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- :github_url: hide
- .. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the GDNativeLibrary.xml source instead.
- .. The source is found in doc/classes or modules/<name>/doc_classes.
- .. _class_GDNativeLibrary:
- GDNativeLibrary
- ===============
- **Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
- An external library containing functions or script classes to use in Godot.
- Description
- -----------
- A GDNative library can implement :ref:`NativeScript<class_NativeScript>`\ s, global functions to call with the :ref:`GDNative<class_GDNative>` class, or low-level engine extensions through interfaces such as :ref:`ARVRInterfaceGDNative<class_ARVRInterfaceGDNative>`. The library must be compiled for each platform and architecture that the project will run on.
- Tutorials
- ---------
- - :doc:`../tutorials/scripting/gdnative/gdnative_c_example`
- - :doc:`../tutorials/scripting/gdnative/gdnative_cpp_example`
- Properties
- ----------
- +-------------------------------------+--------------------------------------------------------------------+--------------+
- | :ref:`ConfigFile<class_ConfigFile>` | :ref:`config_file<class_GDNativeLibrary_property_config_file>` | |
- +-------------------------------------+--------------------------------------------------------------------+--------------+
- | :ref:`bool<class_bool>` | :ref:`load_once<class_GDNativeLibrary_property_load_once>` | ``true`` |
- +-------------------------------------+--------------------------------------------------------------------+--------------+
- | :ref:`bool<class_bool>` | :ref:`reloadable<class_GDNativeLibrary_property_reloadable>` | ``true`` |
- +-------------------------------------+--------------------------------------------------------------------+--------------+
- | :ref:`bool<class_bool>` | :ref:`singleton<class_GDNativeLibrary_property_singleton>` | ``false`` |
- +-------------------------------------+--------------------------------------------------------------------+--------------+
- | :ref:`String<class_String>` | :ref:`symbol_prefix<class_GDNativeLibrary_property_symbol_prefix>` | ``"godot_"`` |
- +-------------------------------------+--------------------------------------------------------------------+--------------+
- Methods
- -------
- +-----------------------------------------------+------------------------------------------------------------------------------------------------------------+
- | :ref:`PoolStringArray<class_PoolStringArray>` | :ref:`get_current_dependencies<class_GDNativeLibrary_method_get_current_dependencies>` **(** **)** |const| |
- +-----------------------------------------------+------------------------------------------------------------------------------------------------------------+
- | :ref:`String<class_String>` | :ref:`get_current_library_path<class_GDNativeLibrary_method_get_current_library_path>` **(** **)** |const| |
- +-----------------------------------------------+------------------------------------------------------------------------------------------------------------+
- Property Descriptions
- ---------------------
- .. _class_GDNativeLibrary_property_config_file:
- - :ref:`ConfigFile<class_ConfigFile>` **config_file**
- +----------+------------------------+
- | *Setter* | set_config_file(value) |
- +----------+------------------------+
- | *Getter* | get_config_file() |
- +----------+------------------------+
- This resource in INI-style :ref:`ConfigFile<class_ConfigFile>` format, as in ``.gdnlib`` files.
- ----
- .. _class_GDNativeLibrary_property_load_once:
- - :ref:`bool<class_bool>` **load_once**
- +-----------+----------------------+
- | *Default* | ``true`` |
- +-----------+----------------------+
- | *Setter* | set_load_once(value) |
- +-----------+----------------------+
- | *Getter* | should_load_once() |
- +-----------+----------------------+
- If ``true``, 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 ``false``, Godot loads a separate copy of the library into memory for each script that references it.
- ----
- .. _class_GDNativeLibrary_property_reloadable:
- - :ref:`bool<class_bool>` **reloadable**
- +-----------+-----------------------+
- | *Default* | ``true`` |
- +-----------+-----------------------+
- | *Setter* | set_reloadable(value) |
- +-----------+-----------------------+
- | *Getter* | is_reloadable() |
- +-----------+-----------------------+
- If ``true``, 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.
- **Note:** If the library defines tool scripts that run inside the editor, ``reloadable`` must be ``false``. Otherwise, the editor will attempt to unload the tool scripts while they're in use and crash.
- ----
- .. _class_GDNativeLibrary_property_singleton:
- - :ref:`bool<class_bool>` **singleton**
- +-----------+----------------------+
- | *Default* | ``false`` |
- +-----------+----------------------+
- | *Setter* | set_singleton(value) |
- +-----------+----------------------+
- | *Getter* | is_singleton() |
- +-----------+----------------------+
- If ``true``, Godot loads the library at startup rather than the first time a script uses the library, calling ``{prefix}gdnative_singleton`` after initializing the library (where ``{prefix}`` is the value of :ref:`symbol_prefix<class_GDNativeLibrary_property_symbol_prefix>`). The library remains loaded as long as Godot is running.
- **Note:** A singleton library cannot be :ref:`reloadable<class_GDNativeLibrary_property_reloadable>`.
- ----
- .. _class_GDNativeLibrary_property_symbol_prefix:
- - :ref:`String<class_String>` **symbol_prefix**
- +-----------+--------------------------+
- | *Default* | ``"godot_"`` |
- +-----------+--------------------------+
- | *Setter* | set_symbol_prefix(value) |
- +-----------+--------------------------+
- | *Getter* | get_symbol_prefix() |
- +-----------+--------------------------+
- The prefix this library's entry point functions begin with. For example, a GDNativeLibrary would declare its ``gdnative_init`` function as ``godot_gdnative_init`` by default.
- On platforms that require statically linking libraries (currently only iOS), each library must have a different ``symbol_prefix``.
- Method Descriptions
- -------------------
- .. _class_GDNativeLibrary_method_get_current_dependencies:
- - :ref:`PoolStringArray<class_PoolStringArray>` **get_current_dependencies** **(** **)** |const|
- Returns paths to all dependency libraries for the current platform and architecture.
- ----
- .. _class_GDNativeLibrary_method_get_current_library_path:
- - :ref:`String<class_String>` **get_current_library_path** **(** **)** |const|
- Returns the path to the dynamic library file for the current platform and architecture.
- .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
- .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
- .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
|