); ERR_FAIL_COND(!vsn.is_valid()); - undo_redo->create_action("Set Input Default Port"); + undo_redo->create_action(TTR("Set Input Default Port")); undo_redo->add_do_method(vsn.ptr(), "set_input_port_default_value", editing_port, value); undo_redo->add_undo_method(vsn.ptr(), "set_input_port_default_value", editing_port, vsn->get_input_port_default_value(editing_port)); undo_redo->add_do_method(this, "_update_graph"); @@ -487,7 +487,7 @@ void VisualShaderEditor::_add_node(int p_idx) { int id_to_use = visual_shader->get_valid_node_id(type); - undo_redo->create_action("Add Node to Visual Shader"); + undo_redo->create_action(TTR("Add Node to Visual Shader")); undo_redo->add_do_method(visual_shader.ptr(), "add_node", type, vsnode, position, id_to_use); undo_redo->add_undo_method(visual_shader.ptr(), "remove_node", type, id_to_use); undo_redo->add_do_method(this, "_update_graph"); @@ -500,7 +500,7 @@ void VisualShaderEditor::_node_dragged(const Vector2 &p_from, const Vector2 &p_t VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); updating = true; - undo_redo->create_action("Node Moved"); + undo_redo->create_action(TTR("Node Moved")); undo_redo->add_do_method(visual_shader.ptr(), "set_node_position", type, p_node, p_to); undo_redo->add_undo_method(visual_shader.ptr(), "set_node_position", type, p_node, p_from); undo_redo->add_do_method(this, "_update_graph"); @@ -521,7 +521,7 @@ void VisualShaderEditor::_connection_request(const String &p_from, int p_from_in return; } - undo_redo->create_action("Nodes Connected"); + undo_redo->create_action(TTR("Nodes Connected")); List<VisualShader::Connection> conns; visual_shader->get_node_connections(type, &conns); @@ -550,7 +550,7 @@ void VisualShaderEditor::_disconnection_request(const String &p_from, int p_from int to = p_to.to_int(); //updating = true; seems graph edit can handle this, no need to protect - undo_redo->create_action("Nodes Disconnected"); + undo_redo->create_action(TTR("Nodes Disconnected")); undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from, p_from_index, to, p_to_index); undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from, p_from_index, to, p_to_index); undo_redo->add_do_method(this, "_update_graph"); @@ -566,7 +566,7 @@ void VisualShaderEditor::_delete_request(int which) { VisualShader::Type type = VisualShader::Type(edit_type->get_selected()); - undo_redo->create_action("Delete Node"); + undo_redo->create_action(TTR("Delete Node")); undo_redo->add_do_method(visual_shader.ptr(), "remove_node", type, which); undo_redo->add_undo_method(visual_shader.ptr(), "add_node", type, visual_shader->get_node(type, which), visual_shader->get_node_position(type, which), which); @@ -671,7 +671,7 @@ void VisualShaderEditor::_duplicate_nodes() { if (nodes.empty()) return; - undo_redo->create_action("Duplicate Nodes"); + undo_redo->create_action(TTR("Duplicate Nodes")); int base_id = visual_shader->get_valid_node_id(type); int id_from = base_id; @@ -732,7 +732,7 @@ void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> input, St bool type_changed = input->get_input_type_by_name(name) != input->get_input_type_by_name(prev_name); UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo(); - undo_redo->create_action("Visual Shader Input Type Changed"); + undo_redo->create_action(TTR("Visual Shader Input Type Changed")); undo_redo->add_do_method(input.ptr(), "set_input_name", name); undo_redo->add_undo_method(input.ptr(), "set_input_name", prev_name); @@ -972,7 +972,7 @@ public: UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo(); updating = true; - undo_redo->create_action("Edit Visual Property: " + prop, UndoRedo::MERGE_ENDS); + undo_redo->create_action(TTR("Edit Visual Property") + ": " + prop, UndoRedo::MERGE_ENDS); undo_redo->add_do_property(node.ptr(), prop, p_value); undo_redo->add_undo_property(node.ptr(), prop, node->get(prop)); undo_redo->commit_action(); @@ -1093,7 +1093,7 @@ void EditorPropertyShaderMode::_option_selected(int p_which) { return; UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo(); - undo_redo->create_action("Visual Shader Mode Changed"); + undo_redo->create_action(TTR("Visual Shader Mode Changed")); //do is easy undo_redo->add_do_method(visual_shader.ptr(), "set_mode", p_which); undo_redo->add_undo_method(visual_shader.ptr(), "set_mode", visual_shader->get_mode()); |