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Improve the Docs writing guidelines page
This also integrates keyboard shortcut recommendations as outlined in #3257.
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@@ -438,11 +438,14 @@ Also surround boolean values, variable names and methods with ``[code][/code]``.
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Use ``[code]`` around arguments
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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In the class reference, always surround arguments with ``[code][/code]``. In the documentation and in Godot, it will display like ``this``. When you edit XML files in the Godot repository, replace existing arguments written like 'this' or \`this\` with ``[code]this[/code]``.
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In the class reference, always surround arguments with ``[code][/code]``. In the
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documentation and in Godot, it will display like ``this``. When you edit XML
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files in the Godot repository, replace existing arguments written like 'this' or
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\`this\` with ``[code]this[/code]``.
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Common vocabulary to use in godot's docs
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----------------------------------------
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Common vocabulary to use in Godot's documentation
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-------------------------------------------------
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The developers chose some specific words to refer to areas of the
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interface. They're used in the sources, in the documentation, and you
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@@ -475,23 +478,46 @@ class names, which you can't fold, are ``Classes`` e.g. the
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``properties``. E.g. ``position`` or ``modulate color`` are both
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``properties``.
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Keyboard shortcut guidelines
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----------------------------
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Keyboard and mouse shortcuts should make use of the ``:kbd:`` tag, which allows
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shortcuts to stand out from the rest of the text and inline code. Use the
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compact form for modifier keys (:kbd:`Ctrl`/:kbd:`Cmd`) instead of their spelled
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out form (:kbd:`Control`/:kbd:`Command`). For combinations, use the ``+`` symbol
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with a space on either side of the symbol.
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Make sure to mention shortcuts that differ on macOS compared to other platforms.
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On macOS, ``Cmd`` often replaces ``Ctrl`` in keyboard shortcuts.
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Try to integrate the shortcut into sentences the best you can. Here are some
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examples with the ``:kbd:`` tag left as-is for better visibility:
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- Press ``:kbd:`Ctrl + Alt + T``` to toggle the panel (``:kbd:`Cmd + Alt + T``` on macOS).
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- Press ``:kbd:`Space``` and hold the left mouse button to pan in the 2D editor.
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- Press ``:kbd:`Shift + Up Arrow``` to move the node upwards by 8 pixels.
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Image contribution guidelines
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-----------------------------
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A significant part of the documentation is images, and there are several important
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guidelines to follow.
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A significant part of the documentation is images, and there are several
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important guidelines to follow.
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First, you should always be using the default editor theme and text when taking screenshots.
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First, you should always be using the default editor theme and text when taking
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screenshots.
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For 3D screenshots use 4xMSAA, enable anisotropic filtering on the projects textures,
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and set the anisotropic filter quality to 16x in Project Settings
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To improve the apperance of 3D screenshots, use 4× MSAA, enable anisotropic
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filtering on the project's textures, and set the anisotropic filter quality to
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16× in Project Settings.
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Screenshot size should not exceed 1920x1080.
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Screenshot sizes should not exceed 1920×1080 to ensure fast loading on slower
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connections.
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When you need to highlight an area of the editor to show something, like a
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button or option, use a 2 pixel thick outline without a bevel.
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Before you add or replace any images in the documentation, they should be run through
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a png compressor to save size. The built in lossless compressor in programs like Krita
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or Photoshop should be done. However you should also use a lossy one, such as `pngquant <https://pngquant.org/>`_
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where almost no image quality is lost during compression.
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Before you add or replace any images in the documentation, they should be run
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through a PNG compressor to save size. The built in lossless compressor in
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programs like Krita or Photoshop should be enough. For heavier images, also look
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into using a lossy compressor, such as `pngquant <https://pngquant.org/>`_ where
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almost no image quality is lost during compression.
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