Merge pull request #4958 from LightningAA/improve-modules-tutorial

Minor improvements to `Custom modules in C++` tutorial
This commit is contained in:
Max Hilbrunner
2021-07-06 14:06:43 +02:00
committed by GitHub

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@@ -34,24 +34,14 @@ instead. Adding C++ modules can be useful in the following scenarios:
Creating a new module
---------------------
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.
Before creating a module, make sure to :ref:`download the source code of Godot
and compile it <toc-devel-compiling>`.
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.
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):
.. code-block:: console
C:\godot> cd modules
C:\godot\modules> mkdir summator
C:\godot\modules> cd summator
C:\godot\modules\summator>
The example module will be called "summator" (``godot/modules/summator``).
Inside we will create a simple summator class:
.. code-block:: cpp
@@ -240,7 +230,8 @@ Using the module
You can now use your newly created module from any script:
::
.. tabs::
.. code-tab:: gdscript GDScript
var s = Summator.new()
s.add(10)