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Merge pull request #1892 from Calinou/capitalize-godot
Capitalize all instances of Godot (except the binary name)
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@@ -149,7 +149,7 @@ Add the following includes/imports:
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Apply the changes.
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Switch to the "Custom Build System" tab. Add a build configuration
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Switch to the "Custom Build System" tab. Add a build configuration
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and keep the build directory blank. Enable build tools and add ``scons``
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as the executable then add ``platform=x11 target=debug`` (``platform=osx``
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if you're on macOS) as the arguments.
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@@ -211,7 +211,7 @@ Add a Command Line Target:
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Add Godot Source to the Project:
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- Drag and drop godot source into project file browser.
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- Drag and drop Godot source into project file browser.
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- Uncheck *Create External Build System*
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.. image:: img/xcode_5_after_add_godot_source_to_project.png
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@@ -107,7 +107,7 @@ A singleton object template follows:
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}
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public void getInstanceId(int pInstanceId) {
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// You will need to call this method from godot and pass in the get_instance_id().
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// You will need to call this method from Godot and pass in the get_instance_id().
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instanceId = pInstanceId;
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}
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@@ -181,7 +181,7 @@ AndroidManifest
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---------------
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Some SDKs need custom values in AndroidManifest.xml. Permissions can be
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edited from the godot exporter so there is no need to add those, but
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edited from the Godot exporter so there is no need to add those, but
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maybe other functionalities are needed.
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Create the custom chunk of android manifest and put it inside the
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@@ -281,7 +281,7 @@ library that will be dynamically loaded when starting our game's binary.
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# Now define the shared library. Note that by default it would be built
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# into the module's folder, however it's better to output it into `bin`
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# next to the godot binary.
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# next to the Godot binary.
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shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)
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# Finally notify the main env it has our shared lirary as a new dependency.
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@@ -306,7 +306,7 @@ during runtime with the ``LD_LIBRARY_PATH`` environ variable:
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you won't be able to play you project from within the editor.
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On top of that, it would be nice to be able to select whether to compile our
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module as shared library (for development) or as a part of the godot binary
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module as shared library (for development) or as a part of the Godot binary
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(for release). To do that we can define a custom flag to be passed to SCons
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using the `ARGUMENT` command:
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@@ -6,12 +6,12 @@ Custom resource format loaders
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Introduction
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------------
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ResourceFormatLoader is a factory interface for loading file assets.
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Resources are primary containers. When load is called on the same file
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path again, the previous loaded Resource will be referenced. Naturally,
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ResourceFormatLoader is a factory interface for loading file assets.
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Resources are primary containers. When load is called on the same file
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path again, the previous loaded Resource will be referenced. Naturally,
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loaded resources must be stateless.
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This guide assumes the reader knows how to create C++ modules and godot
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This guide assumes the reader knows how to create C++ modules and Godot
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data types. If not, refer to this guide :ref:`doc_custom_modules_in_c++`.
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References
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@@ -44,15 +44,15 @@ References
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Creating a ResourceFormatLoader
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-------------------------------
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Each file format consist of a data container and a ``ResourceFormatLoader``.
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Each file format consist of a data container and a ``ResourceFormatLoader``.
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ResourceFormatLoaders are usually simple classes which return all the
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necessary metadata for supporting new extensions in Godot. The
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ResourceFormatLoaders are usually simple classes which return all the
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necessary metadata for supporting new extensions in Godot. The
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class must the return the format name and the extension string.
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In addition, ResourceFormatLoaders must convert file paths into
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resources with the ``load`` function. To load a resource, ``load`` must
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read and handle data serialization.
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In addition, ResourceFormatLoaders must convert file paths into
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resources with the ``load`` function. To load a resource, ``load`` must
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read and handle data serialization.
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.. code:: cpp
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@@ -160,7 +160,7 @@ Here is an example of how to create a custom datatype
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}
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operator String() const {
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JSON a;
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JSON a;
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return a.print(dict);
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}
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@@ -172,17 +172,17 @@ Here is an example of how to create a custom datatype
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Considerations
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~~~~~~~~~~~~~~
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Some libraries may not define certain common routines such as i/o handling.
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Some libraries may not define certain common routines such as i/o handling.
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Therefore, Godot call translations are required.
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For example, here is the code for translating ``FileAccess``
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For example, here is the code for translating ``FileAccess``
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calls into ``std::istream``.
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.. code:: cpp
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#include <istream>
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#include <streambuf>
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class GodotFileInStreamBuf : public std::streambuf{
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public:
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GodotFileInStreamBuf(FileAccess * fa) {
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@@ -262,10 +262,10 @@ Loading it on GDScript
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]
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}
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.. code::
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.. code::
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extends Node
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extends Node
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func _ready():
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var myjson = load("res://demo.mjson")
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print( myjson.toString())
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