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Merge pull request #3438 from Calinou/update-editor-icons

Update Editor icons information to follow changes in the `master` branch
Max Hilbrunner 5 years ago
parent
commit
14366de252
1 changed files with 22 additions and 38 deletions
  1. 22 38
      development/editor/creating_icons.rst

+ 22 - 38
development/editor/creating_icons.rst

@@ -11,47 +11,33 @@ to improve the user experience.
 Creating icons
 Creating icons
 ~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~
 
 
-In order to create new icons, you first need a vector graphics editor installed.
-For instance, you can use the open-source `Inkscape <https://inkscape.org/>`_ editor.
+To create new icons, you first need a vector graphics editor installed.
+For instance, you can use the open source `Inkscape <https://inkscape.org/>`_ editor.
 
 
-Clone the ``godot-design`` repository containing all the original editor icons:
+Clone the ``godot`` repository containing all the editor icons:
 
 
    .. code-block:: bash
    .. code-block:: bash
 
 
-       git clone https://github.com/godotengine/godot-design
+       git clone https://github.com/godotengine/godot
 
 
-The icons must be created in a vector graphics editor in ``svg`` format. You
-can use ``engine/icons/inkscape_template.svg`` with default icon properties
-already set up.
+The icons must be created in a vector graphics editor in SVG format. There are
+two main requirements to follow:
 
 
-Once you're satisfied with the icon's design, save the icon in
-``engine/icons/svg/`` folder. But in order for the engine to automatically
-pick up the icons, each icon's filename:
+- Icons must be 16×16. In Inkscape, you can configure the document size in
+  **File > Document Properties**.
+- Lines should be snapped to pixels whenever possible to remain crisp at lower DPI.
+  You can create a 16×16 grid in Inkscape to make this easier.
 
 
-1. Must be prefixed with ``icon_``.
-
-2. ``PascalCase`` name should be converted to ``snake_case``, so words
-   are separated by ``_`` whenever case changes, and uppercase acronyms must
-   also have all letters, numbers, and special characters separated as distinct
-   words. Some examples:
-
-   +--------------------+----------------------------------+
-   | Name               | Filename                         |
-   +====================+==================================+
-   | ``Polygon2D``      | ``icon_polygon_2_d.svg``         |
-   +--------------------+----------------------------------+
-   | ``CSGPolygon``     | ``icon_c_s_g_polygon.svg``       |
-   +--------------------+----------------------------------+
-   | ``CPUParticles2D`` | ``icon_c_p_u_particles_2_d.svg`` |
-   +--------------------+----------------------------------+
-   | ``C#``             | ``icon_c_#.svg``                 |
-   +--------------------+----------------------------------+
+Once you're satisfied with the icon's design, save the icon in the cloned
+repository's ``editor/icons`` folder. The icon name should match the intended
+name in a case-sensitive manner. For example, to create an icon for
+CPUParticles2D, name the file ``CPUParticles2D.svg``.
 
 
 Icon optimization
 Icon optimization
 ~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~
 
 
-Because the editor renders the ``svg``'s at runtime, they need to be small
-in size, so they can be efficiently parsed. Editor icons must be first
+Because the editor renders SVGs once at load time, they need to be small
+in size so they can be efficiently parsed. Editor icons must be first
 optimized before being added to the engine, to do so:
 optimized before being added to the engine, to do so:
 
 
 1. Add them to the ``engine/icons/svg`` folder.
 1. Add them to the ``engine/icons/svg`` folder.
@@ -69,10 +55,8 @@ Integrating and sharing the icons
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
 If you're contributing to the engine itself, you should make a pull request to
 If you're contributing to the engine itself, you should make a pull request to
-add optimized icons to ``godot/editor/icons`` in the main repository. Recompile
-the engine to make sure it does pick up new icons for classes. Once merged,
-don't forget to add the original version of the icons to the ``godot-design``
-repository so that the icon can be improved upon by other contributors.
+add optimized icons to ``editor/icons`` in the main repository. Recompile the
+engine to make it pick up new icons for classes.
 
 
 It's also possible to create custom icons within a module. If you're creating
 It's also possible to create custom icons within a module. If you're creating
 your own module and don't plan to integrate it with Godot, you don't need to
 your own module and don't plan to integrate it with Godot, you don't need to
@@ -89,10 +73,10 @@ If icons don't appear in the editor make sure that:
 
 
 1. Each icon's filename matches the naming requirement as described previously.
 1. Each icon's filename matches the naming requirement as described previously.
 
 
-2. ``modules/svg`` is enabled (should be enabled by default). Without it, icons
-   won't appear in the editor at all.
+2. ``modules/svg`` is enabled (it should be enabled by default). Without it,
+   icons won't appear in the editor at all.
 
 
-References:
-~~~~~~~~~~~
+References
+~~~~~~~~~~
 
 
 -  `editor/icons <https://github.com/godotengine/godot/tree/master/editor/icons>`__
 -  `editor/icons <https://github.com/godotengine/godot/tree/master/editor/icons>`__