Open nonunknown opened 2 years ago
I do agree that generating from the header is better if it's an option, since we can have a single source while keeping the documentation in the source file itself.
I have spoken with people in the rocket chat and we ended up talking that we could use a script like https://github.com/godotengine/godot/blob/master/doc/tools/make_rst.py that generates rst files from the documentation. However, the documentation in the header file is in a different format, for example, it has a description for every param which the normal documentation has the description of the params in the middle of the description of the method, and so on, so I am unsure what to do in that case.
Describe the project you are working on
A G.O.A.P Implementation for Godotengine via GDExtension
Describe the problem or limitation you are having in your project
Me and a lot of users has little to none knowledge about GDNative and C++, now that GDNative is "deprecated" in 4.x we have even less knowledge about such powerful tool, some of them:
Describe the feature / enhancement and how it helps to overcome the problem or limitation
The documentation will have a "Zero to Hero" subject, where a user with basic knowledge of C++ will learn:
generate_bindings
anymore, because everytime you recompile example project it compile Godot classes too, but this need to be confirmed!Ref<>
and*
how and when to use them_ready()
)I may have forgot some stuff, so if you're reading this, please comment below suggestions
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
A Complete documentation in the docs page
If this enhancement will not be used often, can it be worked around with a few lines of script?
Nope, its a documentation.
Is there a reason why this should be core and not an add-on in the asset library?
this cant be addon, since is GDExtension.