Create documentation and class references from your Godot GDScript code.
GDScript Docs Maker
Docs Maker is a set of tools to convert documentation you write inside your code to an online or offline code reference in the markdown format.
If you make plugins or a framework for Godot, GDScript Docs Maker will help you save a lot of time documenting your code.
It creates documents following Godot's built-in class reference. You can see an example with our Godot Steering Toolkit documentation
Table of Contents
- Getting Started
- Hugo output
- The manual way
Note: This program requires Godot 3.2+ and Python 3.7+ to work.
You can install the GDScript Docs Maker python package with pip:
# On Linux and MacOS: python3 -m pip install gdscript_docs_maker # On Windows, if you installed Python 3.7+, you can use: python -m pip install gdscript_docs_maker
Although to use the shell script that simplifies creating the reference,
generate_reference, you need to clone this repository. More on that below.
In this section, you will learn to use the program to generate a code reference quickly.
This involves two steps. You need to:
- Write docstrings inside your GDScript code.
- Use one of the shell programs that ships with this add-on.
Writing your code reference
Docstring or doc-comments in GDScript don't have any special markup.
You can document classes, properties, and functions with comment blocks placed on the line before their definition:
# A linear and angular amount of acceleration. class_name GSTTargetAcceleration # Linear acceleration var linear: = Vector3.ZERO # Angular acceleration var angular: = 0.0 # Resets the accelerations to zero func reset() -> void: linear = Vector3.ZERO angular = 0.0
If you need long docstrings, you can use multiple commented lines:
# A specialized steering agent that updates itself every frame so the user does # not have to using a KinematicBody2D # category: Specialized agents extends GSAISpecializedAgent class_name GSAIKinematicBody2DAgent
Generating the markdown files
We wrote two shell scripts to automate the steps in generating a code reference:
./generate_reference for Linux or MacOS, and
./generate_reference.bat for Windows.
Use either of them to quickly generate your code reference:
Generate a code reference from GDScript Usage: generate_reference $project_directory [options] Required arguments: $project_directory -- path to your Godot project directory. This directory or one of its subdirectories should contain a project.godot file. Flags: -h/--help -- Display this help message. -o/--output-directory -- directory path to output the documentation into. -f/--format -- Either `markdown` or `hugo`. If `hugo`, the output document includes a TOML front-matter at the top. Default: `markdown`. -a/--author -- If --format is `hugo`, controls the author property in the TOML front-matter.
To use them:
- You need to clone this repository or download the source code from a stable release.
- You need
godotto be available on the system PATH variable.
You can output markdown files for hugo, the static website engine.
To do so, call GDScript docs maker with the
--format hugo option. You can use two extra flags with this:
--date YYYY-MM-DD, the date in iso format, if you want the documents to have a date other than today. Default: datetime.date.today() --author author_id, the id of the author on your hugo website, to assign an the author for the documents. Default: ""
Here's how I generate the Godot Steering Toolkit's documentation. This command outputs the class reference straight into the website:
python3 -m gdscript_docs_maker $HOME/Repositories/godot-steering-toolkit/project/reference.json --format hugo --author razoric --path $HOME/Repositories/website/content/docs/godot-steering-toolkit/reference/classes/
The manual way
If you want to generate the JSON and convert it manually, there are three steps involved:
- Copying the GDScript files
./godot-scripts/ReferenceCollectorCLI.gdto your Godot 3.2 project.
- Running the GDScript code with Godot, either from the editor (
ReferenceCollector.gd) or by calling Godot from the command line (
gdscript_docs_makeron the reference.json file that Godot generated in the previous step.
Note: to parse and collect data from GDScript code, we rely on the GDScript language server that's new in Godot 3.2.
gdscript-docs-maker package directly using the
python -m option:
Usage: gdscript_docs_maker [-h] [-p PATH] [-v] [--dry-run] files [files ...] Merges or converts json data dumped by Godot's GDScript language server to create a code reference. positional arguments: files A list of paths to JSON files. optional arguments: -h, --help Show this help message and exit. -p PATH, --path PATH Path to the output directory. -v, --verbose Set the verbosity level. For example, -vv sets the verbosity level to 2. Default: 0. --dry-run Run the script without creating files and folders. For debugging purposes.
The program takes a list of JSON files. For example, we generate the code reference of our AI framework Godot Steering Toolkit like so with the shell:
python -m gdscript-docs-maker ~/Repositories/godot-steering-toolkit/src/reference.json
This document lists new features, improvements, changes, and bug fixes in every GDScript docs maker release.
GDScript Docs Maker 1.5.1
make buildsetuptools build by using
pip installinstallation workflow (tested locally, PyPi package needs to be updated) - Related issue: #76
generate_referencenot finding any file when using -d option (may fix issue #63)
GDScript Docs Maker 1.5.0
- Added support for constants by @db0.
- Fixed descriptions eating whitespace and flattening nested lists. By @db0.
GDScript Docs Maker 1.4.0
- Added support for inner classes.
- Known limitation: the program only supports one nesting level at the moment. This is in part because by writing them recursively, we would not have enough heading levels (web pages support 6, we are already using 5). Also, we haven't found a project that used that GDScript feature yet, nesting sub-classes.
- The shell program
get_referencenow supports command line flags.
- You can specify directories of the Godot project to parse with
- There is now a
-V/--versionflag to print the version number.
- Improved the shell program
get_reference's code to better report errors and work by calling
- Setter and getter functions now render as a bullet-point list with the member variable they belong to.
- Headings now generate only with leading hashes
#instead of being wrapped in hashes.
- The syntax for tags and other special information now is like JSDoc:
@tags - tag1, tag2, tag3. This differentiates special markup or metadata from the regular docstring. There is also a discussion to adopt markup like this in Godot.
- Fixed an error when using the
- Added the relative "../" to links to Fixed links leading to 404 pages.
- Fixed table for setters and getters rendering as plain text with some markdown parsers.
- Fixed function call error in
GDScript Docs Maker 1.3.0
- Create an index page with a table of contents. To do so, use the new
--make-index. This generates an extra
- You can now link between classes, including to specific methods and
[symbol_in_this_class]and docs maker will replace it with a link to the corresponding page and heading.
- Add support for the class category
metadata: this allows you to group classes by categories. Add a line with# category: My Category` in your class's docstring to register a category for it.
- Classes now show all ancestors they extend, and the extends list links to the reference of parent classes.
- Store and write key project information: name, description, and human-readable
- We get them from the Application Settings in your Godot project.
- For the project version, in 3.2.0, you need to add it yourself as `application/config/version. It must be with the form "1.0.0". Future or more recent Godot versions should have this defined by default. Upon exporting your game, Godot should also use this version number.
- The Windows
generate_reference.batcommand-line script now supports command-line flags and arguments. The script also now checks for and prevents common errors.
extendsline if the class doesn't extend any type.
- Remove properties summary and methods summary if the class respectively doesn't have public properties or methods.
- Changed the default export directory to "export", as we use "dist" to build the program's pip package itself.
GDScript Docs Maker 1.2.1
- Move the pip package's configuration to
- The setup now automatically finds packages and data.
- This improves type checks and imports with mypy.
- The tool now outputs regular markdown code blocks instead of hugo shortcodes by default.
Collector.gdscript you can run from Godot's editor now rebuilds the language server cache so you don't need to restart Godot to rebuild the JSON class data.
- Fixed an error in markdown conversion when the Godot Language Server generates empty classes in the generated JSON file.
- If a class doesn't have a name, docs maker will now skip it.
GDScript Docs Maker 1.2
- Add code highlighting to the
--authorcommand line flags for the hugo front matter output.
- Add support for the
abstracttag, for abstract base classes.
- Add GDScript code highlighting for the hugo export format.
- Add support for enums.
- The documents now only have 1 empty line betweens paragraphs, headings, etc. instead of 2 to 4.
GDScript Docs Maker 1.1
- New output format for the static website engine hugo with toml front-matter. Use the
--format hugooption to select it.
--dry-runcommand-line option to output debug information.
- Use code blocks for functions instead of inline code.
GDScript Docs Maker 1.0
This is the initial release of the program. It can collect and generate a code reference from your Godot GDScript projects.
- Parses and collects docstrings from GDScript files, using Godot 3.2's Language Server. Outputs the data as JSON.
- Converts the JSON data to markdown files.
- Writes methods, static functions, signals, member variables, and class data.
- Only writes relevant sections. For example, the tool only creates a "Method Descriptions" section if there are methods in the class.
- Skips built-in callbacks, i.e.
- Skips the constructor,
_init, unless it has arguments.
- Skips private functions and member variables, unless tagged as virtual.
- Supports tags in the source code with the
tags:keyword followed by comma-separated strings, like
tags: virtual, deprecated.
- Currently, the program only takes
virtualinto account, but it does store all the tags.
- Currently, the program only takes
- There are two shell scripts for POSIX shells (sh, bash, etc.) and Windows CMD, respectively. Use them to generate your code reference instantly.
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