Cleanup: rst style
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@ -3,6 +3,7 @@ Intro
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-----
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.. warning::
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Most of this object should only be useful if you actually manipulate i18n stuff from Python.
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If you are a regular addon, you should only bother about :const:`contexts` member,
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and the :func:`register`/:func:`unregister` functions! The :func:`pgettext` family of functions
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@ -12,12 +13,12 @@ Intro
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| ``{locale: {msg_key: msg_translation, ...}, ...}``
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| where:
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* locale is either a lang iso code (e.g. ``fr``), a lang+country code (e.g. ``pt_BR``),
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- locale is either a lang iso code (e.g. ``fr``), a lang+country code (e.g. ``pt_BR``),
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a lang+variant code (e.g. ``sr@latin``), or a full code (e.g. ``uz_UZ@cyrilic``).
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* msg_key is a tuple (context, org message) - use, as much as possible, the predefined :const:`contexts`.
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* msg_translation is the translated message in given language!
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- msg_key is a tuple (context, org message) - use, as much as possible, the predefined :const:`contexts`.
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- msg_translation is the translated message in given language!
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Then, call ``bpy.app.translations.register(__name__, your_dict)`` in your ``register()`` function, and \n"
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Then, call ``bpy.app.translations.register(__name__, your_dict)`` in your ``register()`` function, and
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``bpy.app.translations.unregister(__name__)`` in your ``unregister()`` one.
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The ``Manage UI translations`` addon has several functions to help you collect strings to translate, and
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@ -12,6 +12,7 @@ For example to override ``bpy.context.active_object``,
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you would pass ``{'active_object': object}``.
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.. note::
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You will nearly always want to use a copy of the actual current context as basis
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(otherwise, you'll have to find and gather all needed data yourself).
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"""
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@ -9,9 +9,11 @@ Notice the 'CATEGORY_MT_name' in :class:`Menu.bl_idname`, this is a naming
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convention for menus.
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.. note::
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Menu subclasses must be registered before referencing them from blender.
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.. note::
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Menus have their :class:`Layout.operator_context` initialized as
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'EXEC_REGION_WIN' rather than 'INVOKE_DEFAULT' (see :ref:`Execution Context <operator-execution_context>`).
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If the operator context needs to initialize inputs from the
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@ -10,38 +10,41 @@ Module to access application values that remain unchanged during runtime.
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The Blender/BGE version as a tuple of 3 ints, eg. (2, 75, 1).
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.. note:: Version tuples can be compared simply with (in)equality symbols;
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for example, ``(2, 74, 5) <= (2, 75, 0)`` returns True (lexical order).
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.. note::
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Version tuples can be compared simply with (in)equality symbols;
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for example, ``(2, 74, 5) <= (2, 75, 0)`` returns True (lexical order).
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:type: tuple of three ints
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.. data:: version_string
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The Blender/BGE version formatted as a string, eg. "2.75 (sub 1)".
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:type: str
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.. data:: version_char
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The Blender/BGE version character (for minor releases).
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:type: str
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.. data:: has_texture_ffmpeg
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True if the BGE has been built with FFmpeg support, enabling use of :class:`~bge.texture.ImageFFmpeg` and :class:`~bge.texture.VideoFFmpeg`.
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True if the BGE has been built with FFmpeg support,
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enabling use of :class:`~bge.texture.ImageFFmpeg` and :class:`~bge.texture.VideoFFmpeg`.
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:type: bool
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.. data:: has_joystick
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True if the BGE has been built with joystick support.
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:type: bool
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.. data:: has_physics
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True if the BGE has been built with physics support.
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:type: bool
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@ -20,6 +20,7 @@ offers a set of extensive examples, including advanced features.
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.. note::
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You can use the :class:`Image` type to load and set textures.
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See :class:`Image.gl_load` and :class:`Image.gl_load`,
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for example.
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@ -186,6 +186,7 @@ GLSL Lamp Uniforms
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mat4_world_to_cam_ * (-vec3_lamp_Z_axis)
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.. note::
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- The lamp Z axis points to the opposite direction of light.
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- The norm of the vector should be unit length.
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