Repository: godotengine/godot
File: editor/plugins/canvas_item_editor_plugin.cpp (C++)

Code before:
	lock_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(LOCK_SELECTED));
	lock_button->set_tooltip(TTR("Lock selected node, preventing selection and movement."));
	// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
	lock_button->set_shortcut(ED_SHORTCUT("editor/lock_selected_nodes", TTR("Lock Selected Node(s)"), KeyModifierMask::CMD | Key::L));

	unlock_button = memnew(Button);
	unlock_button->set_flat(true);
	main_menu_hbox->add_child(unlock_button);
	unlock_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(UNLOCK_SELECTED));
	unlock_button->set_tooltip(TTR("Unlock selected node, allowing selection and movement."));
	// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
	unlock_button->set_shortcut(ED_SHORTCUT("editor/unlock_selected_nodes", TTR("Unlock Selected Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::L));

	group_button = memnew(Button);
	group_button->set_flat(true);
	main_menu_hbox->add_child(group_button);
	group_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(GROUP_SELECTED));
	group_button->set_tooltip(TTR("Makes sure the object's children are not selectable."));
	// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
	group_button->set_shortcut(ED_SHORTCUT("editor/group_selected_nodes", TTR("Group Selected Node(s)"), KeyModifierMask::CMD | Key::G));

	ungroup_button = memnew(Button);
	ungroup_button->set_flat(true);
	main_menu_hbox->add_child(ungroup_button);
	ungroup_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(UNGROUP_SELECTED));
	ungroup_button->set_tooltip(TTR("Restores the object's children's ability to be selected."));
	// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
	ungroup_button->set_shortcut(ED_SHORTCUT("editor/ungroup_selected_nodes", TTR("Ungroup Selected Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::G));

	main_menu_hbox->add_child(memnew(VSeparator));

	skeleton_menu = memnew(MenuButton);
	skeleton_menu->set_shortcut_context(this);
	main_menu_hbox->add_child(skeleton_menu);
	skeleton_menu->set_tooltip(TTR("Skeleton Options"));
	skeleton_menu->set_switch_on_hover(true);

	p = skeleton_menu->get_popup();
	p->set_hide_on_checkable_item_selection(false);
	p->add_shortcut(ED_SHORTCUT("canvas_item_editor/skeleton_show_bones", TTR("Show Bones")), SKELETON_SHOW_BONES);
	p->add_separator();
	p->add_shortcut(ED_SHORTCUT("canvas_item_editor/skeleton_make_bones", TTR("Make Bone2D Node(s) from Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::B), SKELETON_MAKE_BONES);
	p->connect("id_pressed", callable_mp(this, &CanvasItemEditor::_popup_callback));

	main_menu_hbox->add_child(memnew(VSeparator));

	override_camera_button = memnew(Button);
	override_camera_button->set_flat(true);
	main_menu_hbox->add_child(override_camera_button);
	override_camera_button->connect("toggled", callable_mp(this, &CanvasItemEditor::_button_override_camera));
	override_camera_button->set_toggle_mode(true);

Review comment (suggestion):
```suggestion
	ungroup_button->set_tooltip(TTR("Make the selected node's children selectable."));
```

Code after:
	lock_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(LOCK_SELECTED));
	lock_button->set_tooltip(TTR("Lock selected node, preventing selection and movement."));
	// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
	lock_button->set_shortcut(ED_SHORTCUT("editor/lock_selected_nodes", TTR("Lock Selected Node(s)"), KeyModifierMask::CMD | Key::L));

	unlock_button = memnew(Button);
	unlock_button->set_flat(true);
	main_menu_hbox->add_child(unlock_button);
	unlock_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(UNLOCK_SELECTED));
	unlock_button->set_tooltip(TTR("Unlock selected node, allowing selection and movement."));
	// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
	unlock_button->set_shortcut(ED_SHORTCUT("editor/unlock_selected_nodes", TTR("Unlock Selected Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::L));

	group_button = memnew(Button);
	group_button->set_flat(true);
	main_menu_hbox->add_child(group_button);
	group_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(GROUP_SELECTED));
	group_button->set_tooltip(TTR("Make selected node's children not selectable."));
	// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
	group_button->set_shortcut(ED_SHORTCUT("editor/group_selected_nodes", TTR("Group Selected Node(s)"), KeyModifierMask::CMD | Key::G));

	ungroup_button = memnew(Button);
	ungroup_button->set_flat(true);
	main_menu_hbox->add_child(ungroup_button);
	ungroup_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(UNGROUP_SELECTED));
	ungroup_button->set_tooltip(TTR("Make selected node's children selectable."));
	// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
	ungroup_button->set_shortcut(ED_SHORTCUT("editor/ungroup_selected_nodes", TTR("Ungroup Selected Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::G));

	main_menu_hbox->add_child(memnew(VSeparator));

	skeleton_menu = memnew(MenuButton);
	skeleton_menu->set_shortcut_context(this);
	main_menu_hbox->add_child(skeleton_menu);
	skeleton_menu->set_tooltip(TTR("Skeleton Options"));
	skeleton_menu->set_switch_on_hover(true);

	p = skeleton_menu->get_popup();
	p->set_hide_on_checkable_item_selection(false);
	p->add_shortcut(ED_SHORTCUT("canvas_item_editor/skeleton_show_bones", TTR("Show Bones")), SKELETON_SHOW_BONES);
	p->add_separator();
	p->add_shortcut(ED_SHORTCUT("canvas_item_editor/skeleton_make_bones", TTR("Make Bone2D Node(s) from Node(s)"), KeyModifierMask::CMD | KeyModifierMask::SHIFT | Key::B), SKELETON_MAKE_BONES);
	p->connect("id_pressed", callable_mp(this, &CanvasItemEditor::_popup_callback));

	main_menu_hbox->add_child(memnew(VSeparator));

	override_camera_button = memnew(Button);
	override_camera_button->set_flat(true);
	main_menu_hbox->add_child(override_camera_button);
	override_camera_button->connect("toggled", callable_mp(this, &CanvasItemEditor::_button_override_camera));
	override_camera_button->set_toggle_mode(true);