Document the GDNative singleton method prefix being changeable

This also tweaks error messages to remove hardcoded references to
the default `godot_` prefix.
This commit is contained in:
Hugo Locurcio
2019-10-06 22:26:04 +02:00
parent 7801fdfedb
commit 9499eef4da
3 changed files with 3 additions and 3 deletions

View File

@@ -39,7 +39,7 @@
[b]Note:[/b] If the library defines tool scripts that run inside the editor, [code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor will attempt to unload the tool scripts while they're in use and crash.
</member>
<member name="singleton" type="bool" setter="set_singleton" getter="is_singleton" default="false">
If [code]true[/code], Godot loads the library at startup rather than the first time a script uses the library, calling [code]gdnative_singleton[/code] after initializing the library. The library remains loaded as long as Godot is running.
If [code]true[/code], Godot loads the library at startup rather than the first time a script uses the library, calling [code]{prefix}gdnative_singleton[/code] after initializing the library (where [code]{prefix}[/code] is the value of [member symbol_prefix]). The library remains loaded as long as Godot is running.
[b]Note:[/b] A singleton library cannot be [member reloadable].
</member>
<member name="symbol_prefix" type="String" setter="set_symbol_prefix" getter="get_symbol_prefix" default="&quot;godot_&quot;">