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Change preprocessing of Godot icons #64

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NathanLovato opened this issue Oct 8, 2024 · 0 comments · May be fixed by #73
Open

Change preprocessing of Godot icons #64

NathanLovato opened this issue Oct 8, 2024 · 0 comments · May be fixed by #73
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enhancement New feature or request

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@NathanLovato
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NathanLovato commented Oct 8, 2024

Currently, the preprocessor inserts a component for a Godot icon in front of a Godot symbol in backticks. For example, `Signal` becomes <IconGodot name="Signal"/> Signal. We need to change that to capture the symbol name to be able to recolor the icon and the text with it for better readability and spacing.

The markup should be: <IconGodot name="{name}" colorGroup="{colorGroup}">{name}</IconGodot>

The colorGroup attribute is one of:

  • 2d
  • 3d
  • animation
  • ui
  • general
  • node (for Node only)
  • editor (for icons in the editor like +, etc.)

Implementation notes

I would categorize the nodes in sequences and generate a table that maps names to their color groups at compile time. Heuristics:

  • Anything that ends with 2D or 3D goes to the respective group.
  • Anything listed manually as part of a given group goes to that group.
  • Everything else goes to general by default.

We can start there and update the data as needed.

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