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Merge pull request #4092 from Calinou/custom-modules-no-multiple-inheritance
Document caveats related to multiple inheritance in C++ modules
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@@ -28,7 +28,7 @@ instead. Adding C++ modules can be useful in the following scenarios:
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- Binding an external library to Godot (like PhysX, FMOD, etc).
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- Optimize critical parts of a game.
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- Adding new functionality to the engine and/or editor.
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- Porting an existing game.
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- Porting an existing game to Godot.
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- Write a whole, new game in C++ because you can't live without C++.
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Creating a new module
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@@ -503,10 +503,10 @@ Writing custom documentation
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----------------------------
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Writing documentation may seem like a boring task, but it is highly recommended
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to document your newly created module in order to make it easier for users to
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benefit from it. Not to mention that the code you've written one year ago may
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become indistinguishable from the code that was written by someone else, so be
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kind to your future self!
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to document your newly created module to make it easier for users to benefit
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from it. Not to mention that the code you've written one year ago may become
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indistinguishable from the code that was written by someone else, so be kind to
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your future self!
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There are several steps in order to setup custom docs for the module:
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@@ -695,9 +695,12 @@ Summing up
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Remember to:
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- use ``GDCLASS`` macro for inheritance, so Godot can wrap it
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- use ``_bind_methods`` to bind your functions to scripting, and to
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- Use ``GDCLASS`` macro for inheritance, so Godot can wrap it.
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- Use ``_bind_methods`` to bind your functions to scripting, and to
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allow them to work as callbacks for signals.
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- **Avoid multiple inheritance for classes exposed to Godot**, as ``GDCLASS``
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doesn't support this. You can still use multiple inheritance in your own
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classes as long as they're not exposed to Godot's scripting API.
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But this is not all, depending what you do, you will be greeted with
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some (hopefully positive) surprises.
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