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Fix GDNative typo: "godot_headers" should be "godot-headers" (#5220)
Co-authored-by: euseibus <>
This commit is contained in:
@@ -52,8 +52,8 @@ Before we start you'll need a few things:
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2) A C compiler. On Linux, install ``gcc`` or ``clang`` from your package
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manager. On macOS, you can install Xcode from the Mac App Store. On Windows,
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you can use Visual Studio 2015 or later, or MinGW-w64.
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3) A Git clone of the `godot_headers
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repository <https://github.com/godotengine/godot_headers>`_: these are
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3) A Git clone of the `godot-headers
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repository <https://github.com/godotengine/godot-headers.git>`_: these are
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the C headers for Godot's public API exposed to GDNative.
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For the latter, we suggest that you create a dedicated folder for this GDNative
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@@ -61,18 +61,18 @@ example project, open a terminal in that folder and execute:
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.. code-block:: none
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git clone https://github.com/godotengine/godot_headers
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git clone https://github.com/godotengine/godot-headers.git
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This will download the required files into that folder.
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.. tip::
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If you plan to use Git for your GDNative project, you can also add
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``godot_headers`` as a Git submodule.
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``godot-headers`` as a Git submodule.
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.. note::
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The ``godot_headers`` repository has different branches. As Godot evolves,
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The ``godot-headers`` repository has different branches. As Godot evolves,
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so does GDNative. While we try to preserve compatibility between version,
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you should always build your GDNative module against headers matching the
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Godot stable branch (e.g. ``3.1``) and ideally actual release (e.g.
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@@ -80,13 +80,13 @@ This will download the required files into that folder.
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GDNative modules built against older versions of the Godot headers *may*
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work with newer versions of the engine, but not the other way around.
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The ``master`` branch of the ``godot_headers`` repository is kept in line with
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The ``master`` branch of the ``godot-headers`` repository is kept in line with
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the ``master`` branch of Godot and thus contains the GDNative class and
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structure definitions that will work with the latest development builds.
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If you want to write a GDNative module for a stable version of Godot, look at
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the available Git tags (with ``git tags``) for the one matching your engine
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version. In the ``godot_headers`` repository, such tags are prefixed with
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version. In the ``godot-headers`` repository, such tags are prefixed with
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``godot-``, so you can e.g. checkout the ``godot-3.1.1-stable`` tag for use with
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Godot 3.1.1. In your cloned repository, you can do:
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@@ -111,7 +111,7 @@ structure that looks along those lines:
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.. code-block:: none
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+ <your development folder>
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+ godot_headers
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+ godot-headers
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- <lots of files here>
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+ simple
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+ bin
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@@ -124,7 +124,7 @@ structure that looks along those lines:
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- simple.c
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Open up Godot and create a new project called "simple" alongside your
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``godot_headers`` Git clone. This will create the ``simple`` folder and
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``godot-headers`` Git clone. This will create the ``simple`` folder and
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``project.godot`` file. Then manually create a ``src`` folder alongside the
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``simple`` folder, and a ``bin`` subfolder in the ``simple`` folder.
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@@ -253,7 +253,7 @@ case, that is just ``get_data``. Our first parameter is yet again our handle
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pointer. The second is again the name of the object class we're registering. The
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third is the name of our function as it will be known to GDScript. The fourth is
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our attributes setting (see ``godot_method_rpc_mode`` enum in
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``godot_headers/nativescript/godot_nativescript.h`` for possible values). The
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``godot-headers/nativescript/godot_nativescript.h`` for possible values). The
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fifth and final parameter is a description of which function to call when the
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method gets called.
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@@ -360,21 +360,21 @@ On Linux:
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.. code-block:: none
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gcc -std=c11 -fPIC -c -I../godot_headers simple.c -o simple.o
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gcc -std=c11 -fPIC -c -I../godot-headers simple.c -o simple.o
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gcc -rdynamic -shared simple.o -o ../simple/bin/libsimple.so
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On macOS:
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.. code-block:: none
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clang -std=c11 -fPIC -c -I../godot_headers simple.c -o simple.os
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clang -std=c11 -fPIC -c -I../godot-headers simple.c -o simple.os
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clang -dynamiclib simple.os -o ../simple/bin/libsimple.dylib
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On Windows:
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.. code-block:: none
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cl /Fosimple.obj /c simple.c /nologo -EHsc -DNDEBUG /MD /I. /I..\godot_headers
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cl /Fosimple.obj /c simple.c /nologo -EHsc -DNDEBUG /MD /I. /I..\godot-headers
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link /nologo /dll /out:..\simple\bin\libsimple.dll /implib:..\simple\bin\libsimple.lib simple.obj
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.. note::
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@@ -90,8 +90,8 @@ Do make sure you clone recursive to pull in both repositories:
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.. note::
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``godot-cpp`` now includes ``godot_headers`` as a nested submodule, if you've
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manually downloaded them please make sure to place ``godot_headers`` inside
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``godot-cpp`` now includes ``godot-headers`` as a nested submodule, if you've
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manually downloaded them please make sure to place ``godot-headers`` inside
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of the ``godot-cpp`` folder.
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You don't have to do it this way but we've found it easiest to manage. If you
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@@ -165,7 +165,7 @@ we'll save it as ``main.tscn``. We'll come back to that later.
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Back in the top-level GDNative module folder, we're also going to create a
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subfolder called ``src`` in which we'll place our source files.
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You should now have ``demo``, ``godot-cpp``, ``godot_headers``, and ``src``
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You should now have ``demo``, ``godot-cpp``, ``godot-headers``, and ``src``
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directories in your GDNative module.
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In the ``src`` folder, we'll start with creating our header file for the
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@@ -385,7 +385,7 @@ build files in a subsequent tutorial.
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refer to the ``SConstruct`` file in the Godot 3.0 documentation.
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Once you've downloaded the ``SConstruct`` file, place it in your GDNative module
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folder besides ``godot-cpp``, ``godot_headers`` and ``demo``, then run:
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folder besides ``godot-cpp``, ``godot-headers`` and ``demo``, then run:
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.. code-block:: none
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