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Diffstat (limited to 'modules/gdnative/doc_classes/GDNativeLibrary.xml')
-rw-r--r-- | modules/gdnative/doc_classes/GDNativeLibrary.xml | 48 |
1 files changed, 0 insertions, 48 deletions
diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml deleted file mode 100644 index 66811467fc..0000000000 --- a/modules/gdnative/doc_classes/GDNativeLibrary.xml +++ /dev/null @@ -1,48 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="GDNativeLibrary" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd"> - <brief_description> - An external library containing functions or script classes to use in Godot. - </brief_description> - <description> - A GDNative library can implement [NativeScript]s, global functions to call with the [GDNative] class, or low-level engine extensions through interfaces such as XRInterfaceGDNative. The library must be compiled for each platform and architecture that the project will run on. - </description> - <tutorials> - <link title="GDNative C example">$DOCS_URL/tutorials/scripting/gdnative/gdnative_c_example.html</link> - <link title="GDNative C++ example">$DOCS_URL/tutorials/scripting/gdnative/gdnative_cpp_example.html</link> - </tutorials> - <methods> - <method name="get_current_dependencies" qualifiers="const"> - <return type="PackedStringArray" /> - <description> - Returns paths to all dependency libraries for the current platform and architecture. - </description> - </method> - <method name="get_current_library_path" qualifiers="const"> - <return type="String" /> - <description> - Returns the path to the dynamic library file for the current platform and architecture. - </description> - </method> - </methods> - <members> - <member name="config_file" type="ConfigFile" setter="set_config_file" getter="get_config_file"> - This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] files. - </member> - <member name="load_once" type="bool" setter="set_load_once" getter="should_load_once" default="true"> - If [code]true[/code], Godot loads only one copy of the library and each script that references the library will share static data like static or global variables. - If [code]false[/code], Godot loads a separate copy of the library into memory for each script that references it. - </member> - <member name="reloadable" type="bool" setter="set_reloadable" getter="is_reloadable" default="true"> - If [code]true[/code], the editor will temporarily unload the library whenever the user switches away from the editor window, allowing the user to recompile the library without restarting Godot. - [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]{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=""godot_""> - The prefix this library's entry point functions begin with. For example, a GDNativeLibrary would declare its [code]gdnative_init[/code] function as [code]godot_gdnative_init[/code] by default. - On platforms that require statically linking libraries (currently only iOS), each library must have a different [code]symbol_prefix[/code]. - </member> - </members> -</class> |