update documentation for the documentation

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@ -14,11 +14,15 @@ compiled to HTML, such as automatic tables of contents, cross-linking, special
external links (forum, wiki, etc) and more. The documentation is compiled by a
Python tool, `Sphinx <https://www.sphinx-doc.org>`_.
The DFHack build process will compile the documentation, but this is disabled
by default due to the additional Python and Sphinx requirements. You typically
only need to build the docs if you're changing them, or perhaps
if you want a local HTML copy; otherwise, you can read an
`online version hosted by ReadTheDocs <https://dfhack.readthedocs.org>`_.
The DFHack build process will compile and install the documentation so it can be
displayed in-game by the `help` and `ls` commands (and any other command or GUI that
displays help text), but this is disabled by default due to the additional Python and
Sphinx requirements. If you already have a version of the docs installed (say from a
downloaded release binary), then you only need to build the docs if you're changing them
and want to see the changes reflected in your game.
You can also build the docs if you just want a local HTML- or text-rendered copy, though
you can always read the `online version <https://dfhack.readthedocs.org>`_.
(Note that even if you do want a local copy, it is certainly not necessary to
compile the documentation in order to read it. Like Markdown, reST documents are
@ -28,6 +32,63 @@ The main thing you lose in plain text format is hyperlinking.)
.. contents:: Contents
:local:
Concepts and general guidance
=============================
The source ``.rst`` files are compiled to HTML for viewing in a browser and to text
format for viewing in-game. For in-game help, the help text is read from its installed
location in ``hack/docs`` under the DF directory for in-game display.
Remember, everything should be documented! If it's not clear *where* a particular thing
should be documented, ask on Discord or in the DFHack thread on Bay12 -- as well as
getting help, you'll be providing valuable feedback that makes it easier for future readers!
Try to keep lines within 80-100 characters, so it's readable in plain text
in the terminal - Sphinx (our documentation system) will make sure
paragraphs flow.
Short descriptions
------------------
Each command that a user can run, as well as every plugin that can be enabled for some
lasting effect, needs to have a short (~54 character) descriptive string associated with
it. This description text is:
- used in-game by the `ls` command and DFHack UI screens that list commands
- used in the generated index entries in the HTML docs
Tags
----
To make it easier for players to find related commands, all plugins and commands are marked
with relevant tags. These are used to compile indices and generate cross-links between the
commands, both in the HTML documents and in-game. See the list of available tags
`here <categories>` and think about which categories your new tools belongs in.
Links
-----
If it would be helpful to mention another DFHack command, don't just type the
name - add a hyperlink! Specify the link target in backticks, and it will be
replaced with the corresponding title and linked: e.g. ```autolabor```
=> `autolabor`. Scripts and plugins have link targets that match their names
created for you automatically.
If you want to link to a heading in your own page, you can specifiy it like this::
`Heading text exactly as written`_
Note that the DFHack documentation is configured so that single backticks (with
no prefix or suffix) produce links to internal link targets, such as the
``autolabor`` target shown above. This is different from the reStructuredText
default behavior of rendering such text in italics (as a reference to a title).
For alternative link behaviors, see:
- `The reStructuredText documentation on roles <https://docutils.sourceforge.io/docs/ref/rst/roles.html>`__
- `The reStructuredText documentation on external links <https://docutils.sourceforge.io/docs/ref/rst/restructuredtext.html#hyperlink-targets>`__
- `The Sphinx documentation on roles <https://www.sphinx-doc.org/en/master/usage/restructuredtext/roles.html>`__
- ``:doc:`` is useful for linking to another document outside of DFHack.
.. _docs-standards:
Documentation standards
@ -38,106 +99,191 @@ there are a few important standards for completeness and consistent style. Trea
this section as a guide rather than iron law, match the surrounding text, and you'll
be fine.
Command documentation
---------------------
Where do I add the help text?
-----------------------------
Each command should have a short (~54 character) help string, which is shown
by the `ls` command. For scripts, this is a comment on the first line
(the comment marker and whitespace is stripped). For plugins it's the second
argument to ``PluginCommand``. Please make this brief but descriptive!
For scripts and plugins that are distributed as part of DFHack, documentation files
should be added to the :source-scripts:`docs` and :source:`docs/plugins` directories,
respectively, in a file named after the script or plugin. For example, a script named
``gui/foobar.lua`` (which provides the ``gui/foobar`` command) should be documented
in a file named ``docs/gui/foobar.rst`` in the scripts repo. Similarly, a plugin named
``foobaz`` should be documented in a file named ``docs/plugins/foobaz.rst`` in the dfhack repo.
For plugins, all commands provided by that plugin should be documented in that same file.
Everything should be documented! If it's not clear *where* a particular
thing should be documented, ask on IRC or in the DFHack thread on Bay12 -
as well as getting help, you'll be providing valuable feedback that
makes it easier for future readers!
Short descriptions (the ~54 character short help) are taken from the first "sentence" of
the help text for scripts and plugins that can be enabled. This means that the help should
begin with a sentence fragment that begins with a capital letter and ends in a full stop
(``.``). Please make this brief but descriptive!
Scripts can use a custom autodoc function, based on the Sphinx ``include``
directive - anything between the tokens is copied into the appropriate scripts
documentation page. For Ruby, we follow the built-in docstring convention
(``=begin`` and ``=end``). For Lua, the tokens are ``[====[`` and ``]====]``
- ordinary multi-line strings. It is highly encouraged to reuse this string
as the in-console documentation by (e.g.) printing it when a ``-help`` argument
is given.
Short descriptions for commands provided by plugins are taken from the ``description``
parameter passed to the ``PluginCommand`` constructor used when the command is registered
in the plugin source file.
The docs **must** have a heading which exactly matches the command, underlined
with ``=====`` to the same length. For example, a lua file would have:
.. code-block:: lua
Header format
-------------
local helpstr = [====[
The docs **must** begin with a heading which exactly matches the script or plugin name, underlined
with ``=====`` to the same length. This should be followed by a ``Tags:`` line with
comma-separated links to the tag indices, and then a ``:dfhack-keybind:`commandname``` line for
each command provided by the script or plugin. For scripts, this will just be the script name.
Plugins that do not provide commands (i.e. they can just be enabled for some persistent effect or
they just export functionality via a Lua API) don't need any ``:dfhack-keybind:`` lines at all.
The first line of the text should then be the short description that will be used for the script
or plugin. For example, documentation for the ``build-now`` script might look like:
add-thought
===========
Adds a thought or emotion to the selected unit. Can be used by other scripts,
or the gui invoked by running ``add-thought gui`` with a unit selected.
.. code-block:: rst
]====]
build-now
=========
Tags: `tag/fort`, `tag/buildings`
:dfhack-keybind:`build-now`
Instantly completes unsuspended building jobs. By default, all constructions
and buildings on the map are completed, but the area of effect is configurable.
.. highlight:: rst
Usage help
----------
Where the heading for a section is also the name of a command, the spelling
and case should exactly match the command to enter in the DFHack command line.
The first section after the header and introductory text should be the usage block. You can
choose between two formats, based on whatever is cleaner or clearer for your syntax. The first
option is to show usage formats together, with an explanation following the block::
Try to keep lines within 80-100 characters, so it's readable in plain text
in the terminal - Sphinx (our documentation system) will make sure
paragraphs flow.
Usage::
Command usage
-------------
build-now [<options>]
build-now here [<options>]
build-now [<pos> [<pos>]] [<options>]
If there aren't many options or examples to show, they can go in a paragraph of
text. Use double-backticks to put commands in monospaced font, like this::
Where the optional ``<pos>`` pair can be used to specify the coordinate bounds
within which ``build-now`` will operate. If they are not specified,
``build-now`` will scan the entire map. If only one ``<pos>`` is specified, only
the building at that coordinate is built.
You can use ``cleanowned scattered x`` to dump tattered or abandoned items.
The ``<pos>`` parameters can either be an ``<x>,<y>,<z>`` triple (e.g.
``35,12,150``) or the string ``here``, which means the position of the active
game cursor.
If the command takes more than three arguments, format the list as a table
called Usage. The table *only* lists arguments, not full commands.
Input values are specified in angle brackets. Example::
The second option is to arrange the usage options in a list, with the full command
and arguments in monospaced font. Then indent the next line and describe the effect::
Usage:
:arg1: A simple argument.
:arg2 <input>: Does something based on the input value.
:Very long argument:
Is very specific.
``build-now [<options>]``
Scan the entire map and build all unsuspended constructions and buildings.
``build-now here [<options>]``
Build the unsuspended construction or building under the cursor.
``build-now [<pos> [<pos>]] [<options>]``
Build all unsuspended constructions within the specified coordinate box.
To demonstrate usage - useful mainly when the syntax is complicated, list the
full command with arguments in monospaced font, then indent the next line and
describe the effect::
The ``<pos>`` parameters are specified as...
``resume all``
Resumes all suspended constructions.
Note that in both options, the entire commandline syntax is written, including the command itself.
Literal text is written as-is (e.g. the word ``here`` in the above example), and text that
describes the kind of parameter that is being passed (e.g. ``pos`` or ``options``) is enclosed in
angle brackets (``<`` and ``>``). Optional elements are enclosed in square brackets (``[`` and ``]``).
Links
-----
Examples
--------
If it would be helpful to mention another DFHack command, don't just type the
name - add a hyperlink! Specify the link target in backticks, and it will be
replaced with the corresponding title and linked: e.g. ```autolabor```
=> `autolabor`. Link targets should be equivalent to the command
described (without file extension), and placed above the heading of that
section like this::
If the only way to run the command is to type the command itself, then this section is not necessary.
Otherwise, please consider adding a section that shows some real, practical usage examples. For
many users, this will be the **only** section they will read. It is so important that it is a good
idea to include the ``Examples`` section **before** you describe any extended options your command
might take. Write examples for what you expect the popular use cases will be. Also be sure to write
examples showing specific, practical values being used for any parameter that takes a value.
.. _autolabor:
Examples should go in their own subheading with a single dash underline (``--------``). The examples
themselves should be organized in a list, the same as in option 2 for Usage above. Here is an
example Examples section::
autolabor
=========
Examples
--------
Add link targets if you need them, but otherwise plain headings are preferred.
Scripts have link targets created automatically.
``build-now``
Completes all unsuspended construction jobs on the map.
``build-now 37,20,154 here``
Builds the unsuspended, unconstructed buildings in the box bounded by the coordinate
x=37,y=20,z=154 and the cursor.
Note that the DFHack documentation is configured so that single backticks (with
no prefix or suffix) produce links to internal link targets, such as the
``autolabor`` target shown above. This is different from the reStructuredText
default behavior of rendering such text in italics (as a reference to a title).
For alternative link behaviors, see:
Options
-------
- `The reStructuredText documentation on roles <https://docutils.sourceforge.io/docs/ref/rst/roles.html>`__
- `The reStructuredText documentation on external links <https://docutils.sourceforge.io/docs/ref/rst/restructuredtext.html#hyperlink-targets>`__
- `The Sphinx documentation on roles <https://www.sphinx-doc.org/en/master/usage/restructuredtext/roles.html>`__
The options header should follow the examples, with each option in the same list format as the
examples::
Options
-------
``-h``, ``--help``
Show help text.
``-l``, ``--quality <level>``
Set the quality of the architecture for built architected builtings.
``-q``, ``--quiet``
Suppress informational output (error messages are still printed).
Note that for parameters that have both short and long forms, any values that those options
take only need to be specified once (e.g. ``<level>``).
External scripts and plugins
============================
Scripts and plugins distributed separately from DFHack's release packages don't have the
opportunity to add their documentation to the rendered HTML or text output. However, these
scripts and plugins can use a different mechanism to at least make their help text available
in-game.
Note that since help text for external scripts and plugins is not rendered by Sphinx,
it should be written in plain text. Any reStructuredText markup will not be processed.
For external scripts, the short description comes from a comment on the first line
(the comment marker and extra whitespace is stripped). For Lua, this would look like::
-- A short description of my cool script.
and for Ruby scripts it would look like::
# A short description of my cool script.
The main help text for an external script needs to appear between two markers. For
Lua, these markers are ``[====[`` and ``]====]``, and for Ruby they are ``=begin`` and
``=end``. The documentation standards above still apply to external tools, but there is
no need to include backticks for links or monospaced fonts. Here is a Lua example for an
entire script header::
-- Inventory management for adventurers.
-- [====[
gui/adv-inventory
=================
Tags: adventure, map
Allows you to quickly move items between containers. This includes yourself
and any followers you have.
Usage:
gui/adv-inventory [<options>]
Examples:
gui/adv-inventory
Opens the GUI with nothing preselected
gui/adv-inventory take-all
Opens the GUI with all container items already selected and ready to move
into the adventurer's inventory.
Options:
take-all
Starts the GUI with container items pre-selected
give-all
Starts the GUI with your own items pre-selected
]====]
- ``:doc:`` is useful for linking to another document
For external plugins, help text for provided commands can be passed as the ``usage``
parameter when registering the commands with the ``PluginCommand`` constructor. There
is currently no way for associating help text with the plugin itself, so any
information about what the plugin does when enabled should be combined into the command
help.
Required dependencies
=====================
@ -258,8 +404,8 @@ ways to do this:
* On Windows, if you prefer to use the batch scripts, you can run
``generate-msvc-gui.bat`` and set ``BUILD_DOCS`` through the GUI. If you are
running another file, such as ``generate-msvc-all.bat``, you will need to edit
it to add the flag. You can also run ``cmake`` on the command line, similar to
other platforms.
the batch script to add the flag. You can also run ``cmake`` on the command line,
similar to other platforms.
By default, both HTML and text docs are built by CMake. The generated
documentation is stored in ``docs/html`` and ``docs/text`` (respectively) in the