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

View File

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

View File

@@ -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.

View File

@@ -446,13 +446,13 @@ GDScript also supports :ref:`format strings <doc_gdscript_printf>`.
Annotations Annotations
~~~~~~~~~~~ ~~~~~~~~~~~
There are some special tokens in GDScript that act like keywords but are not, Annotations are special tokens in GDScript that act as modifiers to a script or
they are *annotations* instead. Every annotation start with the ``@`` character its code and may affect how the script is treated by the Godot engine or
and is specified by a name. A detailed description and example for each annotation editor.
can be found inside the :ref:`GDScript class reference <class_@GDScript>`.
Annotations affect how the script is treated by external tools and usually don't Every annotation starts with the ``@`` character and is specified by a name. A
change the behavior. detailed description and example for each annotation can be found inside the
:ref:`GDScript class reference <class_@GDScript>`.
For instance, you can use it to export a value to the editor:: For instance, you can use it to export a value to the editor::