Repository: FreeCAD/FreeCAD
File: src/Gui/propertyeditor/PropertyItem.cpp (C++)

Code before:
Q_DECLARE_METATYPE(Gui::PropertyEditor::Material)  // NOLINT

PROPERTYITEM_SOURCE(Gui::PropertyEditor::PropertyMaterialItem)

PropertyMaterialItem::PropertyMaterialItem()
{
    const int min = 0;
    const int max = 100;
    const int steps = 5;
    diffuse = static_cast<PropertyColorItem*>(PropertyColorItem::create());
    diffuse->setParent(this);
    diffuse->setPropertyName(QLatin1String("DiffuseColor"));
    diffuse->setNameToolTipOverride(
        tr("Defines the base color of a surface when illuminated by light. It represents how the "
           "object scatters light evenly in all directions, independent of the viewer’s angle. "
           "This property will influence the material color the most.")
    );
    this->appendChild(diffuse);

    ambient = static_cast<PropertyColorItem*>(PropertyColorItem::create());
    ambient->setParent(this);
    ambient->setPropertyName(QLatin1String("AmbientColor"));
    ambient->setNameToolTipOverride(
        tr("Defines the color of a surface under indirect, uniform lighting, representing how it "
           "appears when illuminated only by ambient light in a scene, without directional light, "
           "shading, or highlights.")
    );
    this->appendChild(ambient);

    specular = static_cast<PropertyColorItem*>(PropertyColorItem::create());
    specular->setParent(this);
    specular->setPropertyName(QLatin1String("SpecularColor"));
    specular->setNameToolTipOverride(
        tr("Defines the color and intensity of the bright, mirror-like highlights that appear on "
           "shiny or reflective surfaces when light hits them directly. Set to bright colors for "
           "shiny objects.")
    );
    this->appendChild(specular);

    emissive = static_cast<PropertyColorItem*>(PropertyColorItem::create());
    emissive->setParent(this);
    emissive->setPropertyName(QLatin1String("EmissiveColor"));
    emissive->setNameToolTipOverride(
        tr("Defines the color of a surface that appears to emit as if it were a light source, "
           "independent of external lighting, making the object look self-illuminated. Set to "
           "black to have no emissive color.")
    );
    this->appendChild(emissive);

    shininess = static_cast<PropertyIntegerConstraintItem*>(PropertyIntegerConstraintItem::create());
    shininess->setRange(min, max);

Review comment (suggestion):
```suggestion
           "shading, or highlights")
```

Code after:
Q_DECLARE_METATYPE(Gui::PropertyEditor::Material)  // NOLINT

PROPERTYITEM_SOURCE(Gui::PropertyEditor::PropertyMaterialItem)

PropertyMaterialItem::PropertyMaterialItem()
{
    const int min = 0;
    const int max = 100;
    const int steps = 5;
    diffuse = static_cast<PropertyColorItem*>(PropertyColorItem::create());
    diffuse->setParent(this);
    diffuse->setPropertyName(QLatin1String("DiffuseColor"));
    diffuse->setNameToolTipOverride(
        tr("Defines the base color of a surface when illuminated by light. It represents how the "
           "object scatters light evenly in all directions, independent of the viewer’s angle. "
           "This property will influence the material color the most.")
    );
    this->appendChild(diffuse);

    ambient = static_cast<PropertyColorItem*>(PropertyColorItem::create());
    ambient->setParent(this);
    ambient->setPropertyName(QLatin1String("AmbientColor"));
    ambient->setNameToolTipOverride(
        tr("Defines the color of a surface under indirect, uniform lighting, representing how it "
           "appears when illuminated only by ambient light in a scene, without directional light, "
           "shading, or highlights")
    );
    this->appendChild(ambient);

    specular = static_cast<PropertyColorItem*>(PropertyColorItem::create());
    specular->setParent(this);
    specular->setPropertyName(QLatin1String("SpecularColor"));
    specular->setNameToolTipOverride(
        tr("Defines the color and intensity of the bright, mirror-like highlights that appear on "
           "shiny or reflective surfaces when light hits them directly. Set to bright colors for "
           "shiny objects.")
    );
    this->appendChild(specular);

    emissive = static_cast<PropertyColorItem*>(PropertyColorItem::create());
    emissive->setParent(this);
    emissive->setPropertyName(QLatin1String("EmissiveColor"));
    emissive->setNameToolTipOverride(
        tr("Defines the color of a surface that appears to emit as if it were a light source, "
           "independent of external lighting, making the object look self-illuminated. Set to "
           "black to have no emissive color.")
    );
    this->appendChild(emissive);

    shininess = static_cast<PropertyIntegerConstraintItem*>(PropertyIntegerConstraintItem::create());
    shininess->setRange(min, max);