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- .. _doc_class_reference_writing_guidelines:
- Class reference writing guidelines
- ==================================
- This page explains how to write the class reference. You will learn where to
- write new descriptions for the classes, methods, and properties for Godot's
- built-in node types.
- .. seealso::
- To learn to submit your changes to the Godot project using the Git version
- control system, see :ref:`doc_updating_the_class_reference`.
- The reference for each class is contained in an XML file like the one below:
- .. code-block:: xml
- <class name="Node2D" inherits="CanvasItem" version="4.0">
- <brief_description>
- A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.
- </brief_description>
- <description>
- A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order.
- </description>
- <tutorials>
- <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
- <link title="All 2D Demos">https://github.com/godotengine/godot-demo-projects/tree/master/2d</link>
- </tutorials>
- <methods>
- <method name="apply_scale">
- <return type="void">
- </return>
- <argument index="0" name="ratio" type="Vector2">
- </argument>
- <description>
- Multiplies the current scale by the [code]ratio[/code] vector.
- </description>
- </method>
- [...]
- <method name="translate">
- <return type="void">
- </return>
- <argument index="0" name="offset" type="Vector2">
- </argument>
- <description>
- Translates the node by the given [code]offset[/code] in local coordinates.
- </description>
- </method>
- </methods>
- <members>
- <member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position">
- Global position.
- </member>
- [...]
- <member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0">
- Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
- </member>
- </members>
- <constants>
- </constants>
- </class>
- It starts with brief and long descriptions. In the generated docs, the brief
- description is always at the top of the page, while the long description lies
- below the list of methods, variables, and constants. You can find methods,
- member variables, constants, and signals in separate XML nodes.
- For each, you want to learn how they work in Godot's source code. Then, fill
- their documentation by completing or improving the text in these tags:
- - `<brief_description>`
- - `<description>`
- - `<constant>`
- - `<method>` (in its `<description>` tag; return types and arguments don't take separate
- documentation strings)
- - `<member>`
- - `<signal>` (in its `<description>` tag; arguments don't take separate documentation strings)
- - `<constant>`
- Write in a clear and simple language. Always follow the :ref:`writing guidelines
- <doc_docs_writing_guidelines>` to keep your descriptions short and easy to read.
- **Do not leave empty lines** in the descriptions: each line in the XML file will
- result in a new paragraph, even if it is empty.
- .. _doc_class_reference_writing_guidelines_editing_xml:
- How to edit class XML
- ---------------------
- Edit the file for your chosen class in ``doc/classes/`` to update the class
- reference. The folder contains an XML file for each class. The XML lists the
- constants and methods you will find in the class reference. Godot generates and
- updates the XML automatically.
- .. note:: For some modules in the engine's source code, you'll find the XML
- files in the ``modules/<module_name>/doc_classes/`` directory instead.
- Edit it using your favorite text editor. If you use a code editor, make sure
- that it doesn't change the indent style: you should use tabs for the XML and
- four spaces inside BBCode-style blocks. More on that below.
- To check that the modifications you've made are correct in the generated
- documentation, navigate to the ``doc/`` folder and run the command ``make rst``.
- This will convert the XML files to the online documentation's format and output
- errors if anything's wrong.
- Alternatively, you can build Godot and open the modified page in the built-in
- code reference. To learn how to compile the engine, read the :ref:`compilation
- guide <toc-devel-compiling>`.
- We recommend using a code editor that supports XML files like Vim, Atom, Visual Studio Code,
- Notepad++, or another to comfortably edit the file. You can also use their
- search feature to find classes and properties quickly.
- .. _doc_class_reference_writing_guidelines_bbcode:
- Improve formatting with BBCode style tags
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Godot's class reference supports BBCode-like tags. They add nice formatting to
- the text. Here's the list of available tags:
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | Tag | Effect | Usage | Result |
- +============================+======================================+===================================+===================================================+
- | [Class] | Link a class | Move the [Sprite]. | Move the :ref:`class_Sprite`. |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [method methodname] | Link to a method in this class | Call [method hide]. | Call :ref:`hide <class_Spatial_method_hide>`. |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [method Class.methodname] | Link to another class's method | Call [method Spatial.hide]. | Call :ref:`hide <class_Spatial_method_hide>`. |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [member membername] | Link to a member in this class | Get [member scale]. | Get :ref:`scale <class_Node2D_property_scale>`. |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [member Class.membername] | Link to another class's member | Get [member Node2D.scale]. | Get :ref:`scale <class_Node2D_property_scale>`. |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [signal signalname] | Link to a signal in this class | Emit [signal renamed]. | Emit :ref:`renamed <class_Node_signal_renamed>`. |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [signal Class.signalname] | Link to another class's signal | Emit [signal Node.renamed]. | Emit :ref:`renamed <class_Node_signal_renamed>`. |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [b] [/b] | Bold | Some [b]bold[/b] text. | Some **bold** text. |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [i] [/i] | Italic | Some [i]italic[/i] text. | Some *italic* text. |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [code] [/code] | Monospace | Some [code]monospace[/code] text. | Some ``monospace`` text. |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [kbd] [/kbd] | Keyboard/mouse shortcut | Some [kbd]Ctrl + C[/kbd] key. | Some :kbd:`Ctrl + C` key. |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [codeblock] [/codeblock] | Multiline preformatted block | *See below.* | *See below.* |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [codeblocks] [/codeblocks] | [codeblock] for multiple languages | *See below.* | *See below.* |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [gdscript] [/gdscript] | GDScript codeblock tab in codeblocks | *See below.* | *See below.* |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- | [csharp] [/csharp] | C# codeblock tab in codeblocks | *See below.* | *See below.* |
- +----------------------------+--------------------------------------+-----------------------------------+---------------------------------------------------+
- Use ``[codeblock]`` for pre-formatted code blocks. Inside ``[codeblock]``,
- always use **four spaces** for indentation. The parser will delete tabs. For
- example:
- .. code-block:: none
- [codeblock]
- func _ready():
- var sprite = get_node("Sprite")
- print(sprite.get_pos())
- [/codeblock]
- Will display as:
- .. code-block:: gdscript
- func _ready():
- var sprite = get_node("Sprite")
- print(sprite.get_pos())
- If you need to have different code version in GDScript and C#, use
- ``[codeblocks]`` instead. If you use ``[codeblocks]``, you also need to have at
- least one of the language-specific tags, ``[gdscript]`` and ``[csharp]``.
- Always write GDScript code examples first! You can use this `experimental code
- translation tool <https://github.com/HaSa1002/codetranslator>`_ to speed up your
- workflow.
- .. code-block:: none
- [codeblocks]
- [gdscript]
- func _ready():
- var sprite = get_node("Sprite")
- print(sprite.get_pos())
- [/gdscript]
- [csharp]
- public override void _Ready()
- {
- var sprite = GetNode("Sprite");
- GD.Print(sprite.GetPos());
- }
- [/csharp]
- [/codeblocks]
- The above will display as:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _ready():
- var sprite = get_node("Sprite")
- print(sprite.get_pos())
- .. code-tab:: csharp
- public override void _Ready()
- {
- var sprite = GetNode("Sprite");
- GD.Print(sprite.GetPos());
- }
- To denote important information, add a paragraph starting with "[b]Note:[/b]" at
- the end of the description:
- .. code-block:: none
- [b]Note:[/b] Only available when using the Vulkan renderer.
- To denote crucial information that could cause security issues or loss of data
- if not followed carefully, add a paragraph starting with "[b]Warning:[/b]" at
- the end of the description:
- .. code-block:: none
- [b]Warning:[/b] If this property is set to [code]true[/code], it allows clients to execute arbitrary code on the server.
- For deprecated properties, add a paragraph starting with "[i]Deprecated.[/i]".
- Notice the use of italics instead of bold:
- .. code-block:: none
- [i]Deprecated.[/i] This property has been replaced by [member other_property].
- In all the paragraphs described above, make sure the punctuation is part of the
- BBCode tags for consistency.
- I don't know what this method does!
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- No problem. Leave it behind, and list the methods you skipped when you request a
- pull of your changes. Another writer will take care of it.
- You can still look at the methods' implementation in Godot's source code on
- GitHub. If you have doubts, feel free to ask on the `Q&A website
- <https://godotengine.org/qa/>`__ and `Godot Contributors Chat <https://chat.godotengine.org/>`_.
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