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-<?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="&quot;godot_&quot;">
- 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>