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- .. _doc_editor_style_guide:
- Editor style guide
- ==================
- Introduction
- ------------
- Thanks for your interest in contributing to the Godot editor!
- This page describes the grammar and writing style used throughout the Godot
- editor. Following this style guide will help your contribution get merged faster
- since there will be fewer review steps required.
- Writing style
- -------------
- - **Write messages (errors, warnings, ...) as full sentences.** They should start
- with an uppercase letter and end with a period.
- - **Try to keep sentences short.** This makes it more likely that their translations
- will be short as well, which is a good thing to avoid UI bugs.
- - **Use contractions.** For example, use "isn't" instead of "is not". An exception
- to this rule can be made when you specifically want to emphasize one of the
- contraction's words.
- - **Use double quotes in messages** (``""``) instead of single quotes (``''``).
- Double quotes should be used to quote user input, file paths and possibly
- other things depending on the context.
- .. seealso::
- Try to follow the :ref:`doc_docs_writing_guidelines` in addition to the
- guidelines outlined above.
- Button and menu texts
- ---------------------
- Capitalize text in buttons and menu actions:
- - **Good:** *Open Editor Data Folder*
- - **Bad:** *Open editor data folder*
- If a menu action opens a modal dialog, suffix it with an ellipsis (``...``).
- - **Good:** *Editor Settings...*
- - **Bad:** *Editor Settings*
- Inspector sections
- ------------------
- In general, don't create sections that contain less than 3 items. Sections that
- contain few items make it difficult to navigate the inspector, while missing the
- benefits of using sections such as folding.
- There are some valid exceptions for this, such as material features in
- :ref:`class_StandardMaterial3D`.
- This advice also applies to the Project Settings and Editor Settings.
- Inspector performance hints
- ---------------------------
- Enum properties that noticeably impact performance should have a performance
- hint associated. The hint should refer to the *absolute* performance impact,
- rather than being relative to the other options provided in the enum. Here are
- some examples taken from the Godot editor:
- - **Screen-space antialiasing:** *Disabled (Fastest), FXAA (Fast)*
- - **MSAA quality:** *Disabled (Fastest), 2x (Fast), 4x (Average), 8x (Slow), 16x
- (Slower)*
- - **DirectionalLight mode:** *Orthogonal (Fast), PSSM 2 Splits
- (Average), PSSM 4 Splits (Slow)*
- For consistency, try to stick to the terms below (from fastest to slowest):
- - *Fastest, Faster, Fast, Average, Slow, Slower, Slowest*
- Their usage doesn't have to be contiguous. For example, you can use only "Fast"
- and "Slow" from the list above.
- If you're adding a new enum, its values should be ordered from the fastest
- option to the slowest option.
- Tooltips
- --------
- Consider adding tooltips whenever the action performed by a button or menu
- action isn't obvious. You can also provide additional context or highlight
- caveats in the tooltip.
- You can do this by calling ``set_tooltip(TTR("Text here."))`` on the
- Control-based node in question. If the tooltip is particularly long (more than
- ~80 characters), wrap it over several lines by adding line breaks using ``\n``.
- Tooltips should follow the writing style described above. In addition to this,
- use indicative mood instead of imperative mood:
- - **Good:** *Computes global illumination for the selected GIProbe.*
- - **Bad:** *Compute global illumination for the selected GIProbe.*
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