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Merge pull request #3635 from akien-mga/cleanup-img

Drop unused images, always use relative 'img/' paths
Rémi Verschelde há 5 anos atrás
pai
commit
ccb48fa9d0
100 ficheiros alterados com 89 adições e 45 exclusões
  1. 4 0
      .gitignore
  2. 2 2
      .travis.yml
  3. 0 0
      _tools/codespell-ignore.txt
  4. 0 0
      _tools/format.sh
  5. 40 0
      _tools/list-unused-images.sh
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      getting_started/scripting/gdscript/static_typing.rst
  12. 4 4
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  13. 6 6
      getting_started/step_by_step/godot_design_philosophy.rst
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  33. 1 1
      getting_started/step_by_step/scripting.rst
  34. 27 27
      getting_started/step_by_step/ui_game_user_interface.rst
  35. 1 1
      getting_started/step_by_step/ui_introduction_to_the_ui_system.rst
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+ 4 - 0
.gitignore

@@ -36,3 +36,7 @@ ehthumbs_vista.db
 $RECYCLE.BIN/
 logo.h
 *.autosave
+
+# Output of list-unused-images.sh tool
+tmp-unused-images
+tmp-unused-images-history

+ 2 - 2
.travis.yml

@@ -24,10 +24,10 @@ install:
   - pip install codespell
 
 script:
-  - bash ./format.sh
+  - bash _tools/format.sh
 
   # Check for possible typos
-  - codespell -I codespell-ignore.txt {about,community,development,getting_started,tutorials}/**/*.rst
+  - codespell -I _tools/codespell-ignore.txt {about,community,development,getting_started,tutorials}/**/*.rst
 
   # TODO: Add `-W` to turn warnings into errors.
   # This can only be done once all warnings have been fixed.

+ 0 - 0
codespell-ignore.txt → _tools/codespell-ignore.txt


+ 0 - 0
format.sh → _tools/format.sh


+ 40 - 0
_tools/list-unused-images.sh

@@ -0,0 +1,40 @@
+#!/bin/bash
+
+check_git_history=false
+
+rm -f tmp-unused-images
+rm -f tmp-unused-images-history
+
+# List images which might be unused.
+# Exceptions are ignored, and for .svg files we also look for potential .png
+# files with the same base name, as they might be sources.
+
+exceptions="docs_logo.png tween_cheatsheet.png"
+
+files=$(find -name "_build" -prune -o \( -name "*.png" -o -name "*.jpg" -o -name "*.svg" -o -name "*.gif" \) -print | sort)
+
+for path in $files; do
+  file=$(basename $path)
+  if echo "$exceptions" | grep -q "$file"; then
+    continue
+  fi
+  ext=${file##*.}
+  base=${file%.*}
+  found=$(rg -l ":: .*[ /]$file")
+  if [ -z "$found" -a "$ext" == "svg" ]; then
+    # May be source file.
+    found=$(rg -l ":: .*[ /]$base.png")
+  fi
+  if [ -z "$found" ]; then
+    echo "$path" >> tmp-unused-images
+  fi
+done
+
+
+if [ "$check_git_history" = true ]; then
+  for file in $(cat tmp-unused-images); do
+    echo "File: $file"
+    git log --diff-filter=A --follow $file
+    echo
+  done > tmp-unused-images-history
+fi

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development/cpp/configuring_an_ide/img/kdevelop_openproject.png


+ 0 - 0
img/architecture_diagram.jpg → development/cpp/img/architecture_diagram.jpg


+ 1 - 1
development/cpp/introduction_to_godot_development.rst

@@ -14,7 +14,7 @@ The following diagram describes the architecture used by Godot, from the
 core components down to the abstracted drivers, via the scene
 structure and the servers.
 
-.. image:: /img/architecture_diagram.jpg
+.. image:: img/architecture_diagram.jpg
 
 Debugging the editor with gdb
 -----------------------------

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getting_started/scripting/gdscript/img/typed_gdscript_code_completion.png


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getting_started/scripting/gdscript/img/typed_gdscript_warnings03.png


+ 3 - 3
getting_started/scripting/gdscript/static_typing.rst

@@ -59,14 +59,14 @@ options for a class called ``PlayerController``.
 You've probably stored a node in a variable before, and typed a dot to
 be left with no autocomplete suggestions:
 
-.. figure:: ./img/typed_gdscript_code_completion_dynamic.png
+.. figure:: img/typed_gdscript_code_completion_dynamic.png
    :alt: code completion options for dynamic
 
 This is due to dynamic code. Godot cannot know what node or value type
 you're passing to the function. If you write the type explicitly
 however, you will get all public methods and variables from the node:
 
-.. figure:: ./img/typed_gdscript_code_completion_typed.png
+.. figure:: img/typed_gdscript_code_completion_typed.png
    :alt: code completion options for typed
 
 In the future, typed GDScript will also increase code performance:
@@ -200,7 +200,7 @@ node: ``($Timer as Timer)``, ``($Player as KinematicBody2D)``, etc.
 Godot will ensure the type works and if so, the line number will turn
 green at the left of the script editor.
 
-.. figure:: ./img/typed_gdscript_safe_unsafe_line.png
+.. figure:: img/typed_gdscript_safe_unsafe_line.png
    :alt: Unsafe vs Safe Line
 
    Unsafe line (line 7) vs Safe Lines (line 6 and 8)

+ 4 - 4
getting_started/scripting/gdscript/warning_system.rst

@@ -11,7 +11,7 @@ to runtime errors.
 You can configure warnings in the Project Settings under the section
 called **Gdscript**:
 
-.. figure:: ./img/typed_gdscript_warning_system_settings.png
+.. figure:: img/typed_gdscript_warning_system_settings.png
    :alt: Warning system project settings
 
    Warning system project settings
@@ -19,7 +19,7 @@ called **Gdscript**:
 You can find a list of warnings for the active GDScript file in the
 script editor's status bar. The example below has 3 warnings:
 
-.. figure:: ./img/typed_gdscript_warning_example.png
+.. figure:: img/typed_gdscript_warning_example.png
    :alt: Warning system example
 
    Warning system example
@@ -30,7 +30,7 @@ right of the warning's description. Godot will add a comment above the
 corresponding line and the code won't trigger the corresponding warning
 anymore:
 
-.. figure:: ./img/typed_gdscript_warning_system_ignore.png
+.. figure:: img/typed_gdscript_warning_system_ignore.png
    :alt: Warning system ignore example
 
    Warning system ignore example
@@ -45,7 +45,7 @@ all warnings. Head to the ``GDScript`` section of the Project Settings to
 turn on this option. Here's the same file as the previous example with
 warnings as errors turned on:
 
-.. figure:: ./img/typed_gdscript_warning_system_errors.png
+.. figure:: img/typed_gdscript_warning_system_errors.png
    :alt: Warnings as errors
 
    Warnings as errors

+ 6 - 6
getting_started/step_by_step/godot_design_philosophy.rst

@@ -170,9 +170,9 @@ base unit for 2D scenes is pixels.** Even though the engines are
 separate, you can render 2D in 3D, 3D in 2D, and overlay 2D sprites and
 interfaces over your 3D world.
 
-.. |image0| image:: ./img/engine_design_01.png
-.. |image1| image:: ./img/engine_design_02.png
-.. |image2| image:: ./img/engine_design_03.png
-.. |image3| image:: ./img/engine_design_visual_script.png
-.. |image4| image:: ./img/engine_design_fsm_plugin.png
-.. |image5| image:: ./img/engine_design_rpg_in_a_box.png
+.. |image0| image:: img/engine_design_01.png
+.. |image1| image:: img/engine_design_02.png
+.. |image2| image:: img/engine_design_03.png
+.. |image3| image:: img/engine_design_visual_script.png
+.. |image4| image:: img/engine_design_fsm_plugin.png
+.. |image5| image:: img/engine_design_rpg_in_a_box.png

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getting_started/step_by_step/img/addglobal.png


+ 0 - 0
img/brainslug.jpg → getting_started/step_by_step/img/brainslug.jpg


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getting_started/step_by_step/img/clearcolor.png


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getting_started/step_by_step/img/color_gradient_ui.png


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getting_started/step_by_step/img/ctrl_normal.png


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getting_started/step_by_step/img/ctrl_tapped.png


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getting_started/step_by_step/img/draw_path2d.png


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getting_started/step_by_step/img/export_project_override.png


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getting_started/step_by_step/img/gui_step_tutorial_inherited_scene_parent.png


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getting_started/step_by_step/img/importproject.png


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getting_started/step_by_step/img/inputmap.png


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getting_started/step_by_step/img/load_mob_scene.png


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getting_started/step_by_step/img/particle_trail_settings.png


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getting_started/step_by_step/img/particle_trail_settings2.png


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getting_started/step_by_step/img/pong_layout.png


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getting_started/step_by_step/img/pong_nodes.png


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getting_started/step_by_step/img/singlecontrol.png


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getting_started/step_by_step/img/ui_gui_containers_structure.png


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getting_started/step_by_step/img/ui_texturerect_load_texture_951x540.png


+ 1 - 1
getting_started/step_by_step/scripting.rst

@@ -170,7 +170,7 @@ as well as how it interacts with other nodes: children, parent, siblings,
 and so on. The local scope of the script is the node. In other words, the script
 inherits the functions provided by that node.
 
-.. image:: /img/brainslug.jpg
+.. image:: img/brainslug.jpg
 
 
 .. _doc_scripting_handling_a_signal:

+ 27 - 27
getting_started/step_by_step/ui_game_user_interface.rst

@@ -8,7 +8,7 @@ game Graphical User Interface (GUI) with reusable UI components: a life bar, an
 energy bar, and bomb and emerald counters. By the end of this tutorial,
 you'll have a game GUI, ready to control with GDscript or VisualScript:
 
-.. figure:: ./img/ui_gui_design_final_result.png
+.. figure:: img/ui_gui_design_final_result.png
 
    The final result
 
@@ -48,7 +48,7 @@ of one another inside a ``VBoxContainer``. And we'll need a last
 ``HBoxContainer`` in the right column to place the bomb and emerald
 counters side-by-side.
 
-.. figure:: ./img/ui_gui_step_tutorial_containers_structure.png
+.. figure:: img/ui_gui_step_tutorial_containers_structure.png
 
    We get a clean UI layout with only 4 containers
 
@@ -90,7 +90,7 @@ Add a ``VBoxContainer`` as a child of ``HBoxContainer`` and name it ``Bars``. Se
 ``HBoxContainer`` again and this time, add another ``HBoxContainer`` as a child of it.
 Call it ``Counters``. With these four containers, we have the base for our GUI scene.
 
-.. figure:: ./img/ui_gui_containers_structure_in_godot.png
+.. figure:: img/ui_gui_containers_structure_in_godot.png
 
    You should have 4 containers that look like this
 
@@ -127,7 +127,7 @@ Name it ``Count``. Inside of it, add three nodes:
 
 To add the nodes as siblings, always select the ``Count`` node first.
 
-.. figure:: ./img/ui_gui_step_tutorial_bar_template_1.png
+.. figure:: img/ui_gui_step_tutorial_bar_template_1.png
 
    Your scene tree should look like this. We're ready to throw in some
    textures
@@ -136,7 +136,7 @@ Our scene is still empty. It's time to throw in some textures. To load
 the textures, head to the FileSystem dock to the left of the viewport.
 Browse down to the res://assets/GUI folder.
 
-.. figure:: ./img/ui_gui_step_tutorial_textures_in_FileSystem_tab.png
+.. figure:: img/ui_gui_step_tutorial_textures_in_FileSystem_tab.png
 
    You should see a list of textures that we'll use to skin our
    interface.
@@ -156,7 +156,7 @@ the ``Text`` property and type ``10``. This way, we can see both nodes
 in the viewport. They should stack up in the top-left corner of their
 parent ``MarginContainer``.
 
-.. figure:: ./img/ui_gui_step_tutorial_bar_label_stacked.png
+.. figure:: img/ui_gui_step_tutorial_bar_label_stacked.png
 
    If you select both nodes, you should see something like this
 
@@ -174,7 +174,7 @@ them inside a regular Control or another UI element. We'll use the
 the ``Title`` and ``Number``, and drag and drop them onto
 ``Background``.
 
-.. figure:: ./img/ui_gui_step_tutorial_bar_nesting_inside_background.png
+.. figure:: img/ui_gui_step_tutorial_bar_nesting_inside_background.png
 
    By using the Background node as the two textures' parent, we take
    control away from the Count MarginContainer
@@ -190,7 +190,7 @@ text should snap to the center of the ``Background``'s right edge.
 Resize the node horizontally, so it takes the right half of the
 ``Background`` and there's a bit of padding with the right edge.
 
-.. figure:: ./img/ui_gui_step_tutorial_bar_placed_title_and_label.png
+.. figure:: img/ui_gui_step_tutorial_bar_placed_title_and_label.png
 
    Here's how the nodes' bounding boxes should look in the viewport.
    Keep it rough, you don't need to place them too precisely for now.
@@ -222,7 +222,7 @@ baseline, click on the font field under the ``Custom Font`` category
 again and tweak the ``Bottom`` property until the text aligns with the
 ``Title`` node. I used a value of ``2`` pixels.
 
-.. figure:: ./img/ui_gui_step_tutorial_number_baseline.png
+.. figure:: img/ui_gui_step_tutorial_number_baseline.png
 
    With a Bottom value of 2 pixels, the Number aligns with the Title
 
@@ -245,7 +245,7 @@ up.
 
 With only five ``Control`` nodes, our first bar is ready to use.
 
-.. figure:: ./img/ui_gui_step_tutorial_bar_final.png
+.. figure:: img/ui_gui_step_tutorial_bar_final.png
 
    That's it, our life bar is ready. This last part was quick, wasn't
    it? That's thanks to our robust container setup.
@@ -268,7 +268,7 @@ number nodes. The ``Title`` node is a ``TextureRect``, so it's what we
 need to display the icon. In the scene tree, select the ``Title`` node,
 and rename it to ``Icon``.
 
-.. figure:: ./img/ui_gui_step_tutorial_counter_design_1.png
+.. figure:: img/ui_gui_step_tutorial_counter_design_1.png
 
    Here's how your node tree should look so far
 
@@ -280,7 +280,7 @@ nodes. Click the Layout menu in the toolbar at the top of the viewport
 and select ``Full Rect``. Both nodes will update to fit
 the size of the ``Background``.
 
-.. figure:: ./img/ui_gui_step_tutorial_counter_design_2.png
+.. figure:: img/ui_gui_step_tutorial_counter_design_2.png
 
    The nodes anchor to the entire Background, but their position is off
 
@@ -290,7 +290,7 @@ and center of the ``Background``. Select the ``Number`` node, change its
 resize its left edge a bit to add some padding between the left
 edge of the ``Background`` and the text.
 
-.. figure:: ./img/ui_gui_step_tutorial_counter_design_3.png
+.. figure:: img/ui_gui_step_tutorial_counter_design_3.png
 
    The Number node aligned to the left and centre
 
@@ -308,7 +308,7 @@ the ``Background``'s right edge. Open the Layout menu again and select
 ``Center Right``. Move the icon up so it is centered vertically with the
 ``Background``.
 
-.. figure:: ./img/ui_gui_step_tutorial_counter_design_4.png
+.. figure:: img/ui_gui_step_tutorial_counter_design_4.png
 
    The bomb icon anchors to the Background's right edge. Resize the
    Counter container to see the Icon node stick to its right side
@@ -326,7 +326,7 @@ can. Select the ``Bars`` node and scroll down to the ``Size Flags`` category. In
 the ``Horizontal`` category, check the ``Expand`` value. The ``Bars`` node
 should resize and push the counter to the right side of the screen.
 
-.. figure:: ./img/ui_gui_step_tutorial_counter_design_5.png
+.. figure:: img/ui_gui_step_tutorial_counter_design_5.png
 
    An expanding container eats all the space it can from its parent,
    pushing everything else along the way
@@ -365,7 +365,7 @@ the one next to ``Bar`` to open the corresponding scene. Resize the
 and placed the Control nodes, we're ready to inherit this template and
 create the life bar. It's the same for the ``Counter``.
 
-.. figure:: ./img/ui_gui_step_tutorial_bar_template_scene.png
+.. figure:: img/ui_gui_step_tutorial_bar_template_scene.png
 
    With no extra changes, our Bar is ready to use
 
@@ -456,7 +456,7 @@ will be affected by any property we change. You can try to change the
 size to a huge value like ``40`` and switch back to the ``LifeBar`` or
 the ``Bar`` scenes. You will see the text increased in size.
 
-.. figure:: ./img/ui_gui_step_tutorial_design_EnergyBar_1.png
+.. figure:: img/ui_gui_step_tutorial_design_EnergyBar_1.png
 
    If we change the font resource, all the nodes that use it are
    affected
@@ -467,7 +467,7 @@ and screwdriver icon on the top right of the inspector. In the drop-down
 menu, select the ``Make Sub-Resources Unique`` option. Godot will find
 all the resources this node uses and create unique copies for us.
 
-.. figure:: ./img/ui_gui_step_tutorial_design_EnergyBar_2.png
+.. figure:: img/ui_gui_step_tutorial_design_EnergyBar_2.png
 
    Use this option to create unique copies of the resources for one node
 
@@ -483,7 +483,7 @@ Scroll down to the ``Custom Font`` section and open ``Font``. Lower the
 adjust the ``Bottom`` spacing value to align the text's baseline with
 the EP label on the left.
 
-.. figure:: ./img/ui_gui_step_tutorial_design_EnergyBar_3.png
+.. figure:: img/ui_gui_step_tutorial_design_EnergyBar_3.png
 
    The EP Count widget, with a smaller font than its HP counterpart
 
@@ -504,7 +504,7 @@ makes it a bit large. Select it and in the ``Rect`` section, change the
 automatically and the ``Title`` and ``Number`` nodes should reposition
 as well.
 
-.. figure:: ./img/ui_gui_step_tutorial_design_EnergyBar_4.png
+.. figure:: img/ui_gui_step_tutorial_design_EnergyBar_4.png
 
    The Count looks better now it's a bit smaller
 
@@ -524,7 +524,7 @@ Let us now take care of the counters. Go to
 base. Rename the root node as ``BombCounter`` too.
 Save the new scene as ``BombCounter.tscn``. That's all for this scene.
 
-.. figure:: ./img/ui_gui_step_tutorial_design_counters_1.png
+.. figure:: img/ui_gui_step_tutorial_design_counters_1.png
 
    The bomb counter is the same as the original Counter scene
 
@@ -539,7 +539,7 @@ Shift the emerald icon a bit to the right and down. Use the Arrow
 Keys on the keyboard to nudge its position. Save, and we're done with
 all the UI elements.
 
-.. figure:: ./img/ui_gui_step_tutorial_design_counters_2.png
+.. figure:: img/ui_gui_step_tutorial_design_counters_2.png
 
    The emerald counter should look something like this
 
@@ -552,14 +552,14 @@ In the FileSystem dock, find the ``LifeBar.tscn`` and drag and drop it
 onto the ``Bars`` container in the scene tree. Do the same for the
 ``EnergyBar``. You should see them align vertically.
 
-.. figure:: ./img/ui_gui_step_tutorial_assemble_final_gui_1.png
+.. figure:: img/ui_gui_step_tutorial_assemble_final_gui_1.png
 
    The LifeBar and the EnergyBar align automatically
 
 Now, drag and drop the ``BombCounter.tscn`` and ``EmeraldCounter.tscn`` scenes onto the
 ``Counters`` node. They'll resize automatically.
 
-.. figure:: ./img/ui_gui_step_tutorial_assemble_final_gui_2.png
+.. figure:: img/ui_gui_step_tutorial_assemble_final_gui_2.png
 
    The nodes resize to take all the available vertical space
 
@@ -570,7 +570,7 @@ in ``Counter.tscn``, we need to change the ``Size Flags`` on the
 the ``Vertical`` property, and check ``Shrink Center`` so the container
 centers inside the ``HBoxContainer``.
 
-.. figure:: ./img/ui_gui_step_tutorial_assemble_final_gui_3.png
+.. figure:: img/ui_gui_step_tutorial_assemble_final_gui_3.png
 
    Now both counters have a decent size
 
@@ -588,7 +588,7 @@ value as on the LifeBar. The ``Count`` should now have some margin on
 the left. If you save and go back to the GUI scene, it will be aligned
 vertically with the ``LifeBar``.
 
-.. figure:: ./img/ui_gui_step_tutorial_assemble_final_gui_4.png
+.. figure:: img/ui_gui_step_tutorial_assemble_final_gui_4.png
 
    The 2 bars align perfectly
 
@@ -616,7 +616,7 @@ the context of the game.
 Congratulations for getting to the end of this long tutorial. You can
 find the final project here: :download:`ui_gui_design.zip <files/ui_gui_design.zip>`.
 
-.. figure:: ./img/ui_gui_design_final_result.png
+.. figure:: img/ui_gui_design_final_result.png
 
    The final result
 

+ 1 - 1
getting_started/step_by_step/ui_introduction_to_the_ui_system.rst

@@ -216,7 +216,7 @@ right and bottom edges. On the other hand, margins represent a distance
 to the anchor position in pixels, while anchors are relative to the
 parent container's size.
 
-.. figure:: ./img/ui_anchor_and_margins.png
+.. figure:: img/ui_anchor_and_margins.png
 
    Margins are relative to the anchor position, which is relative to the
    anchors. In practice, you'll often let the container update margins

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