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Currently, the preprocessor inserts a component for a Godot icon in front of a Godot symbol in backticks. For example, `Signal` becomes <IconGodot name="Signal"/> Signal. We need to change that to capture the symbol name to be able to recolor the icon and the text with it for better readability and spacing.
The markup should be: <IconGodot name="{name}" colorGroup="{colorGroup}">{name}</IconGodot>
The colorGroup attribute is one of:
2d
3d
animation
ui
general
node (for Node only)
editor (for icons in the editor like +, etc.)
Implementation notes
I would categorize the nodes in sequences and generate a table that maps names to their color groups at compile time. Heuristics:
Anything that ends with 2D or 3D goes to the respective group.
Anything listed manually as part of a given group goes to that group.
Everything else goes to general by default.
We can start there and update the data as needed.
The text was updated successfully, but these errors were encountered:
Currently, the preprocessor inserts a component for a Godot icon in front of a Godot symbol in backticks. For example,
`Signal`
becomes<IconGodot name="Signal"/> Signal
. We need to change that to capture the symbol name to be able to recolor the icon and the text with it for better readability and spacing.The markup should be:
<IconGodot name="{name}" colorGroup="{colorGroup}">{name}</IconGodot>
The
colorGroup
attribute is one of:Node
only)Implementation notes
I would categorize the nodes in sequences and generate a table that maps names to their color groups at compile time. Heuristics:
We can start there and update the data as needed.
The text was updated successfully, but these errors were encountered: