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541 lines
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.. _doc_docs_writing_guidelines:
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Docs writing guidelines
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=======================
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The Godot community is rich and international. Users come from all
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around the world. Some of them are young, and many aren't native English
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speakers. That's why we must all write using a clear and a common
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language. For the class reference, the goal is to make it easy to read
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for everyone and precise.
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In summary, always try to:
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1. Use the active voice
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2. Use precise action verbs
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3. Avoid verbs that end in -ing
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4. Remove unnecessary adverbs and adjectives.
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5. Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and however
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6. Use explicit references
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7. Use 's to show possession
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8. Use the Oxford comma
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There are 3 rules to describe classes:
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1. Give an overview of the node in the brief description
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2. Mention what methods return if it's useful
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3. Use "if true" to describe booleans
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.. note::
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A technical writer's job is to pack as much information as possible into
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the smallest and clearest sentences possible. These guidelines will help
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you work towards that goal.
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.. seealso::
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See the :ref:`content guidelines <doc_content_guidelines>` for information
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on the types of documentation you can write in the official documentation.
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7 rules for clear English
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-------------------------
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Use the active voice
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~~~~~~~~~~~~~~~~~~~~
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Use the active voice when possible. Take the classes, methods, and
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constants you describe as the subject. It's natural to write using the
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passive voice, but it's harder to read and produces longer sentences.
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.. highlight:: none
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Passive:
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::
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The man **was bitten** by the dog.
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Active:
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::
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The dog bit the man.
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**Don't** use the passive voice:
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::
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void edit_set_pivot ( Vector2 pivot )
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[...] This method **is implemented** only in some nodes that inherit Node2D.
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**Do** use the node's name as a noun:
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::
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void edit_set_pivot ( Vector2 pivot )
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[...] Only some Node2Ds **implement** this method.
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Use precise action verbs
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~~~~~~~~~~~~~~~~~~~~~~~~
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Favor precise yet common verbs over generic ones like ``make``, ``set``,
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and any expression you can replace with a single word.
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**Don't** repeat the method's name. It already states it sets the pivot
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value to a new one:
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::
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void edit_set_pivot ( Vector2 pivot )
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Set the pivot position of the 2D node to [code]pivot[/code] value. [...]
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**Do** explain what's the consequence of this "set": use precise verbs
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like ``place``, ``position``, ``rotate``, ``fade``, etc.
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::
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void edit_set_pivot ( Vector2 pivot )
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Position the node's pivot to the [code]pivot[/code] value. [...]
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Avoid verbs that end in -ing
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The progressive forms describe continuous actions. E.g. "is calling",
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"is moving".
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**Don't** use the progressive form for instant changes.
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::
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Vector2 move ( Vector2 rel_vec )
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Move the body in the given direction, **stopping** if there is an obstacle. [...]
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**Do** use simple present, past, or future.
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::
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Vector2 move ( Vector2 rel_vec )
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Moves the body in the vector's direction. The body **stops** if it collides with an obstacle. [...]
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Exception: If the subject is not clear, replacing "ing" verbs is not an
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improvement. For example, in the previous sentence, "it replaces"
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would not make much sense where "replacing" currently is.
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You may use the progressive tense to describe actions that are
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continuous in time. Anything like animation or coroutines.
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.. tip::
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Verbs can turn into adjectival nouns with -ing. This is not a
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conjugation, so you may use them: ``the remaining movement``,
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``the missing file``, etc.
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Remove unnecessary adverbs and adjectives
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Write as few adjectives and adverbs as possible. Only use them if they
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add key information to the description.
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**Don't** use redundant or meaningless adverbs. Words that lengthen the
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documentation but don't add any information:
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::
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**Basically** a big texture [...]
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**Do** write short sentences in a simple, descriptive language:
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::
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A big texture [...]
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Ban these 8 words
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~~~~~~~~~~~~~~~~~
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**Don't** ever use these 8 banned words:
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1. obvious
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2. simple
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3. basic
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4. easy
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5. actual
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6. just
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7. clear
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8. however (some uses)
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Game creation and programming aren't simple, and nothing's easy to
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someone learning to use the API for the first time. Other words in the
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list, like ``just`` or ``actual`` won't add any info to the sentence.
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Don't use corresponding adverbs either: obviously, simply, basically,
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easily, actually, clearly.
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**Don't** example. The banned words lengthen the description and take
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attention away from the most important info:
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::
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**TextureRect**
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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.
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**Do** remove them:
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::
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**TextureRect**
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[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.
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"Simple" never helps. Remember, for other users, anything could be
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complex or frustrate them. There's nothing like a good old *it's simple*
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to make you cringe. Here's the old brief description, the first sentence
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on the Timer node's page:
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::
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**Timer**
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A **simple** Timer node.
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**Do** explain what the node does instead:
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::
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**Timer**
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Calls a function of your choice after a certain duration.
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**Don't** use "basic", it is too vague:
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::
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**Vector3**
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Vector class, which performs **basic** 3D vector math operations.
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**Do** use the brief description to offer an overview of the node:
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::
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**Vector3**
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Provides essential math functions to manipulate 3D vectors: cross product, normalize, rotate, etc.
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Use explicit references
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~~~~~~~~~~~~~~~~~~~~~~~
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Favor explicit references over implicit ones.
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**Don't** use words like "the former", "the latter", etc. They're not
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the most common in English, and they require you to check the reference.
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::
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[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.
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**Do** repeat words. They remove all ambiguity:
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::
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[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.
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If you need to repeat the same variable name 3 or 4 times, you probably
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need to rephrase your description.
|
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Use 's to show possession
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~~~~~~~~~~~~~~~~~~~~~~~~~
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Avoid "The milk **of** the cow". It feels unnatural in English. Write "The cow's
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milk" instead.
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**Don't** write "of the X":
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::
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The region **of the AtlasTexture that is** used.
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**Do** use ``'s``. It lets you put the main subject at the start of the
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sentence, and keep it short:
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::
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The **AtlasTexture's** used region.
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Use the Oxford comma to enumerate anything
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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From the Oxford dictionary:
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The 'Oxford comma' is an optional comma before the word 'and' at the end of a list:
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*We sell books, videos, and magazines.*
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[...] 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:
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*These items are available in black and white, red and yellow, and blue and green.*
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**Don't** leave the last element of a list without a comma:
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|||
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::
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Create a KinematicBody2D node, a CollisionShape2D node and a sprite node.
|
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**Do** add a comma before `and` or `or`, for the last
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element of a list with more than two elements.
|
|||
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::
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|
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Create a KinematicBody2D node, a CollisionShape2D node, and a sprite node.
|
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|
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|||
|
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How to write methods and classes
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|
--------------------------------
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Dynamic vs static typing
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~~~~~~~~~~~~~~~~~~~~~~~~
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|
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The code examples in the documentation should follow a consistent style not to
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confuse users. As static type hints are an optional feature of GDScript, we
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chose to stick to writing dynamic code. This leads to writing GDScript that is
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concise and accessible.
|
|||
|
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The exception is topics that explain static typing concepts to users.
|
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**Don't** add a type hint with a colon or by casting:
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::
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const MainAttack := preload("res://fire_attack.gd")
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var hit_points := 5
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var name: String = "Bob"
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var body_sprite := $Sprite as Sprite
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**Do** write constants and variables with dynamic typing:
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::
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const MainAttack = preload("res://fire_attack.gd")
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var hit_points = 5
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var name = "Bob"
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var body_sprite = $Sprite
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**Don't** write functions with inferred arguments or return types:
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::
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func choose(arguments: PackedStringArray) -> String:
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# Chooses one of the arguments from array with equal chances
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randomize()
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var size := arguments.size()
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var choice: int = randi() % size
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return arguments[choice]
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|||
|
|
|||
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**Do** write functions using dynamic typing:
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|
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|||
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::
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|
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|||
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func choose(arguments):
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# Chooses one of the arguments from array with equal chances
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randomize()
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var size = arguments.size()
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var choice = randi() % size
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return arguments[choice]
|
|||
|
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|||
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Use real-world code examples where appropriate
|
|||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|||
|
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Real-world examples are more accessible to beginners than abstract ``foos`` and
|
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``bars``. You can also copy them directly from your game projects, ensuring that
|
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any code snippet compiles without errors.
|
|||
|
|
|||
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Writing ``var speed = 10`` rather than ``var my_var = 10`` allows beginners to
|
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understand code better. It gives them a frame of reference as to where they
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could use the code snippets in a live project.
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**Don't** write made-up examples:
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::
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|||
|
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onready var a = preload("res://MyPath")
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onready var my_node = $MyNode
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|||
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func foo():
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# Do stuff
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|||
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**Do** write concrete examples:
|
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::
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onready var sfx_player_gun = preload("res://Assets/Sound/SFXPlayerGun.ogg")
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onready var audio_player = $Audio/AudioStreamPlayer
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|||
|
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func play_shooting_sound():
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audio_player.stream = sfx_player_gun
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audio_player.play()
|
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|
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Of course, there are times when using real-world examples is impractical. In
|
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those situations, you should still avoid using names such as ``my_var``,
|
|||
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``foo()`` or ``my_func()`` and consider more meaningful names for your examples.
|
|||
|
|
|||
|
Give an overview of the node in the brief description
|
|||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|||
|
|
|||
|
The brief description is the reference's most important sentence. It's
|
|||
|
the user's first contact with a node:
|
|||
|
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|||
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1. It's the only description in the "Create New Node" dialog.
|
|||
|
2. It's at the top of every page in the reference
|
|||
|
|
|||
|
The brief description should explain the node's role and its
|
|||
|
functionality, in up to 200 characters.
|
|||
|
|
|||
|
**Don't** write tiny and vague summaries:
|
|||
|
|
|||
|
::
|
|||
|
|
|||
|
**Node2D**
|
|||
|
Base node for 2D system.
|
|||
|
|
|||
|
**Do** give an overview of the node's functionality:
|
|||
|
|
|||
|
::
|
|||
|
|
|||
|
**Node2D**
|
|||
|
A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.
|
|||
|
|
|||
|
Use the node's full description to provide more information, and a code
|
|||
|
example, if possible.
|
|||
|
|
|||
|
Mention what methods return if it's useful
|
|||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|||
|
|
|||
|
Some methods return important values. Describe them at the end of the
|
|||
|
description, ideally on a new line. No need to mention the return values
|
|||
|
for any method whose name starts with ``set`` or ``get``.
|
|||
|
|
|||
|
**Don't** use the passive voice:
|
|||
|
|
|||
|
::
|
|||
|
|
|||
|
Vector2 move ( Vector2 rel_vec )
|
|||
|
[...] The returned vector is how much movement was remaining before being stopped.
|
|||
|
|
|||
|
**Do** always use "Returns".
|
|||
|
|
|||
|
::
|
|||
|
|
|||
|
Vector2 move ( Vector2 rel_vec )
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|||
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[...] Returns the remaining movement before the body was stopped.
|
|||
|
|
|||
|
Notice the exception to the "direct voice" rule: with the move method,
|
|||
|
an external collider can influence the method and the body that calls
|
|||
|
``move``. In this case, you can use the passive voice.
|
|||
|
|
|||
|
Use "if true" to describe booleans
|
|||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|||
|
|
|||
|
For boolean member variables, always use ``if true`` and/or
|
|||
|
``if false``, to stay explicit. ``Controls whether or not`` may be
|
|||
|
ambiguous and won't work for every member variable.
|
|||
|
|
|||
|
Also, surround boolean values, variable names and methods with ``[code][/code]``.
|
|||
|
|
|||
|
**Do** start with "if true":
|
|||
|
|
|||
|
::
|
|||
|
|
|||
|
Timer.autostart
|
|||
|
If [code]true[/code], the timer will automatically start when entering the scene tree.
|
|||
|
|
|||
|
|
|||
|
Use ``[code]`` around arguments
|
|||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|||
|
|
|||
|
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]``.
|
|||
|
|
|||
|
|
|||
|
Common vocabulary to use in Godot's documentation
|
|||
|
-------------------------------------------------
|
|||
|
|
|||
|
The developers chose some specific words to refer to areas of the
|
|||
|
interface. They're used in the sources, in the documentation, and you
|
|||
|
should always use them instead of synonyms, so the users know what
|
|||
|
you're talking about.
|
|||
|
|
|||
|
.. figure:: img/editor-vocabulary-overview.png
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:alt: Overview of the interface and common vocabulary
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Overview of the interface and common vocabulary
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In the top left corner of the editor lie the ``main menus``. In the
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center, the buttons change the ``workspace``. And together the buttons
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in the top right are the ``playtest buttons``. The area in the center,
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that displays the 2D or the 3D space, is the ``viewport``. At its top,
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you find a list of ``tools`` inside the ``toolbar``.
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The tabs or dockable panels on either side of the viewport are
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``docks``. You have the ``FileSystem dock``, the ``Scene dock`` that
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contains your scene tree, the ``Import dock``, the ``Node dock``, and
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the ``Inspector`` or ``Inspector dock``. With the default layout you may
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call the tabbed docks ``tabs``: the ``Scene tab``, the ``Node tab``...
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The Animation, Debugger, etc. at the bottom of the viewport are
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``panels``. Together they make up the ``bottom panels``.
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Foldable areas of the Inspector are ``sections``. The node's parent
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class names, which you can't fold, are ``Classes`` e.g. the
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``KinematicBody2D class``. And individual lines with key-value pairs are
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``properties``. E.g. ``position`` or ``modulate color`` are both
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``properties``.
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Keyboard shortcut guidelines
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----------------------------
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Keyboard and mouse shortcuts should make use of the ``:kbd:`` tag, which allows
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shortcuts to stand out from the rest of the text and inline code. Use the
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compact form for modifier keys (:kbd:`Ctrl`/:kbd:`Cmd`) instead of their spelled
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out form (:kbd:`Control`/:kbd:`Command`). For combinations, use the ``+`` symbol
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with a space on either side of the symbol.
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Make sure to mention shortcuts that differ on macOS compared to other platforms.
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On macOS, ``Cmd`` often replaces ``Ctrl`` in keyboard shortcuts.
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Try to integrate the shortcut into sentences the best you can. Here are some
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examples with the ``:kbd:`` tag left as-is for better visibility:
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- Press ``:kbd:`Ctrl + Alt + T``` to toggle the panel (``:kbd:`Cmd + Alt + T``` on macOS).
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- Press ``:kbd:`Space``` and hold the left mouse button to pan in the 2D editor.
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- Press ``:kbd:`Shift + Up Arrow``` to move the node upwards by 8 pixels.
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Image contribution guidelines
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-----------------------------
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A significant part of the documentation is images, and there are several
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important guidelines to follow.
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First, you should always be using the default editor theme and text when taking
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screenshots.
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To improve the appearance of 3D screenshots, use 4× MSAA, enable anisotropic
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filtering on the project's textures, and set the anisotropic filter quality to
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16× in Project Settings.
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Screenshot sizes should not exceed 1920×1080 to ensure fast loading on slower
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connections.
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When you need to highlight an area of the editor to show something, like a
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button or option, use a 2 pixel-thick yellow outline without a bevel. If the
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outline is on a dark background, the outline should be yellow so it can be
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easily seen by colorblind people. Please do not use red as it won't be visible
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for some users.
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Before you add or replace any images in the documentation, they should be run
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through a PNG compressor to save size. You can use the lossless OxiPNG
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compressor included in `Squoosh <https://squoosh.app/>`__ for this purpose. For
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heavier images, consider using a lossy compressor like `pngquant
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<https://pngquant.org/>`_. With it, almost no image quality is lost during
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compression.
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.. note::
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The program pngquant must be installed locally as it's not available in Squoosh.
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