985 lines
16 KiB
Plaintext
985 lines
16 KiB
Plaintext
#LyX 2.0 created this file. For more info see http://www.lyx.org/
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\lyxformat 413
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\begin_document
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\begin_header
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\textclass article
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\use_default_options true
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\maintain_unincluded_children false
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\language english
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\paperorientation portrait
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\suppress_date false
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\use_refstyle 1
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\index Index
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\shortcut idx
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\color #008000
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\end_index
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\secnumdepth 3
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\tocdepth 3
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\paragraph_separation indent
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\paragraph_indentation default
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\quotes_language english
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\html_css_as_file 0
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\html_be_strict false
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\end_header
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\begin_body
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\begin_layout Title
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Squirrel Usage in Godot
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\end_layout
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\begin_layout Section
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Introduction
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\end_layout
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\begin_layout Standard
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Squirrel is a nice scripting language.
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It's sort of a mix between Lua, Java and JavaScript and ends up being easy
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to learn for most programmers.
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It has more language features than GDScript but it's also slower, more
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limited and not as well integrated.
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This guide will explain how Squirrel is integrated to Godot and all the
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quirks that are needed to know in order to use it properly.
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\end_layout
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\begin_layout Section
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Enabling Squirrel
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\end_layout
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\begin_layout Standard
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Squirrel may not be enabled by default in a Godot build.
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To enable it, execute SCons with the following parameters:
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\end_layout
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\begin_layout Standard
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\begin_inset listings
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inline false
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status open
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\begin_layout Plain Layout
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shell$ scons squirrel=yes <target_binary>
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\end_layout
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\end_inset
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\end_layout
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\begin_layout Section
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Documentation
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\end_layout
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\begin_layout Standard
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Godot utilizes Squirrel 2.2.
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Documentation can be found at:
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\begin_inset CommandInset href
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LatexCommand href
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target "http://squirrel-lang.org/#documentation"
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\end_inset
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\end_layout
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\begin_layout Section
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Class Files
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\end_layout
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\begin_layout Standard
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Unless writing a library, Godot expects a class for scripting an object.
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Since a Squirrel source file can contain many classes, the main class must
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be returned.
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The following is an example of extending a button:
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\end_layout
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\begin_layout Standard
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\begin_inset listings
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inline false
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status open
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\begin_layout Plain Layout
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class MyButton extends Button {
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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constructor() {
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\end_layout
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\begin_layout Plain Layout
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// ALWAYS call parent constructor
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\end_layout
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\begin_layout Plain Layout
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Button.constructor()
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\end_layout
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\begin_layout Plain Layout
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}
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\end_layout
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\begin_layout Plain Layout
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}
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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return MyButton // main class returned
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\end_layout
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\end_inset
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\end_layout
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\begin_layout Standard
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Additionally, classes are all copied to the root table, so all class names
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in scripts must be different if they are attempted to be loaded simultaneously.
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The same can be said for any other globals declared in the script.
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\end_layout
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\begin_layout Standard
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Finally, squirrel scripts must be saved with the .nut or .sq extensions (both
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are recognized).
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\end_layout
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\begin_layout Section
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Including Other Scripts
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\end_layout
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\begin_layout Standard
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Other scripts can be included with the include() directive.
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Full and relative paths are supported.
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When included, the classes and globals are moved to the root table, so
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they become immediately available.
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Constants, however, are only inlined in the current class on load, so Squirrel
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does not make them available.
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Example of including scripts:
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\end_layout
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\begin_layout Standard
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\begin_inset listings
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inline false
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status open
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\begin_layout Plain Layout
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include("my_button.nut") # // relative to current script, expected to be
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in the same path
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\end_layout
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\begin_layout Plain Layout
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include("res://buttons/my_button.nut") // using resource path
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\end_layout
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\end_inset
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\end_layout
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\begin_layout Section
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Built-In Types
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\end_layout
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\begin_layout Standard
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There are some small differences between the Built-In types in Godot and
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the ones in Squirrel, so the documentation will not match.
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The differences are documented here.
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\end_layout
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\begin_layout Standard
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An attempt will be made to document everything here,but if in doubt about
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bindings on built-in types, you can always take a loot at the bindings
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source file in script/squirrel/sq_bind_types.cpp.
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\end_layout
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\begin_layout Standard
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Built-In Types in Squirrel are passed by reference (unlike by value like
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in GD).
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They also don't need to be freed.
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\end_layout
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\begin_layout Subsection
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AABB
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\end_layout
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\begin_layout Standard
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\begin_inset Quotes eld
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\end_inset
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pos
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\begin_inset Quotes erd
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\end_inset
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,
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\begin_inset Quotes eld
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\end_inset
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size
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\begin_inset Quotes erd
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\end_inset
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and
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\begin_inset Quotes eld
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\end_inset
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end
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\begin_inset Quotes erd
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\end_inset
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are not available Use get_pos()/set_pos and get_size()/set_size().
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\end_layout
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\begin_layout Subsection
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InputEvent
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\end_layout
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\begin_layout Standard
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InputEvent is a single datatype and contains everything.
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Use only the fields meant for the event type:
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\end_layout
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\begin_layout Standard
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\begin_inset listings
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inline false
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status open
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\begin_layout Plain Layout
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//for mouse motion and button
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\end_layout
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\begin_layout Plain Layout
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int mouse_x
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\end_layout
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\begin_layout Plain Layout
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int mouse_y
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\end_layout
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\begin_layout Plain Layout
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int mouse_button_mask
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\end_layout
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\begin_layout Plain Layout
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int mouse_global_x
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\end_layout
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\begin_layout Plain Layout
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int mouse_global_y
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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//for mouse button
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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int mouse_button_index
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\end_layout
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\begin_layout Plain Layout
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bool mouse_button_pressed
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\end_layout
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\begin_layout Plain Layout
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bool mouse_button_doubleclick
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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//for mouse motion
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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int mouse_motion_x
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\end_layout
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\begin_layout Plain Layout
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int mouse_motion_y
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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//for keyboard
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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int key_scancode
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\end_layout
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\begin_layout Plain Layout
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int key_unicode
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\end_layout
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\begin_layout Plain Layout
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bool key_pressed
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\end_layout
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\begin_layout Plain Layout
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bool key_echo
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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//for keyboard and mouse
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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bool mod_alt
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\end_layout
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\begin_layout Plain Layout
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bool mod_shift
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\end_layout
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\begin_layout Plain Layout
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bool mod_meta
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\end_layout
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\begin_layout Plain Layout
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bool mod_control
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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//joy button
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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int joy_button_index
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\end_layout
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\begin_layout Plain Layout
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bool joy_button_pressed
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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//joy axis
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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int joy_axis
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\end_layout
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\begin_layout Plain Layout
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float joy_axis_value
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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//screen drag and touch
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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int screen_index
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\end_layout
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\begin_layout Plain Layout
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int screen_x
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\end_layout
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\begin_layout Plain Layout
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int screen_y
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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//screen touch
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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int screen_index
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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//action
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\begin_layout Plain Layout
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int action_id
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\end_layout
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\begin_layout Plain Layout
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bool action_pressed
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\end_layout
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\begin_layout Plain Layout
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\end_layout
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\end_inset
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\end_layout
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\begin_layout Subsection
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Matrix3
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\end_layout
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\begin_layout Standard
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x,y,z member vectors are not available.
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Use get_row() and set_row() instead.
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Individual float values of the matrix are available as swizzle masks such
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as xxy, xyz, zzx, etc.
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\end_layout
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\begin_layout Standard
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Additional in-place versions of some functions are available: transpose(),
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invert(), rotate(), scale(), orthonormalize().
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\end_layout
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\begin_layout Subsection
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Transform
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\end_layout
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\begin_layout Standard
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\begin_inset Quotes eld
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\end_inset
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basis
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\begin_inset Quotes erd
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\end_inset
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and
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\begin_inset Quotes eld
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\end_inset
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origin
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\begin_inset Quotes erd
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\end_inset
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members are not available.
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Use get_basis()/set_basis() and get_origin()/set_origin() instead.
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Additional in-place versions of some functions are available: invert(),
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affine_invert(), orthonormalize(), rotate(), translate(), scale().
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\end_layout
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\begin_layout Standard
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Vector2
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\end_layout
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\begin_layout Subsection
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Plane
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\end_layout
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|
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\begin_layout Standard
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\begin_inset Quotes eld
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\end_inset
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normal
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\begin_inset Quotes erd
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\end_inset
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member vector is not available.
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Use get_normal(), set_normal() instead.
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\end_layout
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\begin_layout Subsection
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|
Rect2
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\end_layout
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|
|
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\begin_layout Standard
|
|
\begin_inset Quotes eld
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\end_inset
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|
pos
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\begin_inset Quotes erd
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\end_inset
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,
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\begin_inset Quotes eld
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\end_inset
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size
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\begin_inset Quotes erd
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\end_inset
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and
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\begin_inset Quotes eld
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\end_inset
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end
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\begin_inset Quotes erd
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\end_inset
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are not available Use get_pos()/set_pos and get_size()/set_size().
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|
\end_layout
|
|
|
|
\begin_layout Subsection
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|
Native Arrays
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|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Native arrays such as RawArray, IntArray,StringArray, etc are not supported.
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|
Use regular squirrel arrays instead, since conversion to/from them will
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happen automatically.
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|
\end_layout
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|
|
|
\begin_layout Subsection
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|
Math Functions
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|
\end_layout
|
|
|
|
\begin_layout Standard
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|
Math functions are inside the Math namespace in Squirrel.
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|
For example Math.sin , Math.PI, Math.atan2().
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|
\end_layout
|
|
|
|
\begin_layout Subsection
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|
Native Types
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|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Array, Dictionary and NodePath are not available.
|
|
Use a native array, table and string respectively.
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|
\end_layout
|
|
|
|
\begin_layout Section
|
|
_get , _set
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
_get and _set are reserved in Squirrel, for overriding Godot Object property
|
|
getter/setter, use _get_property and _set_property.
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|
\end_layout
|
|
|
|
\begin_layout Section
|
|
Member Export
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Simple exporting of members (so far only integer, floating point and string
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are supported) is supported by the @export extension.
|
|
It is used like this:
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|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
\begin_inset listings
|
|
inline false
|
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status open
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
class MyButton extends Button {
|
|
\end_layout
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
\end_layout
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
aprop=1 // @export
|
|
\end_layout
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
bprop=2.0 // @export
|
|
\end_layout
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
cprop="3" // @export
|
|
\end_layout
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
\end_layout
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
//these will be available to the property editor, and will be loaded/saved
|
|
with the scene.
|
|
\end_layout
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
}
|
|
\end_layout
|
|
|
|
\end_inset
|
|
|
|
|
|
\end_layout
|
|
|
|
\begin_layout Section
|
|
Always Enabled Scripts
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Scripts are not enabled in the editor by default.
|
|
To enable a script always, add an @always_enabled comment.
|
|
Example:
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
\begin_inset listings
|
|
inline false
|
|
status open
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
//@always_enabled
|
|
\end_layout
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
\end_layout
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
class MyButton extends Button {
|
|
\end_layout
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
\end_layout
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
...
|
|
\end_layout
|
|
|
|
\end_inset
|
|
|
|
|
|
\end_layout
|
|
|
|
\begin_layout Section
|
|
Threads
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Thread support in Squirrel is very poor.
|
|
This is because of the stack-based nature of the language implementation.
|
|
Since godot can run in multiple threads, it will forcibily lock the whole
|
|
VM when accessed from multiple threads, which will result in degraded performan
|
|
ce.
|
|
Creating user threads in Squirrel is definitely not recomended, as it may
|
|
completely lock the main thread.
|
|
\end_layout
|
|
|
|
\begin_layout Section
|
|
References
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Godot has a built-in reference counted type used in conjunction with a template
|
|
(objects that inherit the
|
|
\begin_inset Quotes eld
|
|
\end_inset
|
|
|
|
Reference
|
|
\begin_inset Quotes erd
|
|
\end_inset
|
|
|
|
class).
|
|
Since Squirrel also uses reference counting, it becomes impossible for
|
|
such types in godot to contain a script, because it would result in an
|
|
un-breakable reference cycle.
|
|
To avoid this, a Ref() class was created in Squirrel.
|
|
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
When calling Godot API functions, returned references are wrapped inside
|
|
Ref() transparently, but the problem arises when creating a Reference-derived
|
|
object from the code.
|
|
In such cases, the reference must be wrapped manually like this:
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
\begin_inset listings
|
|
inline false
|
|
status open
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
local f = Ref( File() )
|
|
\end_layout
|
|
|
|
\begin_layout Plain Layout
|
|
|
|
local err = f.open("hello.txt",File.READ)
|
|
\end_layout
|
|
|
|
\end_inset
|
|
|
|
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Anything not a reference that inherits from Object can be freed manually
|
|
by calling .free(), just like in GDScript.
|
|
Object classes are in itself weak references to engine objects, and their
|
|
validity can be checked by calling the
|
|
\begin_inset Quotes eld
|
|
\end_inset
|
|
|
|
has_instance()
|
|
\begin_inset Quotes erd
|
|
\end_inset
|
|
|
|
built-in method.
|
|
\end_layout
|
|
|
|
\begin_layout Section
|
|
Unicode
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Squirrel source code is supposed to support Unicode, but the implementation
|
|
is very broken (Squirrel attempts to use 16 bit chars no matter what, making
|
|
it incompatible when the host OS is 32 bit, like Linux).
|
|
Squirrel source code is parsed as UTF-8, and strings also contain UTF-8.
|
|
Wide char access in strings is not supported.
|
|
\end_layout
|
|
|
|
\begin_layout Section
|
|
Debugging
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Squirrel is well integrated into the Godot debugger.
|
|
To run the project in debug mode, execute the godot binary with the -debug
|
|
argument.
|
|
Godot will break on squirrel errors and allow the programmer to debug.
|
|
\end_layout
|
|
|
|
\begin_layout Section
|
|
Utility Functions
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
There are a few squirrel-only utility functions available:
|
|
\end_layout
|
|
|
|
\begin_layout Subsection
|
|
print(value[,value])
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Print stuff to stdout.
|
|
\end_layout
|
|
|
|
\begin_layout Subsection
|
|
dofile(path)
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Execute a squirrel script file and return whatever the file returns.
|
|
Not recommended to use in production because it can't be optimized.
|
|
\end_layout
|
|
|
|
\begin_layout Subsection
|
|
nativeref(var)
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Convert any squirrel type to an engine type.
|
|
When this type returns to squirrel, it's converted back.
|
|
This is useful to add to Godot callbacks to ensure that the datatype is
|
|
not converted.
|
|
\end_layout
|
|
|
|
\begin_layout Subsection
|
|
unicode_split(string)
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Split an unicode string (utf8) into an array of widechars.
|
|
Useful since there is no wide char access from Squirrel.
|
|
\end_layout
|
|
|
|
\begin_layout Subsection
|
|
breakpoint()
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Stop the debugger when reaches here (when run inside the debugger).
|
|
\end_layout
|
|
|
|
\begin_layout Subsection
|
|
backtrace()
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Print a backtrace of the call stack.
|
|
\end_layout
|
|
|
|
\begin_layout Subsection
|
|
tr(text)
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Translate text (use string lookup in Godot translation system).
|
|
\end_layout
|
|
|
|
\begin_layout Subsection
|
|
printerr(text)
|
|
\end_layout
|
|
|
|
\begin_layout Standard
|
|
Print a string to stderr.
|
|
\end_layout
|
|
|
|
\end_body
|
|
\end_document
|