Rework AcceptDialog's ok button text #81178
Open
+45
−18
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
AcceptDialog's
ok_button_text
was directly operating on the button's text. This might be ok if the text does not change, but it does change. FileDialog was overriding it, making it not editable and causing a translated text to be saved in the scene file.This PR reworks how the text is used. It's split into 2 properties: one is the user-defined ok text, the other, internal, property is the default ok text. When the user's ok text is empty, the internal text will be used. FileDialog uses now internal text.
godot.windows.editor.dev.x86_64_FpzxQRkYEv.mp4
Fixes #79803
Fixes #62827 (comment)
Supersedes #79848
This slightly breaks compatibility. Dialogs that previously had ok text defined will not be able to override it internally (affects only FileDialog). Also you can't set empty button text; at best you can put a space.