Improved description of annotations

Removes an unnecessary and potentially confusing comparison of annotations to keywords and generally improves wording in the GDScript Basics tutorial. A new page to the Contributing section has been added for scripting development guidelines. This new page hosts suggestions on when annotations should be implemented in GDScript.
This commit is contained in:
Allen Pestaluky
2024-04-22 12:33:43 -04:00
parent 3a577ea37b
commit 8dd09aa962
3 changed files with 45 additions and 6 deletions

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@@ -23,6 +23,7 @@ This section covers the basics that you will encounter in (almost) every source
inheritance_class_tree
internal_rendering_architecture
2d_coordinate_systems
scripting_development
Extending Godot by modifying its source code
--------------------------------------------

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@@ -0,0 +1,38 @@
.. _doc_scripting_development:
Scripting development
=====================
GDScript
--------
Annotation guidelines
~~~~~~~~~~~~~~~~~~~~~
..
This description intentionally avoids mention of implementation and
compilation details because these are often inconsistent between annotations
Create annotations for modifiers that act on the script or its code.
Addionally, create annotations for behavior that is specific to the Godot
engine and editor; if the primary purpose is to affect the way that the engine
or editor treats or interacts with the script, implement the token as an
annotation.
Do not create annotations for general programming language features.
::
# Affects how the editor treats this script.
@icon("res://path/to/class/icon.svg")
# Affects how the engine interacts this script.
@onready var character_name = $Label
# static is a general programming language feature.
static var num_players = 2
For historical reasons, some existing annotations and keywords do not strictly
follow these guidelines. Choosing between implementing a feature as an
annotation or as a language keyword is a nuanced decision that should be made
through discussion with other GDScript developers.