For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5
)
50 lines
3.3 KiB
XML
50 lines
3.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GDNativeLibrary" inherits="Resource" version="3.4">
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<brief_description>
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An external library containing functions or script classes to use in Godot.
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</brief_description>
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<description>
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A GDNative library can implement [NativeScript]s, global functions to call with the [GDNative] class, or low-level engine extensions through interfaces such as [ARVRInterfaceGDNative]. The library must be compiled for each platform and architecture that the project will run on.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.3/tutorials/plugins/gdnative/gdnative-c-example.html</link>
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<link>https://docs.godotengine.org/en/3.3/tutorials/plugins/gdnative/gdnative-cpp-example.html</link>
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</tutorials>
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<methods>
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<method name="get_current_dependencies" qualifiers="const">
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<return type="PoolStringArray" />
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<description>
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Returns paths to all dependency libraries for the current platform and architecture.
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</description>
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</method>
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<method name="get_current_library_path" qualifiers="const">
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<return type="String" />
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<description>
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Returns the path to the dynamic library file for the current platform and architecture.
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</description>
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</method>
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</methods>
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<members>
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<member name="config_file" type="ConfigFile" setter="set_config_file" getter="get_config_file">
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This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] files.
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</member>
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<member name="load_once" type="bool" setter="set_load_once" getter="should_load_once" default="true">
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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.
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If [code]false[/code], Godot loads a separate copy of the library into memory for each script that references it.
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</member>
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<member name="reloadable" type="bool" setter="set_reloadable" getter="is_reloadable" default="true">
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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.
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[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.
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</member>
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<member name="singleton" type="bool" setter="set_singleton" getter="is_singleton" default="false">
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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.
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[b]Note:[/b] A singleton library cannot be [member reloadable].
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</member>
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<member name="symbol_prefix" type="String" setter="set_symbol_prefix" getter="get_symbol_prefix" default=""godot_"">
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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.
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On platforms that require statically linking libraries (currently only iOS), each library must have a different [code]symbol_prefix[/code].
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</member>
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</members>
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<constants>
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</constants>
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</class>
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