Merge pull request #1892 from Calinou/capitalize-godot

Capitalize all instances of Godot (except the binary name)
This commit is contained in:
Rémi Verschelde
2018-11-20 09:55:17 +01:00
committed by GitHub
9 changed files with 33 additions and 33 deletions

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@@ -149,7 +149,7 @@ Add the following includes/imports:
Apply the changes.
Switch to the "Custom Build System" tab. Add a build configuration
Switch to the "Custom Build System" tab. Add a build configuration
and keep the build directory blank. Enable build tools and add ``scons``
as the executable then add ``platform=x11 target=debug`` (``platform=osx``
if you're on macOS) as the arguments.
@@ -211,7 +211,7 @@ Add a Command Line Target:
Add Godot Source to the Project:
- Drag and drop godot source into project file browser.
- Drag and drop Godot source into project file browser.
- Uncheck *Create External Build System*
.. image:: img/xcode_5_after_add_godot_source_to_project.png

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@@ -107,7 +107,7 @@ A singleton object template follows:
}
public void getInstanceId(int pInstanceId) {
// You will need to call this method from godot and pass in the get_instance_id().
// You will need to call this method from Godot and pass in the get_instance_id().
instanceId = pInstanceId;
}
@@ -181,7 +181,7 @@ AndroidManifest
---------------
Some SDKs need custom values in AndroidManifest.xml. Permissions can be
edited from the godot exporter so there is no need to add those, but
edited from the Godot exporter so there is no need to add those, but
maybe other functionalities are needed.
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.
# Now define the shared library. Note that by default it would be built
# into the module's folder, however it's better to output it into `bin`
# next to the godot binary.
# next to the Godot binary.
shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)
# Finally notify the main env it has our shared lirary as a new dependency.
@@ -306,7 +306,7 @@ during runtime with the ``LD_LIBRARY_PATH`` environ variable:
you won't be able to play you project from within the editor.
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
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:

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@@ -6,12 +6,12 @@ Custom resource format loaders
Introduction
------------
ResourceFormatLoader is a factory interface for loading file assets.
Resources are primary containers. When load is called on the same file
path again, the previous loaded Resource will be referenced. Naturally,
ResourceFormatLoader is a factory interface for loading file assets.
Resources are primary containers. When load is called on the same file
path again, the previous loaded Resource will be referenced. Naturally,
loaded resources must be stateless.
This guide assumes the reader knows how to create C++ modules and godot
This guide assumes the reader knows how to create C++ modules and Godot
data types. If not, refer to this guide :ref:`doc_custom_modules_in_c++`.
References
@@ -44,15 +44,15 @@ References
Creating a ResourceFormatLoader
-------------------------------
Each file format consist of a data container and a ``ResourceFormatLoader``.
Each file format consist of a data container and a ``ResourceFormatLoader``.
ResourceFormatLoaders are usually simple classes which return all the
necessary metadata for supporting new extensions in Godot. The
ResourceFormatLoaders are usually simple classes which return all the
necessary metadata for supporting new extensions in Godot. The
class must the return the format name and the extension string.
In addition, ResourceFormatLoaders must convert file paths into
resources with the ``load`` function. To load a resource, ``load`` must
read and handle data serialization.
In addition, ResourceFormatLoaders must convert file paths into
resources with the ``load`` function. To load a resource, ``load`` must
read and handle data serialization.
.. code:: cpp
@@ -160,7 +160,7 @@ Here is an example of how to create a custom datatype
}
operator String() const {
JSON a;
JSON a;
return a.print(dict);
}
@@ -172,17 +172,17 @@ Here is an example of how to create a custom datatype
Considerations
~~~~~~~~~~~~~~
Some libraries may not define certain common routines such as i/o handling.
Some libraries may not define certain common routines such as i/o handling.
Therefore, Godot call translations are required.
For example, here is the code for translating ``FileAccess``
For example, here is the code for translating ``FileAccess``
calls into ``std::istream``.
.. code:: cpp
#include <istream>
#include <streambuf>
class GodotFileInStreamBuf : public std::streambuf{
public:
GodotFileInStreamBuf(FileAccess * fa) {
@@ -262,10 +262,10 @@ Loading it on GDScript
]
}
.. code::
.. code::
extends Node
extends Node
func _ready():
var myjson = load("res://demo.mjson")
print( myjson.toString())