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Update Project Settings page

- Add screenshots
- Document reading and writing settings
- Document manually editing project.godot
- Note that most settings are changed in different
classes at runtime
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tutorials/editor/img/project_settings_advanced.webp


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tutorials/editor/img/project_settings_basic.webp


+ 129 - 7
tutorials/editor/project_settings.rst

@@ -1,16 +1,138 @@
-:article_outdated: True
-
 .. _doc_project_settings:
 .. _doc_project_settings:
 
 
 Project Settings
 Project Settings
 ================
 ================
 
 
-This page explains how to use the Project Settings window. If you would like to access and modify project settings via code, see :ref:`ProjectSettings <class_ProjectSettings>`.
+There are dozens of settings you can change to control a project's execution,
+including physics, rendering, and windowing settings. These settings can be
+changed from the **Project Settings** window, from code, or by manually editing
+the ``project.godot`` file. You can see a full list of settings in the 
+:ref:`ProjectSettings <class_ProjectSettings>` class.
+
+Internally, Godot stores the settings for a project in a ``project.godot`` file,
+a plain text file in INI format. While this is human-readable and version control
+friendly, it's not the most convenient to edit. For that reason, the
+**Project Settings** window is available to edit these settings. To open the
+Project Settings, select **Project > Project Settings** from the main menu.
+
+.. figure:: img/project_settings_basic.webp
+    :align: center
+
+    The Project Settings window
+
+The **Project Settings** window is mainly used to change settings in the
+**General** tab. Additionally, there are tabs for the
+:ref:`Input Map <doc_input_examples_input_map>`,
+:ref:`Localization <doc_internationalizing_games>`,
+:ref:`Globals <doc_singletons_autoload>`,
+:ref:`Plugins <doc_installing_plugins_enabling_a_plugin>`, and
+**Import Defaults**. Usage of these other tabs is documented elsewhere.
+
+Changing project settings
+-------------------------
+
+The **General** tab of the project settings window works much like the inspector.
+It displays a list of project settings which you can change, just like inspector
+properties. There is a list of categories on the left, which you can use to select
+related groups of settings. You can also search for a specific setting with the
+**Filter Settings** field.
+
+Each setting has a default value. Settings can be reset to their default values
+by clicking the circular arrow **Reset** button next to each property.
+
+Changing project settings from code
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+You can use :ref:`set_setting() <class_ProjectSettings_method_set_setting>` to
+change a setting's value from code:
+
+.. tabs::
+    .. code-tab:: gdscript GDScript
+        
+        ProjectSettings.set_setting("application/run/max_fps", 60)
+        ProjectSettings.set_setting("display/window/size/mode", DisplayServer.WINDOW_MODE_WINDOWED)
+
+    .. code-tab:: csharp
+
+        ProjectSettings.SetSetting("application/run/max_fps", 60);
+        ProjectSettings.SetSetting("display/window/size/mode", (int)DisplayServer.WindowMode.Windowed);
+
+However, many project settings are only read once when the game starts. After
+that, changing the setting with ``set_setting()`` will have no effect. Instead, 
+most settings have a corresponding property or method on a runtime class like
+:ref:`Engine <class_Engine>` or :ref:`DisplayServer <class_DisplayServer>`:
+
+.. tabs::
+    .. code-tab:: gdscript GDScript
+        
+        Engine.max_fps = 60
+        DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
+
+    .. code-tab:: csharp
+
+        Engine.MaxFps = 60;
+        DisplayServer.WindowSetMode(DisplayServer.WindowMode.Windowed);
+
+In general, project settings are duplicated at runtime in the
+:ref:`Engine <class_Engine>`, :ref:`PhysicsServer2D <class_PhysicsServer2D>`,
+:ref:`PhysicsServer3D <class_PhysicsServer3D>`,
+:ref:`RenderingServer <class_RenderingServer>`, 
+:ref:`Viewport <class_Viewport>`, or :ref:`Window <class_Window>` classes. In the
+:ref:`ProjectSettings <class_ProjectSettings>` class reference, settings
+links to their equivalent runtime property or method.
+
+Reading project settings
+------------------------
+
+You can read project settings with
+:ref:`get_setting() <class_ProjectSettings_method_get_setting>` or
+:ref:`get_setting_with_override() <class_ProjectSettings_method_get_setting_with_override>`:
+
+.. tabs::
+    .. code-tab:: gdscript GDScript
+        
+        var max_fps = ProjectSettings.get_setting("application/run/max_fps")
+        var window_mode = ProjectSettings.get_setting("display/window/size/mode")
+
+    .. code-tab:: csharp
+
+        int maxFps = (int)ProjectSettings.GetSetting("application/run/max_fps");
+        var windowMode = (DisplayServer.WindowMode)(int)ProjectSettings.GetSetting("display/window/size/mode");
+
+Since many project settings are only read once at startup, the value in the
+project settings may no longer be accurate. In these cases, it's better to read
+the value from the runtime equivalent property or method:
+
+.. tabs::
+    .. code-tab:: gdscript GDScript
+        
+        var max_fps = Engine.max_fps
+        var window_mode = DisplayServer.window_get_mode()
+
+    .. code-tab:: csharp
+
+        int maxFps = Engine.MaxFps;
+        DisplayServer.WindowMode windowMode = DisplayServer.WindowGetMode();
+
+Manually editing project.godot
+------------------------------
+
+You can open the ``project.godot`` file using a text editor and manually
+change project settings. Note that if the ``project.godot`` file does not have a
+stored value for a particular setting, it is implicitly the default value of
+that setting. This means that if you are are manually editing the file, you may
+have to write in both the setting name *and* the value.
+
+In general, it is recommended to use the Project Settings window rather than
+manually edit ``project.godot``.
 
 
-Godot stores the project settings in a project.godot file, a plain text file in INI format. There are dozens of settings you can change to control a project's execution. To simplify this process, Godot provides a project settings dialog, which acts as a front-end to editing a project.godot file.
+Advanced project settings
+-------------------------
 
 
-To access that dialog, select Project -> Project Settings.
+.. figure:: img/project_settings_advanced.webp
+    :align: center
 
 
-Once the window opens, let's select a main scene. Locate the `Application/Run/Main Scene` property and click on it to select 'hello.tscn'.
+    The advanced project settings
 
 
-The project settings dialog provides a lot of options that can be saved to a project.godot file and shows their default values. If you change a value, a tick appears to the left of its name. This means that the property will be saved in the project.godot file and remembered.
+By default, only some project settings are shown. To see all the project
+settings, enable the **Advanced Settings** toggle.

+ 2 - 0
tutorials/inputs/input_examples.rst

@@ -149,6 +149,8 @@ avoid this, make sure to test the event type first:
         }
         }
     }
     }
 
 
+.. _doc_input_examples_input_map:
+
 InputMap
 InputMap
 --------
 --------
 
 

+ 2 - 0
tutorials/plugins/editor/installing_plugins.rst

@@ -53,6 +53,8 @@ plugin's ``addons/`` folder into your project folder to merge the new folder
 contents with the existing one. Your file manager may ask you whether to write
 contents with the existing one. Your file manager may ask you whether to write
 into the folder; answer **Yes**. No files will be overwritten in the process.
 into the folder; answer **Yes**. No files will be overwritten in the process.
 
 
+.. _doc_installing_plugins_enabling_a_plugin:
+
 Enabling a plugin
 Enabling a plugin
 ~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~