docs_writing_guidelines.rst 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409
  1. .. _doc_docs_writing_guidelines:
  2. Docs writing guidelines
  3. =============================
  4. The Godot community is rich and international. Users come from all
  5. around the world. Some of them are young, and many aren't native English
  6. speakers. That's why we must all write using a clear and a common
  7. language. For the class reference, the goal is to make it easy to read
  8. for everyone and precise.
  9. In summary, always try to:
  10. 1. Use the direct voice
  11. 2. Use precise action verbs
  12. 3. Avoid verbs that end in -ing
  13. 4. Remove unnecessary adverbs and adjectives.
  14. 5. Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and however
  15. 6. Use explicit references
  16. 7. Use 's to show possession
  17. 8. Use the Oxford comma
  18. There are 3 rules to describe classes:
  19. 1. Give an overview of the node in the brief description
  20. 2. Mention what methods return if it's useful
  21. 3. Use "if true" to describe booleans
  22. .. note::
  23. A technical writer's job is to pack as much information as possible into
  24. the smallest and clearest sentences possible. These guidelines will help
  25. you work towards that goal.
  26. 7 rules for a clear english
  27. ---------------------------
  28. Use the direct voice
  29. ~~~~~~~~~~~~~~~~~~~~
  30. Use the direct voice when possible. Take the classes, methods, and
  31. constants you describe as the subject. It's natural to write using the
  32. passive voice, but it's harder to read and produces longer sentences.
  33. .. highlight:: none
  34. Passive:
  35. ::
  36. The man **was bitten** by the dog.
  37. Active:
  38. ::
  39. The dog bit the man.
  40. **Don't** use the passive voice:
  41. ::
  42. void edit_set_pivot ( Vector2 pivot )
  43. [...] This method **is implemented** only in some nodes that inherit Node2D.
  44. **Do** use the node's name as a noun:
  45. ::
  46. void edit_set_pivot ( Vector2 pivot )
  47. [...] Only some Node2Ds **implement** this method.
  48. Use precise action verbs
  49. ~~~~~~~~~~~~~~~~~~~~~~~~
  50. Favor precise yet common verbs over generic ones like ``make``, ``set``,
  51. and any expression you can replace with a single word.
  52. **Don't** repeat the method's name. It already states it sets the pivot
  53. value to a new one:
  54. ::
  55. void edit_set_pivot ( Vector2 pivot )
  56. Set the pivot position of the 2D node to [code]pivot[/code] value. [...]
  57. **Do** explain what's the consequence of this "set": use precise verbs
  58. like ``place``, ``position``, ``rotate``, ``fade``, etc.
  59. ::
  60. void edit_set_pivot ( Vector2 pivot )
  61. Position the node's pivot to the [code]pivot[/code] value. [...]
  62. Avoid verbs that end in -ing
  63. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  64. The progressive forms describe continuous actions. E.g. "is calling",
  65. "is moving".
  66. **Don't** use the progressive form for instant changes.
  67. ::
  68. Vector2 move ( Vector2 rel_vec )
  69. Move the body in the given direction, **stopping** if there is an obstacle. [...]
  70. **Do** use simple present, preterit or future.
  71. ::
  72. Vector2 move ( Vector2 rel_vec )
  73. Moves the body in the vector's direction. The body **stops** if it collides with an obstacle. [...]
  74. You may use the progressive tense to describe actions that are
  75. continuous in time. Anything like animation or coroutines.
  76. .. tip::
  77. Verbs can turn into adjectival nouns with -ing. This is not a
  78. conjugation, so you may use them: ``the remaining movement``,
  79. ``the missing file``, etc.
  80. Remove unnecessary adverbs and adjectives
  81. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  82. Write as few adjectives and adverbs as possible. Only use them if they
  83. add key information to the description.
  84. **Don't** use redundant or meaningless adverbs. Words that lengthen the
  85. documentation but don't add any information:
  86. ::
  87. **Basically** a big texture [...]
  88. **Do** write short sentences in a simple, descriptive language:
  89. ::
  90. A big texture [...]
  91. Ban these 8 words
  92. ~~~~~~~~~~~~~~~~~
  93. **Don't** ever use these 8 banned words:
  94. 1. obvious
  95. 2. simple
  96. 3. basic
  97. 4. easy
  98. 5. actual
  99. 6. just
  100. 7. clear
  101. 8. however (some uses)
  102. Game creation and programming aren't simple, and nothing's easy to
  103. someone learning to use the API for the first time. Other words in the
  104. list, like ``just`` or ``actual`` won't add any info to the sentence.
  105. Don't use corresponding adverbs either: obviously, simply, basically,
  106. easily, actually, clearly.
  107. **Don't** example. The banned words lengthen the description and take
  108. attention away from the most important info:
  109. ::
  110. **TextureRect**
  111. Control frame that **simply** draws an assigned texture. It can stretch or not. It's a **simple** way to **just** show an image in a UI.
  112. **Do** remove them:
  113. ::
  114. **TextureRect**
  115. [Control] node that displays a texture. The texture can stretch to the node's bounding box or stay in the center. Useful to display sprites in your UIs.
  116. "Simple" never helps. Remember, for other users, anything could be
  117. complex or frustrate them. There's nothing like a good old *it's simple*
  118. to make you cringe. Here's the old brief description, the first sentence
  119. on the Timer node's page:
  120. ::
  121. **Timer**
  122. A **simple** Timer node.
  123. **Do** explain what the node does instead:
  124. ::
  125. **Timer**
  126. Calls a function of your choice after a certain duration.
  127. **Don't** use "basic", it is too vague:
  128. ::
  129. **Vector3**
  130. Vector class, which performs **basic** 3D vector math operations.
  131. **Do** use the brief description to offer an overview of the node:
  132. ::
  133. **Vector3**
  134. Provides essential math functions to manipulate 3D vectors: cross product, normalize, rotate, etc.
  135. Use explicit references
  136. ~~~~~~~~~~~~~~~~~~~~~~~
  137. Favor explicit references over implicit ones.
  138. **Don't** use words like "the former", "the latter", etc. They're not
  139. the most common in English, and they require you to check the reference.
  140. ::
  141. [code]w[/code] and [code]h[/code] define right and bottom margins. The **latter** two resize the texture so it fits in the defined margin.
  142. **Do** repeat words. They remove all ambiguity:
  143. ::
  144. [code]w[/code] and [code]h[/code] define right and bottom margins. **[code]w[/code] and [code]h[/code]** resize the texture so it fits the margin.
  145. If you need to repeat the same variable name 3 or 4 times, you probably
  146. need to rephrase your description.
  147. Use 's to show possession
  148. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  149. Avoid "The milk **of** the cow". It feels unnatural in English. Write "The cow's
  150. milk" instead.
  151. **Don't** write "of the X":
  152. ::
  153. The region **of the AtlasTexture that is** used.
  154. **Do** use ``'s``. It lets you put the main subject at the start of the
  155. sentence, and keep it short:
  156. ::
  157. The **AtlasTexture's** used region.
  158. Use the Oxford comma to enumerate anything
  159. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  160. From the Oxford dictionary:
  161. The 'Oxford comma' is an optional comma before the word 'and' at the end of a list:
  162. *We sell books, videos, and magazines.*
  163. [...] Not all writers and publishers use it, but it can clarify the meaning of a sentence when the items in a list are not single words:
  164. *These items are available in black and white, red and yellow, and blue and green.*
  165. **Don't** leave the last element of a list without a comma:
  166. ::
  167. Create a KinematicBody2D node, a CollisionShape2D node and a sprite node.
  168. **Do** add a comma before `and` or `or`, for the last
  169. element of a list with more than two elements.
  170. ::
  171. Create a KinematicBody2D node, a CollisionShape2D node, and a sprite node.
  172. How to write methods and classes
  173. --------------------------------
  174. Give an overview of the node in the brief description
  175. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  176. The brief description is the reference's most important sentence. It's
  177. the user's first contact with a node:
  178. 1. It's the only description in the "Create New Node" dialog.
  179. 2. It's at the top of every page in the reference
  180. The brief description should explain the node's role and its
  181. functionality, in up to 200 characters.
  182. **Don't** write tiny and vague summaries:
  183. ::
  184. **Node2D**
  185. Base node for 2D system.
  186. **Do** give an overview of the node's functionality:
  187. ::
  188. **Node2D**
  189. 2D game object, parent of all 2D related nodes. Has a position, rotation, scale and z-index.
  190. Use the node's full description to provide more information, and a code
  191. example, if possible.
  192. Mention what methods return if it's useful
  193. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  194. Some methods return important values. Describe them at the end of the
  195. description, ideally on a new line. No need to mention the return values
  196. for any method whose name starts with ``set`` or ``get``.
  197. **Don't** use the passive voice:
  198. ::
  199. Vector2 move ( Vector2 rel_vec )
  200. [...] The returned vector is how much movement was remaining before being stopped.
  201. **Do** always use "Returns".
  202. ::
  203. Vector2 move ( Vector2 rel_vec )
  204. [...] Returns the remaining movement before the body was stopped.
  205. Notice the exception to the "direct voice" rule: with the move method,
  206. an external collider can influence the method and the body that calls
  207. ``move``. In this case, you can use the passive voice.
  208. Use "if true" to describe booleans
  209. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  210. For boolean member variables, always use ``if true`` and/or
  211. ``if false``, to stay explicit. ``Controls whether or not`` may be
  212. ambiguous and won't work for every member variable.
  213. Also surround boolean values, variable names and methods with [code][/code].
  214. **Do** start with "if true":
  215. ::
  216. Timer.autostart
  217. If [code]true[/code] the timer will automatically start when it enters the scene tree. Default value: [code]false[/code].
  218. Use [code] around arguments
  219. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  220. In the class reference, always surround arguments with [code][/code]. In the documentation and in Godot, it will display like ``this``. When you edit XML files in the Godot repository, replace existing arguments written like 'this' or \`this\` with [code]this[/code].
  221. Common vocabulary to use in godot's docs
  222. ----------------------------------------
  223. The developers chose some specific words to refer to areas of the
  224. interface. They're used in the sources, in the documentation, and you
  225. should always use them instead of synonyms, so the users know what
  226. you're talking about.
  227. .. figure:: img/editor-vocabulary-overview.png
  228. :alt: Overview of the interface and common vocabulary
  229. Overview of the interface and common vocabulary
  230. In the top left corner of the editor lie the ``main menus``. In the
  231. center, the buttons change the ``workspace``. And together the buttons
  232. in the top right are the ``playtest buttons``. The area in the center,
  233. that displays the 2D or the 3D space, is the ``viewport``. At its top,
  234. you find a list of ``tools`` inside the ``toolbar``.
  235. The tabs or dockable panels on either side of the viewport are
  236. ``docks``. You have the ``FileSystem dock``, the ``Scene dock`` that
  237. contains your scene tree, the ``Import dock``, the ``Node dock``, and
  238. the ``Inspector`` or ``Inspector dock``. With the default layout you may
  239. call the tabbed docks ``tabs``: the ``Scene tab``, the ``Node tab``...
  240. The Animation, Debugger, etc. at the bottom of the viewport are
  241. ``panels``. Together they make up the ``bottom panels``.
  242. Foldable areas of the Inspector are ``sections``. The node's parent
  243. class names, which you can't fold, are ``Classes`` e.g. the
  244. ``KinematicBody2D class``. And individual lines with key-value pairs are
  245. ``properties``. E.g. ``position`` or ``modulate color`` are both
  246. ``properties``.
  247. Image Contribution guidelines
  248. -----------------------------
  249. A significant part of the documentation is images, and there are several important
  250. guidelines to follow.
  251. First, you should always be using the default editor theme and text when taking screenshots.
  252. For 3D screenshots use 4xMSAA, enable anisotropic filtering on the projects textures,
  253. and set the anisotropic filter quality to 16x in Project Settings
  254. Screenshot size should not exceed 1920x1080.
  255. When you need to highlight an area of the editor to show something, like a
  256. button or option, use a 2 pixel thick outline without a bevel.
  257. Before you add or replace any images in the documentation, they should be run through
  258. a png compressor to save size. The built in lossless compressor in programs like Krita
  259. or Photoshop should be done. However you should also use a lossy one, such as `pngquant <https://pngquant.org/>`_
  260. where almost no image quality is lost during compression.