Fix GDNative typo: "godot_headers" should be "godot-headers" (#5220)

Co-authored-by: euseibus <>
This commit is contained in:
euseibus
2021-09-02 09:06:06 -05:00
committed by Hugo Locurcio
parent 1efc967c36
commit dfbf25542a
2 changed files with 17 additions and 17 deletions

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

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@@ -90,8 +90,8 @@ Do make sure you clone recursive to pull in both repositories:
.. note::
``godot-cpp`` now includes ``godot_headers`` as a nested submodule, if you've
manually downloaded them please make sure to place ``godot_headers`` inside
``godot-cpp`` now includes ``godot-headers`` as a nested submodule, if you've
manually downloaded them please make sure to place ``godot-headers`` inside
of the ``godot-cpp`` folder.
You don't have to do it this way but we've found it easiest to manage. If you
@@ -165,7 +165,7 @@ we'll save it as ``main.tscn``. We'll come back to that later.
Back in the top-level GDNative module folder, we're also going to create a
subfolder called ``src`` in which we'll place our source files.
You should now have ``demo``, ``godot-cpp``, ``godot_headers``, and ``src``
You should now have ``demo``, ``godot-cpp``, ``godot-headers``, and ``src``
directories in your GDNative module.
In the ``src`` folder, we'll start with creating our header file for the
@@ -385,7 +385,7 @@ build files in a subsequent tutorial.
refer to the ``SConstruct`` file in the Godot 3.0 documentation.
Once you've downloaded the ``SConstruct`` file, place it in your GDNative module
folder besides ``godot-cpp``, ``godot_headers`` and ``demo``, then run:
folder besides ``godot-cpp``, ``godot-headers`` and ``demo``, then run:
.. code-block:: none