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Merge pull request #11936 from Calinou/update-default-icon-path
Replace mentions of the default `icon.png` with `icon.svg`
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@@ -19,7 +19,7 @@ Setup
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-----
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Each example below uses the same scene setup. Start with a ``CharacterBody2D`` with two
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children: ``Sprite2D`` and ``CollisionShape2D``. You can use the Godot icon ("icon.png")
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children: ``Sprite2D`` and ``CollisionShape2D``. You can use the Godot icon (``icon.svg``)
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for the Sprite2D's texture or use any other 2D image you have.
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Open ``Project -> Project Settings`` and select the "Input Map" tab. Add the following
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@@ -164,7 +164,7 @@ clicked. For that, we'll need a script that extends from
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# Icons are optional.
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# Alternatively, you may use the UID of the icon or the absolute path.
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@icon("icon.png")
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@icon("icon.svg")
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# Automatically register the node in the Create New Node dialog
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# and make it available for use with other scripts.
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@@ -188,7 +188,7 @@ clicked. For that, we'll need a script that extends from
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// Icons are optional.
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// Alternatively, you may use the UID of the icon or the absolute path.
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[Icon("icon.png")]
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[Icon("icon.svg")]
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// Automatically register the node in the Create New Node dialog
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// and make it available for use with other scripts.
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@@ -209,7 +209,7 @@ clicked. For that, we'll need a script that extends from
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That's it for our basic button. You can save this as ``my_button.gd`` inside the
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plugin folder. You may have a 16×16 icon to show in the scene tree. If you
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don't have one, you can grab the default one from the engine and save it in your
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`addons/my_custom_node` folder as `icon.png`, or use the default Godot logo
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`addons/my_custom_node` folder as `icon.svg`, or use the default Godot logo
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(`preload("res://icon.svg")`).
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.. tip::
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@@ -1701,7 +1701,7 @@ Here are some examples of expressions:
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do_something() # Function call.
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[1, 2, 3] # Array definition.
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{A = 1, B = 2} # Dictionary definition.
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preload("res://icon.png") # Preload builtin function.
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preload("res://icon.svg") # Preload builtin function.
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self # Reference to current instance.
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Identifiers, attributes, and subscripts are valid assignment targets. Other expressions cannot be on the left side of
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@@ -9,9 +9,9 @@ resolution, positioning controls would be a simple matter of setting the
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position and size of each one of them. Unfortunately, that is rarely the
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case.
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While some configurations may be more common than others, devices like
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phones, tablets and portable gaming consoles can vary greatly. Therefore,
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we often have to account for different aspect ratios, resolutions and user
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While some configurations may be more common than others, devices like
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phones, tablets and portable gaming consoles can vary greatly. Therefore,
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we often have to account for different aspect ratios, resolutions and user
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scaling.
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There are several ways to account for this, but for now, let's just imagine
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@@ -22,7 +22,7 @@ the top of the screen, or maybe the right or left margins.
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.. image:: img/anchors.png
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This is done by editing the *anchor offsets* of controls, which behave similar
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to a margin. To access these settings, you will first need to select the *Custom*
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to a margin. To access these settings, you will first need to select the *Custom*
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anchor preset.
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Each control has four anchor offsets: left, right, bottom, and top, which correspond
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@@ -72,7 +72,7 @@ a TextureRect can be centered in its parent:
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.. code-tab:: gdscript GDScript
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var rect = TextureRect.new()
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rect.texture = load("res://icon.png")
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rect.texture = load("res://icon.svg")
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rect.anchor_left = 0.5
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rect.anchor_right = 0.5
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rect.anchor_top = 0.5
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@@ -88,7 +88,7 @@ a TextureRect can be centered in its parent:
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var rect = new TextureRect();
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rect.Texture = ResourceLoader.Load<Texture>("res://icon.png");
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rect.Texture = ResourceLoader.Load<Texture>("res://icon.svg");
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rect.AnchorLeft = 0.5f;
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rect.AnchorRight = 0.5f;
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rect.AnchorTop = 0.5f;
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