Fix incorrect documentation for `Engine.get_architecture_name()`

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Aaron Franke 2023-07-07 14:51:44 -05:00
parent c3b0a92c3c
commit ebc6ec1692
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1 changed files with 5 additions and 5 deletions

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@ -12,20 +12,20 @@
<method name="get_architecture_name" qualifiers="const">
<return type="String" />
<description>
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].
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].
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:
[codeblocks]
[gdscript]
if "64" in Engine.get_architecture_name():
print("Running on 64-bit CPU.")
print("Running a 64-bit build of Godot.")
else:
print("Running on 32-bit CPU.")
print("Running a 32-bit build of Godot.")
[/gdscript]
[csharp]
if (Engine.GetArchitectureName().Contains("64"))
GD.Print("Running on 64-bit CPU.");
GD.Print("Running a 64-bit build of Godot.");
else
GD.Print("Running on 32-bit CPU.");
GD.Print("Running a 32-bit build of Godot.");
[/csharp]
[/codeblocks]
[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].