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