b68dd2e189
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
49 lines
3.4 KiB
XML
49 lines
3.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GDNativeLibrary" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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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 XRInterfaceGDNative. 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 title="GDNative C example">$DOCS_URL/tutorials/scripting/gdnative/gdnative_c_example.html</link>
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<link title="GDNative C++ example">$DOCS_URL/tutorials/scripting/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="PackedStringArray" />
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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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</class>
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