Split the GDScript warning system documentation into its own page

It's not strictly related to static typing, as it can work without it
(e.g. to signal unreachable code).
This commit is contained in:
Hugo Locurcio
2020-05-17 00:14:45 +02:00
parent 5e6dc1eea8
commit 9e57202866
3 changed files with 56 additions and 45 deletions

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@@ -10,4 +10,5 @@ GDScript
gdscript_exports
gdscript_styleguide
static_typing
warning_system
gdscript_format_string

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@@ -240,7 +240,7 @@ You can also use your own nodes as return types:
var item: Item = find_item(reference)
if not item:
item = ItemDatabase.get_instance(reference)
item.amount += amount
return item
@@ -318,51 +318,10 @@ it's anything else, like an ``Area2D``, or any node that doesn't extend
Warning system
--------------
The warning system complements typed GDScript. It's here to help you
avoid mistakes that are hard to spot during development, and that may
lead to runtime errors.
.. note::
You can configure warnings in the Project Settings under a new section
called ``GDScript``:
.. figure:: ./img/typed_gdscript_warning_system_settings.png
:alt: warning system project settings
warning system project settings
You can find a list of warnings for the active GDScript file in the
script editor's status bar. The example below has 3 warnings:
.. figure:: ./img/typed_gdscript_warning_example.png
:alt: warning system example
warning system example
To ignore specific warnings in one file, insert a special comment of the
form ``# warning-ignore:warning-id``, or click on the ignore link to the
right of the warning's description. Godot will add a comment above the
corresponding line and the code won't trigger the corresponding warning
anymore:
.. figure:: ./img/typed_gdscript_warning_system_ignore.png
:alt: warning system ignore example
warning system ignore example
You can also choose to ignore not just one but all warnings of a certain
type in this file with ``# warning-ignore-all:warning-id``. To ignore all
warnings of all types in a file add the comment ``# warnings-disable`` to it.
Warnings won't prevent the game from running, but you can turn them into
errors if you'd like. This way your game won't compile unless you fix
all warnings. Head to the ``GDScript`` section of the Project Settings to
turn on this option. Here's the same file as the previous example with
warnings as errors turned on:
.. figure:: ./img/typed_gdscript_warning_system_errors.png
:alt: warnings as errors
warnings as errors
Documentation about the GDScript warning system has been moved to
:ref:`doc_gdscript_warning_system`.
Cases where you can't specify types
-----------------------------------

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@@ -0,0 +1,51 @@
.. _doc_gdscript_warning_system:
GDScript warning system
=======================
The GDScript warning system complements :ref:`static typing <doc_gdscript_static_typing>`
(but it can work without static typing too). It's here to help you avoid
mistakes that are hard to spot during development, and that may lead
to runtime errors.
You can configure warnings in the Project Settings under the section
called **Gdscript**:
.. figure:: ./img/typed_gdscript_warning_system_settings.png
:alt: Warning system project settings
Warning system project settings
You can find a list of warnings for the active GDScript file in the
script editor's status bar. The example below has 3 warnings:
.. figure:: ./img/typed_gdscript_warning_example.png
:alt: Warning system example
Warning system example
To ignore specific warnings in one file, insert a special comment of the
form ``# warning-ignore:warning-id``, or click on the ignore link to the
right of the warning's description. Godot will add a comment above the
corresponding line and the code won't trigger the corresponding warning
anymore:
.. figure:: ./img/typed_gdscript_warning_system_ignore.png
:alt: Warning system ignore example
Warning system ignore example
You can also choose to ignore not just one but all warnings of a certain
type in this file with ``# warning-ignore-all:warning-id``. To ignore all
warnings of all types in a file add the comment ``# warnings-disable`` to it.
Warnings won't prevent the game from running, but you can turn them into
errors if you'd like. This way your game won't compile unless you fix
all warnings. Head to the ``GDScript`` section of the Project Settings to
turn on this option. Here's the same file as the previous example with
warnings as errors turned on:
.. figure:: ./img/typed_gdscript_warning_system_errors.png
:alt: Warnings as errors
Warnings as errors