Files
godot-docs-l10n/sphinx/templates/development/cpp/custom_modules_in_cpp.pot
2020-02-08 22:29:48 +01:00

311 lines
15 KiB
Plaintext

# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-02-08 22:29+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:4
msgid "Custom modules in C++"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:7
msgid "Modules"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:9
msgid "Godot allows extending the engine in a modular way. New modules can be created and then enabled/disabled. This allows for adding new engine functionality at every level without modifying the core, which can be split for use and reuse in different modules."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:14
msgid "Modules are located in the ``modules/`` subdirectory of the build system. By default, many different modules exist, such as GDScript (which, yes, is not part of the base engine), the Mono runtime, a regular expressions module, and others. As many new modules as desired can be created and combined, and the SCons build system will take care of it transparently."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:22
msgid "What for?"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:24
msgid "While it's recommended that most of a game be written in scripting (as it is an enormous time saver), it's perfectly possible to use C++ instead. Adding C++ modules can be useful in the following scenarios:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:28
msgid "Binding an external library to Godot (like PhysX, FMOD, etc)."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:29
msgid "Optimize critical parts of a game."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:30
msgid "Adding new functionality to the engine and/or editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:31
msgid "Porting an existing game."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:32
msgid "Write a whole, new game in C++ because you can't live without C++."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:35
msgid "Creating a new module"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:37
msgid "Before creating a module, make sure to download the source code of Godot and manage to compile it. There are tutorials in the documentation for this."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:40
msgid "To create a new module, the first step is creating a directory inside ``modules/``. If you want to maintain the module separately, you can checkout a different VCS into modules and use it."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:44
msgid "The example module will be called \"summator\", and is placed inside the Godot source tree (``C:\\godot`` refers to wherever the Godot sources are located):"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:55
msgid "Inside we will create a simple summator class:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:84
msgid "And then the cpp file."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:114
msgid "Then, the new class needs to be registered somehow, so two more files need to be created:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:122
msgid "With the following contents:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:149
msgid "Next, we need to create a ``SCsub`` file so the build system compiles this module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:160
msgid "With multiple sources, you can also add each file individually to a Python string list:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:168
msgid "This allows for powerful possibilities using Python to construct the file list using loops and logic statements. Look at some of the other modules that ship with Godot by default for examples."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172
msgid "To add include directories for the compiler to look at you can append it to the environment's paths:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:180
msgid "If you want to add custom compiler flags when building your module, you need to clone `env` first, so it won't add those flags to whole Godot build (which can cause errors). Example `SCsub` with custom flags:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:195
msgid "And finally, the configuration file for the module, this is a simple python script that must be named ``config.py``:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208
msgid "The module is asked if it's OK to build for the specific platform (in this case, ``True`` means it will build for every platform)."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:211
msgid "And that's it. Hope it was not too complex! Your module should look like this:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:223
msgid "You can then zip it and share the module with everyone else. When building for every platform (instructions in the previous sections), your module will be included."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:227
msgid "There is a parameter limit of 5 in C++ modules for things such as subclasses. This can be raised to 13 by including the header file ``core/method_bind_ext.gen.inc``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:232
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245
msgid "The output will be ``60``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:247
msgid "The previous Summator example is great for small, custom modules, but what if you want to use a larger, external library? Refer to :ref:`doc_binding_to_external_libraries` for details about binding to external libraries."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252
msgid "If your module is meant to be accessed from the running project (not just from the editor), you must also recompile every export template you plan to use, then specify the path to the custom template in each export preset. Otherwise, you'll get errors when running the project as the module isn't compiled in the export template. See the :ref:`Compiling <toc-devel-compiling>` pages for more information."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261
msgid "Improving the build system for development"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:263
msgid "So far we defined a clean and simple SCsub that allows us to add the sources of our new module as part of the Godot binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:266
msgid "This static approach is fine when we want to build a release version of our game given we want all the modules in a single binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:269
msgid "However the trade-off is every single change means a full recompilation of the game. Even if SCons is able to detect and recompile only the file that have changed, finding such files and eventually linking the final binary is a long and costly part."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:274
msgid "The solution to avoid such a cost is to build our own module as a shared library that will be dynamically loaded when starting our game's binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:307
msgid "Once compiled, we should end up with a ``bin`` directory containing both the ``godot*`` binary and our ``libsummator*.so``. However given the .so is not in a standard directory (like ``/usr/lib``), we have to help our binary find it during runtime with the ``LD_LIBRARY_PATH`` environ variable:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:317
msgid "**note**: Pay attention you have to ``export`` the environ variable otherwise you won't be able to play your project from within the editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:320
msgid "On top of that, it would be nice to be able to select whether to compile our module as shared library (for development) or as a part of the Godot binary (for release). To do that we can define a custom flag to be passed to SCons using the `ARGUMENT` command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:352
msgid "Now by default ``scons`` command will build our module as part of Godot's binary and as a shared library when passing ``summator_shared=yes``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:355
msgid "Finally you can even speedup build further by explicitly specifying your shared module as target in the scons command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:363
msgid "Writing custom documentation"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:365
msgid "Writing documentation may seem like a boring task, but it is highly recommended to document your newly created module in order to make it easier for users to benefit from it. Not to mention that the code you've written one year ago may become indistinguishable from the code that was written by someone else, so be kind to your future self!"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:371
msgid "There are several steps in order to setup custom docs for the module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373
msgid "Make a new directory in the root of the module. The directory name can be anything, but we'll be using the ``doc_classes`` name throughout this section."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:376
msgid "Append the following code snippet to ``config.py``:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:388
msgid "The ``get_doc_classes()`` method is necessary for the build system to know which documentation classes of the module must be merged, since the module may contain several classes. Replace ``ClassName`` with the name of the class you want to write documentation for. If you need docs for more than one class, append those as well."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:394
msgid "The ``get_doc_path()`` method is used by the build system to determine the location of the docs. In our case, they will be located in the ``doc_classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:398
msgid "Run command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:404
msgid "This will dump the engine API reference to the given ``<path>`` in XML format. Notice that you'll need to configure your ``PATH`` to locate Godot's executable, and make sure that you have write access rights. If not, you might encounter an error similar to the following:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:414
msgid "Get generated doc file from ``godot/doc/classes/ClassName.xml``"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416
msgid "Copy this file to ``doc_classes``, optionally edit it, then compile the engine."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:418
msgid "The build system will fetch the documentation files from the ``doc_classes`` directory and merge them with the base types. Once the compilation process is finished, the docs will become accessible within the engine's built-in documentation system."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422
msgid "In order to keep documentation up-to-date, all you'll have to do is simply modify one of the ``ClassName.xml`` files and recompile the engine from now on."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:428
msgid "Adding custom editor icons"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430
msgid "Similarly to how you can write self-contained documentation within a module, you can also create your own custom icons for classes to appear in the editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:433
msgid "For the actual process of creating editor icons to be integrated within the engine, please refer to :ref:`doc_editor_icons` first."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:436
msgid "Once you've created your icon(s), proceed with the following steps:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438
msgid "Make a new directory in the root of the module named ``icons``. This is the default path for the engine to look for module's editor icons."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:441
msgid "Move your newly created ``svg`` icons (optimized or not) into that folder."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443
msgid "Recompile the engine and run the editor. Now the icon(s) will appear in editor's interface where appropriate."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:446
msgid "If you'd like to store your icons somewhere else within your module, add the following code snippet to ``config.py`` to override the default path:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455
msgid "Summing up"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:457
msgid "Remember to:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:459
msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:460
msgid "use ``_bind_methods`` to bind your functions to scripting, and to allow them to work as callbacks for signals."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:463
msgid "But this is not all, depending what you do, you will be greeted with some (hopefully positive) surprises."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:466
msgid "If you inherit from :ref:`class_Node` (or any derived node type, such as Sprite), your new class will appear in the editor, in the inheritance tree in the \"Add Node\" dialog."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:469
msgid "If you inherit from :ref:`class_Resource`, it will appear in the resource list, and all the exposed properties can be serialized when saved/loaded."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:472
msgid "By this same logic, you can extend the Editor and almost any area of the engine."
msgstr ""