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- .. _doc_gdextension_docs_system:
- GDExtension documentation system
- ================================
- .. note::
- Adding documentation for GDExtensions is only possible for Godot 4.3 and later. The support can be integrated into your project
- regardless because the snippet will check if you use the appropriate godot-cpp version.
- If you set the ``compatability_minimum`` to 4.2 and you load a project with the extension through a 4.2 editor, the
- documentation page for that class will be empty. The extension itself will still work.
- The GDExtension documentation system works in a similar manner to the built-in engine documentation. It uses a series of
- XML files (one per class) to document the exposed constructors, properties, methods, constants, signals, and theme items of each class.
- .. note::
- We are assuming you are using the project files explained in the :ref:`GDExtension C++ Example <doc_gdextension_cpp_example>`
- with the following structure:
- .. code-block:: none
- gdextension_cpp_example/ # GDExtension directory
- |
- +--demo/ # game example/demo to test the extension
- | |
- | +--main.tscn
- | |
- | +--bin/
- | |
- | +--gdexample.gdextension
- |
- +--godot-cpp/ # C++ bindings
- |
- +--src/ # source code of the extension we are building
- | |
- | +--register_types.cpp
- | +--register_types.h
- | +--gdexample.cpp
- | +--gdexample.h
- Inside the Godot demo project directory of your GDExtension directory, run the following terminal command:
- .. code-block:: none
- # Replace "godot" with the full path to a Godot editor binary
- # if Godot is not installed in your `PATH`.
- godot --doctool ../ --gdextension-docs
- This command calls upon the Godot editor binary to generate documentation via the ``--doctool``
- and ``--gdextension-docs`` commands. The ``../`` addition is to let Godot know where the GDExtension
- SConstruct file is located. By calling this command, Godot generates a ``doc_classes`` directory inside the
- project directory in which it generates XML files for the GDExtension classes. Those files
- can then be edited to add information about member variables, methods, signals, and more.
- To add the now edited documentation to the GDExtension and let the editor load it,
- you need to add the following lines to your SConstruct file:
- .. code-block:: py
- if env["target"] in ["editor", "template_debug"]:
- try:
- doc_data = env.GodotCPPDocData("src/gen/doc_data.gen.cpp", source=Glob("doc_classes/*.xml"))
- sources.append(doc_data)
- except AttributeError:
- print("Not including class reference as we're targeting a pre-4.3 baseline.")
- The if-statement checks if we are compiling the GDExtension library with the ``editor`` and ``template_debug``
- flags. SCons then tries to load all the XML files inside the ``doc_classes`` directory and appends them
- to the ``sources`` variable which already includes all the source files of your extension. If it fails
- it means we are currently trying to compile the library when the ``godot_cpp`` is set to a version before 4.3.
- After loading the extension in a 4.3 Godot editor or later and open the documentation of your extension class
- either by :kbd:`Ctrl + Click` in the script editor or the Editor help dialog you will see something like this:
- .. image:: img/gdextension_docs_generation.webp
- Documentation styling
- ---------------------
- To style specific parts of text you can use BBCode tags similarly to how they can be used in :ref:`RichTextLabels <doc_bbcode_in_richtextlabel>`.
- You can set text as bold, italic, underlined, colored, codeblocks etc. by embedding them in tags like this:
- .. code-block:: none
- [b]this text will be shown as bold[/b]
- Currently they supported tags for the GDExtension documentation system are:
- .. list-table::
- :class: wrap-normal
- :width: 100%
- :widths: 60 40
- * - Tag
- - Example
- * - | **b**
- | Makes ``{text}`` use the bold (or bold italics) font of ``RichTextLabel``.
- - ``[b]{text}[/b]``
- * - | **i**
- | Makes ``{text}`` use the italics (or bold italics) font of ``RichTextLabel``.
- - ``[i]{text}[/i]``
- * - | **u**
- | Makes ``{text}`` underlined.
- - ``[u]{text}[/u]``
- * - | **s**
- | Makes ``{text}`` strikethrough.
- - ``[s]{text}[/s]``
- * - | **kbd**
- | Makes ``{text}`` use a grey beveled background, indicating a keyboard shortcut.
- - ``[kbd]{text}[/kbd]``
- * - | **code**
- | Makes inline ``{text}`` use the mono font and styles the text color and background like code.
- - ``[code]{text}[/code]``
- * - | **codeblocks**
- | Makes multiline ``{text}`` use the mono font and styles the text color and background like code.
- | The addition of the ``[gdscript]`` tag highlights the GDScript specific syntax.
- - | ``[codeblocks]``
- | ``[gdscript]``
- | ``{text}``
- | ``[/gdscript]``
- | ``[/codeblocks]``
- * - | **center**
- | Makes ``{text}`` horizontally centered.
- | Same as ``[p align=center]``.
- - ``[center]{text}[/center]``
- * - | **url**
- | Creates a hyperlink (underlined and clickable text). Can contain optional ``{text}`` or display ``{link}`` as is.
- - | ``[url]{link}[/url]``
- | ``[url={link}]{text}[/url]``
- * - | **img**
- | Inserts an image from the ``{path}`` (can be any valid :ref:`class_Texture2D` resource).
- | If ``{width}`` is provided, the image will try to fit that width maintaining
- the aspect ratio.
- | If both ``{width}`` and ``{height}`` are provided, the image will be scaled
- to that size.
- | Add ``%`` to the end of ``{width}`` or ``{height}`` value to specify it as percentages of the control width instead of pixels.
- | If ``{valign}`` configuration is provided, the image will try to align to the
- surrounding text, see :ref:`doc_bbcode_in_richtextlabel_image_and_table_alignment`.
- | Supports configuration options, see :ref:`doc_bbcode_in_richtextlabel_image_options`.
- - | ``[img]{path}[/img]``
- | ``[img={width}]{path}[/img]``
- | ``[img={width}x{height}]{path}[/img]``
- | ``[img={valign}]{path}[/img]``
- | ``[img {options}]{path}[/img]``
- * - | **color**
- | Changes the color of ``{text}``. Color must be provided by a common name (see
- :ref:`doc_bbcode_in_richtextlabel_named_colors`) or using the HEX format (e.g.
- ``#ff00ff``, see :ref:`doc_bbcode_in_richtextlabel_hex_colors`).
- - ``[color={code/name}]{text}[/color]``
|