Fix syntax highlighting for various languages (#3387)

This commit is contained in:
Yuri Sizov
2020-04-15 17:33:20 +03:00
committed by GitHub
parent d5fd8a3841
commit 4acf7a6563
21 changed files with 122 additions and 79 deletions

View File

@@ -45,6 +45,7 @@
--search-credits-link-color: #4392c5; /* derived from --link-color */
--highlight-background-color: #f5ffe1;
--highlight-default-color: #404040;
--highlight-comment-color: #408090;
--highlight-keyword-color: #007020;
--highlight-keyword2-color: #902000;
@@ -126,6 +127,7 @@
/* Colors taken from the Godot script editor with the Adaptive theme */
--highlight-background-color: #202531;
--highlight-default-color: rgba(255, 255, 255, 0.85);
--highlight-comment-color: rgba(204, 206, 211, 0.5);
--highlight-keyword-color: #ff7085;
--highlight-keyword2-color: #42ffc2;
@@ -495,58 +497,95 @@ code,
background-color: var(--highlight-background-color);
}
.highlight .c1,
.highlight .cm {
.highlight .gh /* Generic.Heading */,
.highlight .gu /* Generic.Subheading */,
.highlight .go /* Generic.Output */,
.highlight .gt /* Generic.Traceback */ {
color: var(--highlight-default-color);
}
.highlight .c /* Comment */,
.highlight .c1 /* Comment.Single */,
.highlight .cm /* Comment.Multiline */,
.highlight .cs /* Comment.Special */ {
color: var(--highlight-comment-color);
}
.highlight .bp,
.highlight .k,
.highlight .kd,
.highlight .kn,
.highlight .kt,
.highlight .ow {
.highlight .bp /* Name.Builtin.Pseudo */,
.highlight .k /* Keyword */,
.highlight .kc /* Keyword.Constant */,
.highlight .kd /* Keyword.Declaration */,
.highlight .kn /* Keyword.Namespace */,
.highlight .kp /* Keyword.Pseudo */,
.highlight .kr /* Keyword.Reserved */,
.highlight .kt /* Keyword.Type */,
.highlight .ow /* Operator.Word */ {
color: var(--highlight-keyword-color);
}
.highlight .cp {
.highlight .ch /* Comment.Hashbang */,
.highlight .cp /* Comment.Preproc */ {
color: var(--highlight-keyword2-color);
}
.highlight .m,
.highlight .mf,
.highlight .mi {
.highlight .m /* Literal.Number */,
.highlight .mf /* Literal.Number.Float */,
.highlight .mi /* Literal.Number.Integer */,
.highlight .il /* Literal.Number.Integer.Long */,
.highlight .mb /* Literal.Number.Bin */,
.highlight .mh /* Literal.Number.Hex */,
.highlight .mo /* Literal.Number.Oct */ {
color: var(--highlight-number-color);
}
.highlight .na {
.highlight .na /* Name.Attribute */,
.highlight .nd /* Name.Decorator */,
.highlight .ni /* Name.Entity */,
.highlight .nl /* Name.Label */ {
color: var(--highlight-decorator-color);
}
.highlight .nb {
.highlight .nb /* Name.Builtin */,
.highlight .ne /* Name.Exception */ {
color: var(--highlight-type-color);
}
.highlight .nc,
.highlight .nn,
.highlight .nv {
.highlight .nc /* Name.Class */,
.highlight .nn /* Name.Namespace */,
.highlight .no /* Name.Constant */,
.highlight .nv /* Name.Variable */,
.highlight .vc /* Name.Variable.Class */,
.highlight .vg /* Name.Variable.Global */,
.highlight .vi /* Name.Variable.Instance */,
.highlight .vm /* Name.Variable.Magic */ {
color: var(--highlight-type2-color);
}
.highlight .nf,
.highlight .nt {
.highlight .nf /* Name.Function */,
.highlight .fm /* Name.Function.Magic */,
.highlight .nt /* Name.Tag */ {
color: var(--highlight-function-color);
}
.highlight .o {
.highlight .o /* Operator */,
.highlight .si /* Literal.String.Interpol */,
.highlight .sx /* Literal.String.Other */,
.highlight .sr /* Literal.String.Regex */,
.highlight .ss /* Literal.String.Symbol */ {
color: var(--highlight-operator-color);
}
.highlight .cpf,
.highlight .s,
.highlight .s1,
.highlight .s2,
.highlight .se {
.highlight .cpf/* Comment.PreprocFile */,
.highlight .s /* Literal.String */,
.highlight .s1 /* Literal.String.Single */,
.highlight .s2 /* Literal.String.Double */,
.highlight .sc /* Literal.String.Char */,
.highlight .se /* Literal.String.Escape */,
.highlight .sa /* Literal.String.Affix */,
.highlight .sb /* Literal.String.Backtick */,
.highlight .dl /* Literal.String.Delimiter */,
.highlight .sd /* Literal.String.Doc */,
.highlight .sh /* Literal.String.Heredoc */ {
color: var(--highlight-string-color);
}

View File

@@ -3,6 +3,8 @@
Contribute to the Class Reference
=================================
.. highlight:: shell
Godot ships with many nodes and singletons to help you develop your games. Each is a class, documented in the :ref:`class reference <toc-class-ref>`.
This reference is essential for anyone learning the engine: it is available both online and in the engine.
@@ -255,7 +257,7 @@ Godot's class reference supports BBcode-like tags. They add nice formatting to t
Use ``[codeblock]`` for pre-formatted code blocks. Inside ``[codeblock]``, always use **four spaces** for indentation (the parser will delete tabs). Example:
.. code-block:: xml
.. code-block:: none
[codeblock]
func _ready():
@@ -265,7 +267,7 @@ Use ``[codeblock]`` for pre-formatted code blocks. Inside ``[codeblock]``, alway
Will display as:
::
.. code-block:: gdscript
func _ready():
var sprite = get_node("Sprite")

View File

@@ -3,6 +3,8 @@
Getting the source
==================
.. highlight:: shell
Downloading the Godot source code
---------------------------------

View File

@@ -3,7 +3,7 @@
Introduction to the buildsystem
===============================
.. highlight:: none
.. highlight:: shell
SCons
-----
@@ -108,7 +108,9 @@ For the previous build attempt, the result would look like this::
This means that the binary is for Linux *or* \*BSD (*not* both), is not optimized, has tools (the
whole editor) compiled in, and is meant for 64 bits.
A Windows binary with the same configuration will look like this::
A Windows binary with the same configuration will look like this:
.. code-block:: console
C:\godot> dir bin/
godot.windows.tools.64.exe
@@ -202,7 +204,7 @@ If you download the official export templates package and unzip it, you
will notice that most files are optimized binaries or packages for each
platform:
::
.. code-block:: none
android_debug.apk
android_release.apk

View File

@@ -13,7 +13,7 @@ library written in C++.
To bind to an external library, set up a module directory similar to the Summator example:
::
.. code-block:: none
godot/modules/tts/
@@ -70,7 +70,7 @@ And then you'll add the cpp file.
Just as before, the new class needs to be registered somehow, so two more files
need to be created:
::
.. code-block:: none
register_types.h
register_types.cpp
@@ -118,7 +118,7 @@ You'll need to install the external library on your machine to get the .a librar
documentation for specific instructions on how to do this for your operation system. We've included the
installation commands for Linux below, for reference.
::
.. code-block:: shell
sudo apt-get install festival festival-dev <-- Installs festival and speech_tools libraries
apt-cache search festvox-* <-- Displays list of voice packages
@@ -135,7 +135,7 @@ files accessible to the compiler, while also keeping the module code self-contai
festival and speech_tools libraries can be installed from the modules/tts/ directory via
git using the following commands:
::
.. code-block:: shell
git clone https://github.com/festvox/festival
git clone https://github.com/festvox/speech_tools
@@ -143,7 +143,7 @@ git using the following commands:
If you don't want the external repository source files committed to your repository, you
can link to them instead by adding them as submodules (from within the modules/tts/ directory), as seen below:
::
.. code-block:: shell
git submodule add https://github.com/festvox/festival
git submodule add https://github.com/festvox/speech_tools
@@ -182,7 +182,7 @@ Example `SCsub` with custom flags:
The final module should look like this:
::
.. code-block:: none
godot/modules/tts/festival/
godot/modules/tts/libpath/libestbase.a

View File

@@ -139,7 +139,7 @@ Now that the project has been imported, open the project configuration.
Add the following includes/imports:
::
.. code-block:: none
. // a dot to indicate the root of the Godot project
core/

View File

@@ -45,7 +45,7 @@ The example module will be called "summator", and is placed inside the
Godot source tree (``C:\godot`` refers to wherever the Godot sources are
located):
::
.. code-block:: console
C:\godot> cd modules
C:\godot\modules> mkdir summator
@@ -114,7 +114,7 @@ And then the cpp file.
Then, the new class needs to be registered somehow, so two more files
need to be created:
::
.. code-block:: none
register_types.h
register_types.cpp
@@ -211,7 +211,7 @@ this case, ``True`` means it will build for every platform).
And that's it. Hope it was not too complex! Your module should look like
this:
::
.. code-block:: none
godot/modules/summator/config.py
godot/modules/summator/summator.h
@@ -385,7 +385,7 @@ Once compiled, we should end up with a ``bin`` directory containing both the
a standard directory (like ``/usr/lib``), we have to help our binary find it
during runtime with the ``LD_LIBRARY_PATH`` environ variable:
::
.. code-block:: shell
user@host:~/godot$ export LD_LIBRARY_PATH=`pwd`/bin/
user@host:~/godot$ ./bin/godot*
@@ -431,7 +431,7 @@ and as a shared library when passing ``summator_shared=yes``.
Finally you can even speedup build further by explicitly specifying your
shared module as target in the scons command:
::
.. code-block:: shell
user@host:~/godot$ scons summator_shared=yes platform=linuxbsd bin/libsummator.linuxbsd.tools.64.so
@@ -473,7 +473,7 @@ directory.
3. Run command:
::
.. code-block:: shell
godot --doctool <path>

View File

@@ -334,7 +334,7 @@ tool that Godot uses to communicate with your device.
Next, create a debug keystore by running the following command on your
system's command line:
::
.. code-block:: shell
keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999
@@ -351,7 +351,7 @@ for Android (see above). Select the Android Presets and under *Options* go to
Click the "Export Project" button and Godot will build an APK you can download
on your device. To do this on the command line, use the following:
::
.. code-block:: shell
adb install dodge.apk

View File

@@ -27,7 +27,7 @@ Git, Mercurial, Perforce, etc.
Example of file system contents:
::
.. code-block:: none
/project.godot
/enemy/enemy.tscn

View File

@@ -78,7 +78,7 @@ carefully:
Create a new folder anywhere you want named ``android-sdk`` (it **must** be
an empty directory). On Windows, the following path is usually good enough:
::
.. code-block:: none
C:\users\<yourusername>\Documents\android-sdk
@@ -86,7 +86,7 @@ Unzip the Android SDK ZIP file you just downloaded there. The only thing in the
directory you created in the previous step should be the ``tools`` folder with
its contents inside, like this:
::
.. code-block:: none
android-sdk/
android-sdk/tools/
@@ -128,7 +128,7 @@ Generating the keystore
Once the *platform tools* are installed, the last step is to generate a debug
keystore (this is needed to build). Go up two folders by writing:
::
.. code-block:: shell
cd ..\..
@@ -137,7 +137,7 @@ keystore (this is needed to build). Go up two folders by writing:
And you need to input the following line (on Linux and macOS, this should work
out of the box, for Windows there are further instructions below):
::
.. code-block:: shell
keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999
@@ -192,7 +192,7 @@ where the *android-sdk* directory is created.
In any case, it's better to select a different path inside your user folders.
The recommended one is usually:
::
.. code-block:: none
C:\Users\<yourusername>\Documents\android-sdk
@@ -218,7 +218,7 @@ The actual command line to type is the following. On Linux and macOS, it should
work out of the box, but on Windows, it needs additional details (keep reading
afterwards).
::
.. code-block:: shell
keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999

View File

@@ -97,7 +97,7 @@ Exporting for Google Play Store
Uploading an APK to Google's Play Store requires you to sign using a non-debug
keystore file; such file can be generated like this:
::
.. code-block:: shell
keytool -v -genkey -v -keystore mygame.keystore -alias mygame -keyalg RSA -validity 10000

View File

@@ -140,7 +140,7 @@ with the ``--export`` and ``--export-debug`` command line parameters.
Exporting from the command line still requires an export preset to define
the export parameters. A basic invocation of the command would be:
::
.. code-block:: shell
godot --export "Windows Desktop" some_name
@@ -156,6 +156,6 @@ This takes place if the target name ends with ``.pck`` or ``.zip``.
It is often useful to combine the ``--export`` flag with the ``--path``
flag, and to create a dedicated export preset for automated export:
::
.. code-block:: shell
godot --path path/to/project --export "pck" game_name.pck

View File

@@ -28,7 +28,7 @@ As an example, one can usually place into a single folder their basic assets,
such as sprite images, 3D model meshes, materials, and music, etc.
They can then use a separate folder to store built levels that use them.
::
.. code-block:: none
/project.godot
/docs/.gdignore # See "Ignoring specific folders" below

View File

@@ -89,7 +89,7 @@ Language can be tested when running Godot from the command line.
For example, to test a game in French, the following argument can be
supplied:
::
.. code-block:: shell
godot --language fr

View File

@@ -93,7 +93,7 @@ create and update the POT file from your scene files and scripts.
After installing ``babel`` and ``babel-godot``, for example using pip:
::
.. code-block:: shell
pip install babel babel-godot
@@ -101,7 +101,7 @@ Write a mapping file (for example ``babelrc``) which will indicate which files
pybabel needs to process (note that we process GDScript as Python, which is
generally sufficient):
::
.. code-block:: none
[python: **.gd]
encoding = utf-8
@@ -111,7 +111,7 @@ generally sufficient):
You can then run pybabel like so:
::
.. code-block:: shell
pybabel extract -F babelrc -k text -k LineEdit/placeholder_text -k tr -o godot-l10n.pot .
@@ -127,7 +127,7 @@ The ``msginit`` command is used to turn a PO template into a messages file.
For instance, to create a French localization file, use the following command
while in the ``locale`` directory:
::
.. code-block:: shell
msginit --no-translator --input=messages.pot --locale=fr
@@ -157,7 +157,7 @@ that they contain new strings, while removing strings that are no longer
present in the PO template removed in the PO template. This can be done
automatically using the ``msgmerge`` tool:
::
.. code-block:: shell
# The order matters: specify the message file *then* the PO template!
msgmerge --update --backup=none fr.po messages.pot
@@ -171,7 +171,7 @@ Checking the validity of a PO file or template
It is possible to check whether a gettext file's syntax is valid by running
the command below:
::
.. code-block:: shell
msgfmt fr.po --check

View File

@@ -28,7 +28,7 @@ Usage is generally as follows
Obtaining a ResourceInteractiveLoader
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
::
.. code-block:: cpp
Ref<ResourceInteractiveLoader> ResourceLoader::load_interactive(String p_path);
@@ -38,7 +38,7 @@ to manage the load operation.
Polling
~~~~~~~
::
.. code-block:: cpp
Error ResourceInteractiveLoader::poll();
@@ -55,7 +55,7 @@ Load progress (optional)
To query the progress of the load, use the following methods:
::
.. code-block:: cpp
int ResourceInteractiveLoader::get_stage_count() const;
int ResourceInteractiveLoader::get_stage() const;
@@ -66,7 +66,7 @@ To query the progress of the load, use the following methods:
Forcing completion (optional)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
::
.. code-block:: cpp
Error ResourceInteractiveLoader::wait();
@@ -76,7 +76,7 @@ frame, without any more steps.
Obtaining the resource
~~~~~~~~~~~~~~~~~~~~~~
::
.. code-block:: cpp
Ref<Resource> ResourceInteractiveLoader::get_resource();

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@@ -10,7 +10,7 @@ which has a tutorial available :ref:`here <doc_http_request_class>`.
Here's an example of using the :ref:`HTTPClient <class_HTTPClient>`
class. It's just a script, so it can be run by executing:
::
.. code-block:: console
c:\godot> godot -s http_test.gd

View File

@@ -61,7 +61,7 @@ and it will work.
If you are using Linux, you can use the supplied certs file, generally
located in:
::
.. code-block:: none
/etc/ssl/certs/ca-certificates.crt

View File

@@ -3,8 +3,6 @@
Android in-app purchases
========================
.. highlight:: shell
Godot engine has integrated GooglePaymentsV3 module with which we can implement in-app purchases in our game.
The Godot engine demo project repository has an android-iap example project. It includes a gdscript interface for android IAP.
@@ -13,7 +11,7 @@ Check the repository here https://github.com/godotengine/godot-demo-projects
Find the iap.gd script in
::
.. code-block:: none
godot-demo-projects/misc/android_iap

View File

@@ -25,7 +25,7 @@ locally (no internet connection, API incorrectly configured, etc). If
the error value is 'OK', a response event will be produced and added to
the 'pending events' queue. Example:
.. code-block:: python
::
func on_purchase_pressed():
var result = InAppStore.purchase( { "product_id": "my_product" } )
@@ -428,7 +428,7 @@ you need inside a conditional block, you need to also define them as
valid identifiers (local variable or class member). This is an example
of how to work around this in a class:
.. code-block:: python
::
var GameCenter = null # define it as a class member

View File

@@ -56,7 +56,7 @@ shader resource to it. You can access your rendered ``Viewport`` with the built-
need to create your own uniform in the shader and pass the ``Viewport`` texture in
manually, like so:
::
.. code-block:: glsl
// Inside the Shader
uniform sampler2D ViewportTexture;
@@ -72,7 +72,7 @@ shader resource to it. You can access your rendered ``Viewport`` with the built-
Copy the following code to your shader. The above code is a single pass edge detection filter, a
`Sobel filter <https://en.wikipedia.org/wiki/Sobel_operator>`_.
::
.. code-block:: glsl
shader_type canvas_item;
@@ -129,7 +129,7 @@ As an example, you could write a full screen Gaussian blur effect by attaching t
to each of the :ref:`ViewportContainers <class_ViewportContainer>`. The order in which you apply the shaders
does not matter:
::
.. code-block:: glsl
shader_type canvas_item;
@@ -147,7 +147,7 @@ does not matter:
COLOR.xyz = col;
}
::
.. code-block:: glsl
shader_type canvas_item;