Guía de estilo del editor


¡Gracias por tú interes en contribuir al editor de Godot!

Está página describe los estilos de gramática y escritura usados a lo largo del editor de Godot. Seguir esta guía de estilos ayudará a que tú contribución se fusione (merge) más rapido ya que se necesitarán menos pasos para su revisión.

Estilo de escritura

  • Escribe mensajes (errores, advertencias, ...) como frases completas. Las frases deberían empezar con letra mayúscula y acabar con un punto.

  • Try to keep sentences short. This makes it more likely that their translations will be short as well, which is a good thing to avoid UI bugs.

  • Use contractions. For example, use "isn't" instead of "is not". An exception to this rule can be made when you specifically want to emphasize one of the contraction's words.

  • Usa comillas dobles en los mensajes ("") en vez de comillas simples (''). Las comillas dobles deberían usarse para citar la entrada de usuario, rutas de archivos y posiblemente otras cosas dependiendo del contexto.

Ver también

De manera adicional a las guías resaltadas arriba intenta seguir Docs writing guidelines.

Button and menu texts

Capitalizar el texto de los botones y los menús de acción:

  • Bien: Open Editor Data Folder

  • Mal: Open editor data folder

Si un menú de acción abre un dialogo modal, añade el sufijo de elipsis (...).

  • Bien: Editor Settings...

  • Mal: Editor Settings

Secciones del inspector

In general, don't create sections that contain less than 3 items. Sections that contain few items make it difficult to navigate the inspector, while missing the benefits of using sections such as folding.

There are some valid exceptions for this, such as material features in SpatialMaterial.

This advice also applies to the Project Settings and Editor Settings.

Hints de rendimiento del inspector

Enum properties that noticeably impact performance should have a performance hint associated. The hint should refer to the absolute performance impact, rather than being relative to the other options provided in the enum. Here are some examples taken from the Godot editor:

  • Screen-space antialiasing: Disabled (Fastest), FXAA (Fast)

  • MSAA quality: Disabled (Fastest), 2x (Fast), 4x (Average), 8x (Slow), 16x (Slower)

  • DirectionalLight mode: Orthogonal (Fast), PSSM 2 Splits (Average), PSSM 4 Splits (Slow)

For consistency, try to stick to the terms below (from fastest to slowest):

  • Fastest, Faster, Fast, Average, Slow, Slower, Slowest

Their usage doesn't have to be contiguous. For example, you can use only "Fast" and "Slow" from the list above.

If you're adding a new enum, its values should be ordered from the fastest option to the slowest option.

Descripciones emergentes

Consider adding tooltips whenever the action performed by a button or menu action isn't obvious. You can also provide additional context or highlight caveats in the tooltip.

You can do this by calling set_tooltip(TTR("Text here.")) on the Control-based node in question. If the tooltip is particularly long (more than ~80 characters), wrap it over several lines by adding line breaks using \n.

Tooltips should follow the writing style described above. In addition to this, use indicative mood instead of imperative mood:

  • Good: Computes global illumination for the selected GIProbe.

  • Bad: Compute global illumination for the selected GIProbe.