Standardize RST header syntax

This commit is contained in:
tetrapod00
2024-12-29 13:44:09 -08:00
parent 56a3dc697f
commit c4d3aa134a
101 changed files with 695 additions and 694 deletions
+11 -11
View File
@@ -70,7 +70,7 @@ Container types
Godot provides several container types out of the box as they serve different purposes:
Box Containers
^^^^^^^^^^^^^^
~~~~~~~~~~~~~~
Arranges child controls vertically or horizontally (via :ref:`HBoxContainer <class_HBoxContainer>` and
:ref:`VBoxContainer <class_VBoxContainer>`). In the opposite of the designated direction
@@ -81,7 +81,7 @@ Arranges child controls vertically or horizontally (via :ref:`HBoxContainer <cla
These containers make use of the *Stretch Ratio* property for children with the *Expand* flag set.
Grid Container
^^^^^^^^^^^^^^
~~~~~~~~~~~~~~
Arranges child controls in a grid layout (via :ref:`GridContainer <class_GridContainer>`, amount
of columns must be specified). Uses both the vertical and horizontal expand flags.
@@ -89,7 +89,7 @@ of columns must be specified). Uses both the vertical and horizontal expand flag
.. image:: img/containers_grid.png
Margin Container
^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~
Child controls are expanded towards the bounds of this control (via
:ref:`MarginContainer <class_MarginContainer>`). Padding will be added on the margins
@@ -103,7 +103,7 @@ constants overrides section of each control:
.. image:: img/containers_margin_constants.png
Tab Container
^^^^^^^^^^^^^
~~~~~~~~~~~~~
Allows you to place several child controls stacked on top of each other (via
:ref:`TabContainer <class_TabContainer>`), with only the *current* one visible.
@@ -119,7 +119,7 @@ The titles are generated from the node names by default (although they can be ov
Settings such as tab placement and *StyleBox* can be modified in the *TabContainer* theme overrides.
Split Container
^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~
Accepts only one or two children controls, then places them side to side with a divisor
(via :ref:`HSplitContainer <class_HSplitContainer>` and :ref:`VSplitContainer <class_VSplitContainer>`).
@@ -133,7 +133,7 @@ The divisor can be dragged around to change the size relation between both child
PanelContainer
^^^^^^^^^^^^^^
~~~~~~~~~~~~~~
A container that draws a *StyleBox*, then expands children to cover its whole area
(via :ref:`PanelContainer <class_PanelContainer>`, respecting the *StyleBox* margins).
@@ -144,7 +144,7 @@ It respects both the horizontal and vertical sizing options.
This container is useful as top-level, or just to add custom backgrounds to sections of a layout.
ScrollContainer
^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~
Accepts a single child node. If this node is bigger than the container, scrollbars will be added
to allow panning the node around (via :ref:`ScrollContainer <class_ScrollContainer>`). Both
@@ -160,7 +160,7 @@ Mouse wheel and touch drag (when touch is available) are also valid ways to pan
As in the example above, one of the most common ways to use this container is together with a *VBoxContainer* as child.
AspectRatioContainer
^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~
A container type that arranges its child controls in a way that preserves their proportions
automatically when the container is resized.
@@ -176,7 +176,7 @@ and you want the child elements to scale proportionally without losing their int
.. image:: img/containers_aspectratio_drag.webp
FlowContainer
^^^^^^^^^^^^^^
~~~~~~~~~~~~~
FlowContainer is a container that arranges its child controls either horizontally or vertically,
(via :ref:`HFlowContainer <class_HFlowContainer>` and via :ref:`VFlowContainer <class_VFlowContainer>`).
@@ -190,7 +190,7 @@ useful for creating flexible layouts where the child controls adjust automatical
.. image:: img/containers_hflow_drag.webp
CenterContainer
^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~
CenterContainer is a container that automatically keeps all of its child controls centered within it at their minimum size.
It ensures that the child controls are always aligned to the center, making it easier to create centered layouts without manual positioning.
@@ -201,7 +201,7 @@ It ensures that the child controls are always aligned to the center, making it e
.. image:: img/containers_center_drag.webp
SubViewportContainer
^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~
This is a special control that will only accept a single *Viewport* node as child, and it will display
it as if it was an image (via :ref:`SubViewportContainer <class_SubViewportContainer>`).
+15 -15
View File
@@ -216,7 +216,7 @@ Advanced font features
.. _doc_using_fonts_antialiasing:
Antialiasing
^^^^^^^^^^^^
~~~~~~~~~~~~
You can adjust how the font should be smoothed out when rendering by adjusting
*antialiasing* and *hinting*. These are different properties, with different use
@@ -251,7 +251,7 @@ exploring.
.. _doc_using_fonts_hinting:
Hinting
^^^^^^^
~~~~~~~
Hinting controls how aggressively glyph edges should be snapped to pixels when
rasterizing the font. **None** results in the smoothest appearance, which can
@@ -278,7 +278,7 @@ preference, you may prefer using one hinting mode over the other.
.. _doc_using_fonts_subpixel_positioning:
Subpixel positioning
^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~
Subpixel positioning can be adjusted. This is a `FreeType <https://freetype.org/>`__
feature that allows glyphs to be rendered more closely to their intended form.
@@ -305,7 +305,7 @@ effect at smaller font sizes.
.. _doc_using_fonts_mipmaps:
Mipmaps
^^^^^^^
~~~~~~~
By default, fonts do not have mipmaps generated to reduce memory usage and speed
up rasterization. However, this can cause downscaled fonts to become grainy. This
@@ -324,7 +324,7 @@ resistant to graininess out of the box.
.. _doc_using_fonts_msdf:
MSDF font rendering
^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~
Multi-channel signed distance field (MSDF) font rendering allows rendering fonts
at any size, without having to re-rasterize them when their size changes.
@@ -371,7 +371,7 @@ to the Import dock, enable **Multichannel Signed Distance Field**, then click
.. _doc_using_fonts_emoji:
Using emoji
^^^^^^^^^^^
~~~~~~~~~~~
Godot has limited support for emoji fonts:
@@ -421,7 +421,7 @@ emoji font:
It's possible to use a system font as a fallback font too.
Using icon fonts
^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~
Tools like `Fontello <https://fontello.com/>`__ can be used to generate font
files containing vectors imported from SVG files. This can be used to render
@@ -465,7 +465,7 @@ reserved for use by custom fonts and doesn't contain standard glyphs by design.
.. _doc_using_fonts_font_fallbacks:
Font fallbacks
^^^^^^^^^^^^^^
~~~~~~~~~~~~~~
Godot supports defining one or more fallbacks when the main font lacks a glyph
to be displayed. There are 2 main use cases for defining font fallbacks:
@@ -513,7 +513,7 @@ fallbacks.
.. _doc_using_fonts_variable_fonts:
Variable fonts
^^^^^^^^^^^^^^
~~~~~~~~~~~~~~
Godot has full support for `variable fonts <https://variablefonts.io/>`__, which
allow you to use a single font file to represent various font weights and styles
@@ -592,7 +592,7 @@ places:
Saving FontVariation to an external resource file
Faux bold and italic
^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~
When writing text in bold or italic, using font variants specifically designed
for this looks better. Spacing between glyphs will be more consistent when using
@@ -630,7 +630,7 @@ character transform to a positive value will italicize the text. Recommended
values are between ``0.2`` and ``0.4`` depending on the font.
Adjusting font spacing
^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~
For stylistic purposes or for better readability, you may want to adjust how a
font is presented in Godot.
@@ -659,7 +659,7 @@ displayed with stretching.
.. _doc_using_fonts_opentype_font_features:
OpenType font features
^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~
Godot supports enabling OpenType font features, which are a standardized way to
define alternate characters that can be toggled without having to swap font
@@ -738,7 +738,7 @@ features, then unchecking them in the inspector:
.. _doc_using_fonts_system_fonts:
System fonts
^^^^^^^^^^^^
~~~~~~~~~~~~
.. warning::
@@ -827,7 +827,7 @@ for details.
.. _doc_using_fonts_font_prerendering:
Font prerendering
^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~
When using traditional rasterized fonts, Godot caches glyphs on a per-font and
per-size basis. This reduces stuttering, but it can still occur the first time a
@@ -949,7 +949,7 @@ covering many more languages, such as French, German and Spanish. For Russian,
**Cyrillic** needs to be enabled, and so on.
Default project font properties
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In the **GUI > Theme** section of the advanced Project Settings, you can choose
how the default font should be rendered: