Changes in Documentation Rules
Revision Differences of Revision 18
[TOC] ¶¶
# Introduction ¶
¶
Our [lua documentation](https://www.widelands.org/documentation/index.html) is build with the [Sphinx-doc Documentation creator](https://www.sphinx-doc.org/en/master/index.html). You might have noticed that the documentation has some chapters containing the word "python". This is due Sphinx-doc is mainly used to document python projects, but there is no Lua documentation creator out there so we use Sphinx-doc with some difficulties. This article covers how it works, some styling rules and some examples for easy copy and paste. ¶
¶
## Build the documentation locally ¶
¶
We encourage to build the documentation locally when you want to work on the documentation and check the made changes locally before proposing them. ¶
¶
The prerequisites for building the documentation locally are: ¶
¶
* python, at least version 3.6 ¶
* [sphinx](https://www.sphinx-doc.org/en/master/usage/installation.html) ¶
* the source code of widelands, see [[ DownloadPage/#development-version | Development version]] ¶
¶
To build the documentation see the file README in the subfolder _"doc/sphinx"_ of the widelands source code. ¶
¶
Locally created documentation looks different (does not have the same style) as on the homepage. ¶
¶
# How it works ¶
¶
Basically creating the documentation is done in three steps: ¶
¶
1. Creating/modifying [[ Documentation Rules/#rst-comments | RST-Comments ]] in the source code ¶
2. Extract this comments by running [[ Documentation Rules/#extract_rstpy | extract_rst.py ]] ¶
3. Let Sphinx-doc make the documentation ¶
¶
The main thing for developers is to create sufficient [[ Documentation Rules/#rst-comments | RST-Comments ]]. ¶
¶
## RST Comments ¶
¶
RST stands for _restructered text_, a markup language. Depending on the file type the comments are for files of type C++ ¶
¶
~~~~ ¶
/* RST ¶
Every ¶
line ¶
will be an RST comment until comment end ¶
*/ ¶
~~~~ ¶
Everything between `/* RST` and `*/` will be extracted by extract_rst.py and added to a corresponding file. ¶
¶
For files of type Lua: ¶
¶
~~~~ ¶
-- RST ¶
-- This is ¶
-- a block of ¶
-- RST comment ¶
-- ¶
¶
-- This comment does not belong to the RST comment (one empty line between comment blocks) ¶
~~~~ ¶
Every comment block starting with `-- RST` will be extracted by extract_rst.py and added to a corresponding file. ¶
¶
For more about the used markup language see: [[ Documentation%20Rules/#restructered-text | Restructered text ]] ¶
¶
## extract_rst.py ¶
¶
This script gathers [[ Documentation Rules/#rst-comments | RST-Comments ]] from different locations and stores them as files in _"doc/sphinx/source"_. It creates/adds also some entries to the documentation tocs. ¶
¶
TODO: When to modify this script (new files, ....) ¶
¶
# Restructered Text ¶
¶
If you are looking at our documentation, e.g. [wl.game](/documentation/autogen_wl_game), you will find a link called _"Show Source"_ in the left sidebar. Clicking this link will show you the restructered text markup which shows the [[ Documentation Rules/#rst-comments | RST Comments ]], of course without the comment markers (`/* RST` .. `/*`, `-- RST`... `--`). Comparing this page with the rendered content will give you a feeling for restrucetred text. ¶
¶
The following paragraphs points out some typical failures when using restructered text for widelands. ¶
¶
For a more detailed description of the markup of restructered text see: [Sphinx restructered text primer](https://www.sphinx-doc.org/en/master/usage/restructuredtext/basics.html) ¶
¶
## Heading markup matters ¶
¶
Sections have an additional line of punctuation characters. Be sure that this additional line is at least as long as the section header: ¶
¶
~~~~ ¶
Section Header ¶
=========== # wrong: Line is too short ¶
~~~~ ¶
¶
See [Sections](https://www.sphinx-doc.org/en/master/usage/restructuredtext/basics.html/#sections) for more about sections. ¶
¶
## Indentation matters ¶
¶
All lines of the same paragraph must be left-aligned to the same level of indentation. Keep an eye on this for _ripped_ documentation e.g. documenting a class with attributes: ¶
¶
~~~~ ¶
/* RST ¶
.. class:: Foo ¶
¶
Desciption of class ¶
over multiple lines ¶
*/ ¶
¶
Lines of C++ Code defining the class ¶
¶
/* RST ¶
.. attribue:: bar # wrong indentation for attribute bar of class Foo ¶
¶
Description of bar ¶
¶
.. attribue:: bar # correct indentation ¶
¶
Description of bar ¶
*/ ¶
¶
Lines of C++ code defining the attribute ¶
~~~~ ¶
¶
# Formatting rules ¶
¶
Most formatting is done automatically by Sphinx-doc. Use this markup for descriptions: ¶
¶
Formatting | Markup | Alternative Markup | Note/Example ¶
------------------------------------| ----------------------------------------- | ---------------------------- | ---------------- ¶
`constants` | `` :const:`true` `` | ``` ``true`` ``` | ¶
`"string constants"` | `` :const:`"empire-soldier"` `` | | ¶
`code sample` | ``` ``codesample`` ``` | | Don't use spaces inside the code. Otherwise the code will be splittet: `code` _`sample` ¶
Referring to an argument of a function | `**bold**` | | E.g.: The argument **plr** is the player ¶
¶
# C&P Examples ¶
¶
## References (links) ¶
¶
Every class, attribute, method or function can be referenced with the corresponding directive and this markup: ¶
¶
Markup | Shown as | Note ¶
------------------------------------------|-------------------------------------------------------------------------------------------------------- | ----------------------------------- ¶
``:class: `wl.game.Player` `` | [wl.game.Player](/documentation/autogen_wl_game/#wl.game.Player) | ¶
``:class: `~wl.game.Player` `` | [Player](/documentation/autogen_wl_game/#wl.game.Player) | Using the tilde (~) let the link appear only with ClassName ¶
``:meth:`send_to_inbox` `` | [send_to_inbox()](/documentation/autogen_auxiliary_messages.html#send_to_inbox) | Parenthesis are added automatically ¶
``:attr:`wl.game.Objective.name` `` | [wl.game.Objective.name](/documentation/autogen_wl_game.html#wl.game.Objective.name) | ¶
``:class: `new tittle <wl.game.Player>` `` | [new tittle](/documentation/autogen_wl_game/#wl.game.Player) | ¶
¶
Linking to a file needs two steps: ¶
¶
1. Add a directive to the file: e.g. `.. _richtext.lua:` ¶
2. Referencing is done by ``:ref: `richtext.lua` ``. Note that the leading underscore is omitted. ¶
¶
## C++ class ¶
¶
~~~~ ¶
.. class:: Player ¶
¶
Child of: :class:`wl.bases.PlayerBase` ¶
¶
Description of class ¶
*/ ¶
~~~~ ¶
¶
## C++ attributes ¶
¶
For files of type C++. Note the indentation: ¶
¶
~~~~ ¶
/* RST ¶
.. attribute:: inbox ¶
¶
(RO) Description of attribute ¶
*/ ¶
~~~~ ¶
¶
## C++ methods ¶
¶
Note the indentation: ¶
¶
~~~~ ¶
/* RST ¶
.. method:: message_box(title, message[, opts]) ¶
¶
Description of method ¶
¶
:arg title: Each argument has an :arg .....: and a :type ....:. Description of argument ¶
:type title: :class:`string` ¶
¶
:arg message: text of the message ¶
:type message: :class:`string ¶
*/ ¶
~~~~ ¶
¶
## LUA functions ¶
¶
~~~~ ¶
-- RST ¶
-- .. function:: scroll_to_map_pixel(map_pixel) ¶
-- ¶
-- Description of function ¶
-- ¶
-- :arg map_pixel: pixel to focus on. ¶
-- :type map_pixel: :class:`table` ¶
-- ¶
~~~~ ¶
¶
## Codeblock ¶
¶
Codeblocks can also be indented. So using a code block for a function looks like (lua file): ¶
¶
~~~~ ¶
-- .. code-block:: lua ¶
-- ¶
-- function jundlina(title, text) ¶
-- return speech("map:princess.png", "2F9131", title, text) ¶
-- end ¶
~~~~ ¶
¶
## Images ¶
¶
Images have to be saved below `doc/sphinx/source/images/`. To get an image in the documentation use: ¶
¶
~~~~ ¶
-- .. image:: images/wlrichtext.png ¶
-- :scale: 100 ¶
-- :alt: sample rendering ¶
-- :align: center ¶
-- ¶
~~~~