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Write intro_to_the_editor_interface.rst

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Nathan Lovato 4 年之前
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共有 41 個文件被更改,包括 188 次插入118 次删除
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      getting_started/step_by_step/index.rst
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      getting_started/step_by_step/intro_to_the_editor_interface.rst
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getting_started/introduction/first_look_at_the_editor.rst

@@ -0,0 +1,155 @@
+.. This page is only here to introduce the interface to the user broadly. To
+   cover individual areas in greater detail, write the corresponding pages in
+   the most appropriate section, and link them. E.g. the animation editor goes
+   to the animation section. General pages, for instance, about the project
+   manager, should go in the editor manual.
+
+.. _doc_intro_to_the_editor_interface:
+
+First look at Godot's editor
+============================
+
+This page will give you a brief overview of Godot's interface. We're going to
+look at the different workspaces and docks to help you situate yourself.
+
+.. seealso:: For a comprehensive breakdown of the editor's interface and how to
+             use it, see the :ref:`Editor manual <toc-learn-editor>`.
+
+The Project manager
+-------------------
+
+When you launch Godot, the first window you see is the Project Manager. In the
+default tab, "Projects," you can manage existing projects, import or create new
+ones, and more.
+
+.. image:: img/editor_intro_project_manager.png
+
+At the top of the window, there is another tab named "Templates". You can search
+for demo projects in the open-source asset library, which includes many projects
+developed by the community.
+
+.. seealso:: To learn the project manager's ins and outs, read
+             :ref:`doc_project_manager`.
+
+.. image:: img/editor_intro_project_templates.png
+
+You can also change the editor's language using the drop-down menu to the right
+of the engine's version in the window's top-right corner. By default, it is in
+English (EN).
+
+.. image:: img/editor_intro_language.png
+
+First look at Godot's editor
+----------------------------
+
+When you open a new or an existing project, the editor's interface appears.
+Let's look at its main areas.
+
+.. image:: img/editor_intro_editor_empty.png
+
+By default, it features **menus**, **workspaces**, and playtest buttons along
+the window's top edge.
+
+.. image:: img/editor_intro_top_menus.png
+
+In the center is the **viewport** with its **toolbar** at the top, where you'll
+find tools to move, scale, or lock the scene's nodes.
+
+.. image:: img/editor_intro_3d_viewport.png
+
+On either side of the viewport sit the **docks**. And at the bottom of the
+window lies the **bottom panel**.
+
+The toolbar changes based on the context and selected node. Here is the 2D toolbar.
+
+.. image:: img/editor_intro_toolbar_2d.png
+
+Below is the 3D one.
+
+.. image:: img/editor_intro_toolbar_3d.png
+
+Let's look at the docks. The **FileSystem** dock lists your project files, be it
+scripts, images, audio samples, and more.
+
+.. image:: img/editor_intro_filesystem_dock.png
+
+The **Scene** dock lists the active scene's nodes.
+
+.. image:: img/editor_intro_scene_dock.png
+
+The **Inspector** allows you to edit the properties of a selected node.
+
+.. image:: img/editor_intro_inspector_dock.png
+
+The **bottom panel**, situated below the viewport, is the host for the debug
+console, the animation editor, the audio mixer, and more. They can take precious
+space, that's why they're folded by default.
+
+.. image:: img/editor_intro_bottom_panels.png
+
+When you click on one, it expands vertically. Below, you can see the animation editor opened.
+
+.. image:: img/editor_intro_bottom_panel_animation.png
+
+The four workspaces
+-------------------
+
+There are four workspace buttons centered at the editor's top: 2D, 3D, Script,
+and AssetLib.
+
+You'll use the **2D workspace** for all types of games. In addition to 2D games,
+the 2D workspace is where you'll build your interfaces. Press :kbd:`F1` (or
+:kbd:`Alt + 1` on macOS) to access it.
+
+.. image:: img/editor_intro_workspace_2d.png
+
+In the **3D workspace**, you can work with meshes, lights, and design levels for
+3D games. Press :kbd:`F2` (:kbd:`Alt + 2` on macOS) to access it.
+
+.. image:: img/editor_intro_workspace_3d.png
+
+Notice the perspective button under the toolbar. Clicking on it opens a list of
+options related to the 3D view.
+
+.. image:: img/editor_intro_3d_viewport_perspective.png
+
+.. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D
+          workspace**.
+
+The **Script** workspace is a complete code editor with a debugger, rich
+auto-completion, and built-in code reference. Press :kbd:`F3` (:kbd:`Alt + 3`
+on macOS) to access it.
+
+.. image:: img/editor_intro_workspace_script.png
+
+Finally, the **AssetLib** is a library of free and open-source add-ons, scripts,
+and assets to use in your projects.
+
+.. image:: img/editor_intro_workspace_assetlib.png
+
+.. seealso:: You can learn more about the asset library in
+             :ref:`doc_what_is_assetlib`.
+
+Integrated class reference
+--------------------------
+
+Godot comes with a built-in class reference.
+
+You can search for information about a class, method, property, constant, or
+signal by:
+
+1. Pressing :kbd:`Shift + F1` anywhere in the editor.
+2. Clicking the "Search Help" button in the top-right of the Script workspace.
+3. Clicking on the Help menu and Search.
+
+
+.. image:: img/editor_intro_search_help_button.png
+
+When you do any of these, a window pops up. Type to search for any item. You can
+also use it to browse available objects and methods.
+
+.. image:: img/editor_intro_search_help.png
+
+Double-click on an item to open the corresponding page in the script workspace.
+
+.. image:: img/editor_intro_help_class_animated_sprite.png

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+ 3 - 2
getting_started/introduction/index.rst

@@ -9,8 +9,8 @@ This series will introduce you to Godot and give you an overview of its
 features.
 features.
 
 
 In the following pages, you will get answers to questions such as "Is Godot for
 In the following pages, you will get answers to questions such as "Is Godot for
-me?" or "What can I do with Godot?". We will then run you through the editor's
-interface, introduce the engine's most essential concepts, and give you tips to
+me?" or "What can I do with Godot?". We will then introduce the engine's most
+essential concepts, run you through the editor's interface, and give you tips to
 make the most of your time learning it.
 make the most of your time learning it.
 
 
 .. toctree::
 .. toctree::
@@ -19,4 +19,5 @@ make the most of your time learning it.
 
 
    introduction_to_godot
    introduction_to_godot
    key_concepts_overview
    key_concepts_overview
+   first_look_at_the_editor
    learning_new_features
    learning_new_features

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+ 0 - 1
getting_started/step_by_step/index.rst

@@ -5,7 +5,6 @@ Step by step
    :maxdepth: 1
    :maxdepth: 1
    :name: toc-learn-step_by_step
    :name: toc-learn-step_by_step
 
 
-   intro_to_the_editor_interface
    scenes_and_nodes
    scenes_and_nodes
    instancing
    instancing
    instancing_continued
    instancing_continued

+ 0 - 115
getting_started/step_by_step/intro_to_the_editor_interface.rst

@@ -1,115 +0,0 @@
-.. _doc_intro_to_the_editor_interface:
-
-Introduction to Godot's editor
-==============================
-
-This tutorial will run you through Godot's interface. We're going to
-look at the **Project Manager, docks, workspaces** and everything you
-need to know to get started with the engine.
-
-You can `download Godot Engine here <https://godotengine.org/download/>`_.
-
-Your first look at Godot's editor
----------------------------------
-
-Welcome to Godot! With your project open, you should see the editor's interface
-with menus along the top of the interface and docks along the far extremes of
-the interface on either side of the viewport.
-
-.. image:: img/editor_ui_intro_editor_interface_overview.png
-
-At the top, from left to right, you can see the **main menus**, the
-**workspaces**, and the **playtest buttons**.
-
-The **FileSystem dock** is where you'll manage your project files and assets.
-
-.. image:: img/editor_ui_intro_dock_filesystem.png
-
-The **Scene dock** lists the active scene's content and the **Inspector**
-allows for the management of the properties of a scene's content.
-
-.. image:: img/editor_ui_intro_dock_inspector.png
-
-In the center, you have the **Toolbar** at the top, where you'll find
-tools to move, scale or lock your scene's objects. It changes as you
-jump to different workspaces.
-
-.. image:: img/editor_ui_intro_editor_02_toolbar.png
-
-The **Bottom Panel** is the host for the debug console, the animation
-editor, the audio mixer… They are wide and can take precious space.
-That's why they're folded by default.
-
-.. image:: img/editor_ui_intro_editor_03_animation_player.png
-
-The workspaces
---------------
-
-You can see four workspace buttons at the top: 2D, 3D, Script and
-AssetLib.
-
-You'll use the **2D workspace** for all types of games. In addition to 2D games,
-the 2D workspace is where you'll build your interfaces. Press :kbd:`F1`
-(or :kbd:`Alt + 1` on macOS) to access it.
-
-.. image:: img/editor_ui_intro_editor_04_2d_workspace.png
-
-In the **3D workspace**, you can work with meshes, lights, and design
-levels for 3D games. Press :kbd:`F2` (or :kbd:`Alt + 2` on macOS) to access it.
-
-.. image:: img/editor_ui_intro_editor_05_3d_workspace.png
-
-Notice the perspective button under the toolbar, it opens a list of options
-related to the 3D viewport.
-
-.. image:: img/editor_ui_intro_editor_06_3d_workspace.png
-
-.. note:: Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**.
-
-The **Script** workspace is a complete code editor with a debugger, rich
-auto-completion, and built-in code reference. Press :kbd:`F3` (or :kbd:`Alt + 3` on macOS)
-to access it, and :kbd:`Shift + F1` to search the reference.
-
-.. image:: img/editor_ui_intro_editor_06_script_workspace_expanded.png
-
-To search for information about a class, method, property, constant, or signal
-in the engine while you are writing a script, press the "Search Help" button at
-the top right of the Script workspace.
-
-.. image:: img/editor_ui_intro_script_search_documentation.png
-
-A new window will pop up. Search for the item that you want to find information
-about.
-
-.. image:: img/editor_ui_intro_script_search_help_window.png
-
-Click on the item you are looking for and press open. The documentation for the
-item will be displayed in the script workspace.
-
-.. image:: img/editor_ui_intro_script_class_documentation.png
-
-Finally, the **AssetLib** is a library of free and open source add-ons, scripts
-and assets to use in your projects.
-
-Modify the interface
---------------------
-
-Godot's interface lives in a single window. You cannot split it across
-multiple screens although you can work with an external code editor like
-Atom or Visual Studio Code for instance.
-
-Move and resize docks
-~~~~~~~~~~~~~~~~~~~~~
-
-Click and drag on the edge of any dock or panel to resize it
-horizontally or vertically.
-
-.. image:: img/editor_ui_intro_editor_07.png
-
-Click the three-dotted icon at the top of any dock to change its
-location.
-
-.. image:: img/editor_ui_intro_editor_08.png
-
-Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look
-and feel of the editor.

+ 29 - 0
tutorials/editor/customizing_editor.rst

@@ -0,0 +1,29 @@
+.. _doc_customizing_editor:
+
+Customizing the interface
+=========================
+
+Godot's interface lives in a single window. You cannot split it across multiple
+screens although you can work with an external code editor like Atom or Visual
+Studio Code for instance.
+
+Moving and resizing docks
+~~~~~~~~~~~~~~~~~~~~~~~~~
+
+Click and drag on the edge of any dock or panel to resize it horizontally or
+vertically.
+
+.. image:: img/editor_ui_intro_editor_07.png
+
+Click the three-dotted icon at the top of any dock to change its location.
+
+.. image:: img/editor_ui_intro_editor_08.png
+
+Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and feel
+of the editor.
+
+.. This page lacks information about:
+
+    - Useful editor settings or sections of the settings window that are
+      relevant to customizing the interface.
+    - Layouts

+ 0 - 0
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+ 0 - 0
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+ 1 - 0
tutorials/editor/index.rst

@@ -18,6 +18,7 @@ in other sections where appropriate. For example, the :ref:`animation editor
 
 
    project_manager
    project_manager
    default_key_mapping
    default_key_mapping
+   customizing_editor
 
 
 For developers
 For developers
 --------------
 --------------