Fix incorrect documentation for `Engine.get_architecture_name()`
(cherry picked from commit ebc6ec1692
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<method name="get_architecture_name" qualifiers="const">
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<return type="String" />
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<description>
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Returns the name of the CPU architecture the Godot binary was built for. Possible return values are [code]x86_64[/code], [code]x86_32[/code], [code]arm64[/code], [code]armv7[/code], [code]rv64[/code], [code]riscv[/code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and [code]wasm32[/code].
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Returns the name of the CPU architecture the Godot binary was built for. Possible return values are [code]x86_64[/code], [code]x86_32[/code], [code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and [code]wasm32[/code].
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To detect whether the current CPU architecture is 64-bit, you can use the fact that all 64-bit architecture names have [code]64[/code] in their name:
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[codeblocks]
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[gdscript]
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if "64" in Engine.get_architecture_name():
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print("Running on 64-bit CPU.")
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print("Running a 64-bit build of Godot.")
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else:
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print("Running on 32-bit CPU.")
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print("Running a 32-bit build of Godot.")
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[/gdscript]
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[csharp]
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if (Engine.GetArchitectureName().Contains("64"))
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GD.Print("Running on 64-bit CPU.");
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GD.Print("Running a 64-bit build of Godot.");
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else
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GD.Print("Running on 32-bit CPU.");
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GD.Print("Running a 32-bit build of Godot.");
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name of the host CPU architecture. For example, if running an x86_32 Godot binary on a x86_64 system, the returned value will be [code]x86_32[/code].
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