pandemonium_engine_docs/classes/class_gdnativelibrary.rst

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/3.5/modules/gdnative/doc_classes/GDNativeLibrary.xml.
.. _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.)`