Fix inline code going out of bounds

This commit is contained in:
hpnrep6
2021-07-07 23:38:05 -04:00
committed by GitHub
parent 2eda55e73e
commit d5c351771f

View File

@@ -56,19 +56,19 @@ To build an iOS plugin:
- You should use the same header files for iOS plugins and for the iOS export template.
3. In the ``Build Settings`` tab, specify the compilation flags for your static library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, ``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should be the same you use to compile Godot. For instance:
3. In the ``Build Settings`` tab, specify the compilation flags for your static library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, ``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should be the same you use to compile Godot. For instance:
+--------------------------------------------------------------------------------------------------------+
| ``-DPTRCALL_ENABLED -DDEBUG_ENABLED -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -DTYPED_METHOD_BIND`` |
+--------------------------------------------------------------------------------------------------------+
::
-DPTRCALL_ENABLED -DDEBUG_ENABLED -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -DTYPED_METHOD_BIND
4. Add the required logic for your plugin and build your library to generate a ``.a`` file. You will probably need to build both ``debug`` and ``release`` target ``.a`` files. Depending on your needs, pick either or both. If you need both debug and release ``.a`` files, their name should match following pattern: ``[PluginName].[TargetType].a``. You can also build the static library with your SCons configuration.
5. The iOS plugin system also supports ``.xcframework`` files. To generate one, you can use a command such as:
+-----------------------------------------------------------------------------------------------------------------------------+
| ``xcodebuild -create-xcframework -library [DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName].xcframework``|
+-----------------------------------------------------------------------------------------------------------------------------+
::
xcodebuild -create-xcframework -library [DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName].xcframework
6. Create a Godot iOS Plugin configuration file to help the system detect and load your plugin: