123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356 |
- .. _doc_class_reference_primer:
- Class reference primer
- ======================
- 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_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.
- .. tip::
- If you use Visual Studio Code, you can install the
- `vscode-xml extension <https://marketplace.visualstudio.com/items?itemName=redhat.vscode-xml>`__
- to get linting for class reference XML files.
- .. _doc_class_reference_bbcode:
- Improve formatting with BBCode style tags
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Godot's XML class reference supports BBCode-like tags for linking as well as formatting text and code.
- In the tables below you can find the available tags, usage examples and the results after conversion to reStructuredText.
- Linking
- """""""
- Whenever you link to a member of another class, you need to specify the class name.
- For links to the same class, the class name is optional and can be omitted.
- +--------------------------------+-----------------------------------------+--------------------------------------------------------------+
- | Tag and Description | Example | Result |
- +================================+=========================================+==============================================================+
- | | ``[Class]`` | ``Move the [Sprite2D].`` | Move the :ref:`class_Sprite2D`. |
- | | Link to class | | |
- +--------------------------------+-----------------------------------------+--------------------------------------------------------------+
- | | ``[annotation Class.name]`` | ``See [annotation @GDScript.@rpc].`` | See :ref:`@GDScript.@rpc <class_@GDScript_annotation_@rpc>`. |
- | | Link to annotation | | |
- +--------------------------------+-----------------------------------------+--------------------------------------------------------------+
- | | ``[constant Class.name]`` | ``See [constant Color.RED].`` | See :ref:`Color.RED <class_Color_constant_RED>`. |
- | | Link to constant | | |
- +--------------------------------+-----------------------------------------+--------------------------------------------------------------+
- | | ``[enum Class.name]`` | ``See [enum Mesh.ArrayType].`` | See :ref:`Mesh.ArrayType <enum_Mesh_ArrayType>`. |
- | | Link to enum | | |
- +--------------------------------+-----------------------------------------+--------------------------------------------------------------+
- | | ``[member Class.name]`` | ``Get [member Node2D.scale].`` | Get :ref:`Node2D.scale <class_Node2D_property_scale>`. |
- | | Link to member | | |
- +--------------------------------+-----------------------------------------+--------------------------------------------------------------+
- | | ``[method Class.name]`` | ``Call [method Node3D.hide].`` | Call :ref:`Node3D.hide() <class_Node3D_method_hide>`. |
- | | Link to method | | |
- +--------------------------------+-----------------------------------------+--------------------------------------------------------------+
- | | ``[constructor Class.name]`` | ``Use [constructor Color.Color].`` | Use :ref:`Color.Color <class_Color_constructor_Color>`. |
- | | Link to built-in constructor | | |
- +--------------------------------+-----------------------------------------+--------------------------------------------------------------+
- | | ``[operator Class.name]`` | ``Use [operator Color.operator *].`` | Use :ref:`Color.operator * <class_Color_operator_mul_int>`. |
- | | Link to built-in operator | | |
- +--------------------------------+-----------------------------------------+--------------------------------------------------------------+
- | | ``[signal Class.name]`` | ``Emit [signal Node.renamed].`` | Emit :ref:`Node.renamed <class_Node_signal_renamed>`. |
- | | Link to signal | | |
- +--------------------------------+-----------------------------------------+--------------------------------------------------------------+
- | | ``[theme_item Class.name]`` | ``See [theme_item Label.font].`` | See :ref:`Label.font <class_Label_theme_font_font>`. |
- | | Link to theme item | | |
- +--------------------------------+-----------------------------------------+--------------------------------------------------------------+
- | | ``[param name]`` | ``Takes [param size] for the size.`` | Takes ``size`` for the size. |
- | | Parameter name (as code) | | |
- +--------------------------------+-----------------------------------------+--------------------------------------------------------------+
- .. note::
- Currently only :ref:`class_@GDScript` has annotations.
- Formatting text
- """""""""""""""
- +--------------------------------+----------------------------------------------+------------------------------------+
- | Tag and Description | Example | Result |
- +================================+==============================================+====================================+
- | | ``[br]`` | | ``Line 1.[br]`` | | Line 1. |
- | | Line break | | ``Line 2.`` | | Line 2. |
- +--------------------------------+----------------------------------------------+------------------------------------+
- | | ``[lb]`` ``[rb]`` | ``[lb]b[rb]text[lb]/b[rb]`` | [b]text[/b] |
- | | ``[`` and ``]`` respectively | | |
- +--------------------------------+----------------------------------------------+------------------------------------+
- | | ``[b]`` ``[/b]`` | ``Do [b]not[/b] call this method.`` | Do **not** call this method. |
- | | Bold | | |
- +--------------------------------+----------------------------------------------+------------------------------------+
- | | ``[i]`` ``[/i]`` | ``Returns the [i]global[/i] position.`` | Returns the *global* position. |
- | | Italic | | |
- +--------------------------------+----------------------------------------------+------------------------------------+
- | | ``[u]`` ``[/u]`` | ``[u]Always[/u] use this method.`` | .. raw:: html |
- | | Underline | | |
- | | | <u>Always</u> use this method. |
- +--------------------------------+----------------------------------------------+------------------------------------+
- | | ``[s]`` ``[/s]`` | ``[s]Outdated information.[/s]`` | .. raw:: html |
- | | Strikethrough | | |
- | | | <s>Outdated information.</s> |
- +--------------------------------+----------------------------------------------+------------------------------------+
- | | ``[url]`` ``[/url]`` | | ``[url]https://example.com[/url]`` | | https://example.com |
- | | Hyperlink | | ``[url=https://example.com]Website[/url]`` | | `Website <https://example.com>`_ |
- +--------------------------------+----------------------------------------------+------------------------------------+
- | | ``[center]`` ``[/center]`` | ``[center]2 + 2 = 4[/center]`` | .. raw:: html |
- | | Horizontal centering | | |
- | | | <center>2 + 2 = 4</center> |
- +--------------------------------+----------------------------------------------+------------------------------------+
- | | ``[kbd]`` ``[/kbd]`` | ``Press [kbd]Ctrl + C[/kbd].`` | Press :kbd:`Ctrl + C`. |
- | | Keyboard/mouse shortcut | | |
- +--------------------------------+----------------------------------------------+------------------------------------+
- | | ``[code]`` ``[/code]`` | ``Returns [code]true[/code].`` | Returns ``true``. |
- | | Inline code fragment | | |
- +--------------------------------+----------------------------------------------+------------------------------------+
- .. note::
- 1. Some supported tags like ``[color]`` and ``[font]`` are not listed here because they are not recommended in the engine documentation.
- 2. ``[kbd]`` disables BBCode until the parser encounters ``[/kbd]``.
- 3. ``[code]`` disables BBCode until the parser encounters ``[/code]``.
- Formatting code blocks
- """"""""""""""""""""""
- There are two options for formatting code blocks:
- 1. Use ``[codeblock]`` if you want to add an example for a specific language.
- 2. Use ``[codeblocks]``, ``[gdscript]``, and ``[csharp]`` if you want to add the same example for both languages, GDScript and C#.
- By default, ``[codeblock]`` highlights GDScript syntax. You can change it using
- the ``lang`` attribute. Currently supported options are:
- - ``[codeblock lang=text]`` disables syntax highlighting;
- - ``[codeblock lang=gdscript]`` highlights GDScript syntax;
- - ``[codeblock lang=csharp]`` highlights C# syntax (only in .NET version).
- .. note::
- ``[codeblock]`` disables BBCode until the parser encounters ``[/codeblock]``.
- .. warning::
- 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("Sprite2D")
- print(sprite.get_pos())
- [/codeblock]
- Will display as:
- .. code-block:: gdscript
- func _ready():
- var sprite = get_node("Sprite2D")
- 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("Sprite2D")
- print(sprite.get_pos())
- [/gdscript]
- [csharp]
- public override void _Ready()
- {
- var sprite = GetNode("Sprite2D");
- GD.Print(sprite.GetPos());
- }
- [/csharp]
- [/codeblocks]
- The above will display as:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _ready():
- var sprite = get_node("Sprite2D")
- print(sprite.get_pos())
- .. code-tab:: csharp
- public override void _Ready()
- {
- var sprite = GetNode("Sprite2D");
- GD.Print(sprite.GetPos());
- }
- Formatting notes and warnings
- """""""""""""""""""""""""""""
- 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.
- In all the paragraphs described above, make sure the punctuation is part of the
- BBCode tags for consistency.
- Marking API as deprecated/experimental
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- To mark an API as deprecated or experimental, you need to add the corresponding XML attribute. The attribute value must be a message
- explaining why the API is not recommended (BBCode markup is supported) or an empty string (the default message will be used).
- If an API element is marked as deprecated/experimental, then it is considered documented even if the description is empty.
- .. code-block:: xml
- <class name="Parallax2D" inherits="Node2D" experimental="This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The implementation may change in the future." xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- [...]
- </class>
- <constant name="RESPONSE_USE_PROXY" value="305" enum="ResponseCode" deprecated="Many clients ignore this response code for security reasons. It is also deprecated by the HTTP standard.">
- HTTP status code [code]305 Use Proxy[/code].
- </constant>
- <member name="auto_translate" type="bool" setter="set_auto_translate" getter="is_auto_translating" deprecated="Use [member Node.auto_translate_mode] instead.">
- Toggles if any text should automatically change to its translated version depending on the current locale.
- </member>
- <method name="get_method_call_mode" qualifiers="const" deprecated="Use [member AnimationMixer.callback_mode_method] instead.">
- <return type="int" enum="AnimationPlayer.AnimationMethodCallMode" />
- <description>
- Returns the call mode used for "Call Method" tracks.
- </description>
- </method>
|