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Replace uses of shorthand codeblock syntax to avoid issues with localization
Previously, many paragraphs in the documentation used `::` at the end of a line as a replacement for a single colon (and `::` on the following line). Due to this, the `::` was part of the extracted string for localization. Weblate also showed a warning about the trailing `::`, as it's not normally expected to be there. This change requires translators to revalidate all modified strings. However, considering many of those have broken code blocks due to translators replacing `::` with `:`, it can be a good idea. This also adds documentation writing guidelines for code blocks and admonitions. This commit does not modify existing admonitions in any way (as this would lead to a much larger diff, and require more localizable text to be revalidated by translators).
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@@ -128,11 +128,13 @@ Use the following steps if you have a v1 Android plugin you want to migrate to v
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2. Update the Godot Android library build dependency:
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- You can continue using the ``godot-lib.<version>.<status>.aar`` binary from `Godot's download page <https://godotengine.org/download>`_ if that's your preference. Make sure it's updated to the latest stable version.
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- Or you can switch to the MavenCentral provided dependency::
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- Or you can switch to the MavenCentral provided dependency:
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dependencies {
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implementation("org.godotengine:godot:4.2.0.stable")
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}
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::
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dependencies {
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implementation("org.godotengine:godot:4.2.0.stable")
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}
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3. After updating the Godot Android library dependency, sync or build the plugin and resolve any compile errors:
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@@ -150,46 +152,48 @@ As mentioned, a v2 Android plugin is now provided to the Godot Editor as an ``Ed
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2. Add the `tool script <https://docs.godotengine.org/en/stable/tutorials/plugins/editor/making_plugins.html#the-script-file>`_ for the export functionality within the plugin directory (e.g: in ``addons/<plugin_name>/``)
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- The created script must be a ``@tool`` script, or else it will not work properly
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- The export tool script is used to configure the Android plugin and hook it within the Godot Editor's export process. It should look something like this::
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- The export tool script is used to configure the Android plugin and hook it within the Godot Editor's export process. It should look something like this:
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@tool
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extends EditorPlugin
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::
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# A class member to hold the editor export plugin during its lifecycle.
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var export_plugin : AndroidExportPlugin
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@tool
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extends EditorPlugin
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func _enter_tree():
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# Initialization of the plugin goes here.
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export_plugin = AndroidExportPlugin.new()
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add_export_plugin(export_plugin)
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# A class member to hold the editor export plugin during its lifecycle.
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var export_plugin : AndroidExportPlugin
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func _enter_tree():
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# Initialization of the plugin goes here.
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export_plugin = AndroidExportPlugin.new()
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add_export_plugin(export_plugin)
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func _exit_tree():
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# Clean-up of the plugin goes here.
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remove_export_plugin(export_plugin)
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export_plugin = null
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func _exit_tree():
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# Clean-up of the plugin goes here.
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remove_export_plugin(export_plugin)
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export_plugin = null
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class AndroidExportPlugin extends EditorExportPlugin:
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# Plugin's name.
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var _plugin_name = "<plugin_name>"
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class AndroidExportPlugin extends EditorExportPlugin:
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# Plugin's name.
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var _plugin_name = "<plugin_name>"
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# Specifies which platform is supported by the plugin.
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func _supports_platform(platform):
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if platform is EditorExportPlatformAndroid:
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return true
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return false
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# Specifies which platform is supported by the plugin.
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func _supports_platform(platform):
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if platform is EditorExportPlatformAndroid:
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return true
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return false
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# Return the paths of the plugin's AAR binaries relative to the 'addons' directory.
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func _get_android_libraries(platform, debug):
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if debug:
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return PackedStringArray(["<paths_to_debug_android_plugin_aar_binaries>"])
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else:
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return PackedStringArray(["<paths_to_release_android_plugin_aar_binaries>"])
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# Return the paths of the plugin's AAR binaries relative to the 'addons' directory.
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func _get_android_libraries(platform, debug):
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if debug:
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return PackedStringArray(["<paths_to_debug_android_plugin_aar_binaries>"])
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else:
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return PackedStringArray(["<paths_to_release_android_plugin_aar_binaries>"])
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# Return the plugin's name.
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func _get_name():
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return _plugin_name
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# Return the plugin's name.
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func _get_name():
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return _plugin_name
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- Here are the set of `EditorExportPlugin APIs <https://docs.godotengine.org/en/stable/classes/class_editorexportplugin.html>`_ most relevant to use in this tool script:
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@@ -206,7 +210,9 @@ As mentioned, a v2 Android plugin is now provided to the Godot Editor as an ``Ed
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to the app's manifest which are preserved when the Godot Editor is updated, resolving a long standing issue with v1 Android plugins.
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3. Create a ``plugin.cfg``. This is an INI file with metadata about your plugin::
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3. Create a ``plugin.cfg``. This is an INI file with metadata about your plugin:
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::
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[plugin]
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@@ -248,7 +254,9 @@ At build time, the contents of the ``export_scripts_template`` directory as well
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+--plugin.gdextension # GDExtension config file
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Here is what the ``plugin.gdextension`` config file should look like::
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Here is what the ``plugin.gdextension`` config file should look like:
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::
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[configuration]
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@@ -298,7 +306,9 @@ Using a v2 Android plugin
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7. In the ``Android export preset``, scroll to ``Gradle Build`` and set ``Use Gradle Build`` to ``true``
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8. Update the project's scripts as needed to access the plugin's functionality. For example::
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8. Update the project's scripts as needed to access the plugin's functionality. For example:
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::
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if Engine.has_singleton("MyPlugin"):
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var singleton = Engine.get_singleton("MyPlugin")
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@@ -332,7 +342,9 @@ Simplify access to the exposed Java / Kotlin APIs
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To make it easier to access the exposed Java / Kotlin APIs in the Godot Editor, it's recommended to
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provide one (or multiple) gdscript wrapper class(es) for your plugin users to interface with.
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For example::
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For example:
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::
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class_name PluginInterface extends Object
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