@@ -25,7 +25,8 @@ There are a few prerequisites you'll need:
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- a copy of the `godot-cpp
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repository <https://github.com/godotengine/godot-cpp> `__.
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- See also :ref: `Compiling <toc-devel-compiling >` as the build tools are identical
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+ See also :ref: `Configuring an IDE <toc-devel-configuring_an_ide >`
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+ and :ref: `Compiling <toc-devel-compiling >` as the build tools are identical
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to the ones you need to compile Godot from source.
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You can download the `godot-cpp repository <https://github.com/godotengine/godot-cpp >`__ from GitHub or let Git do the work for you.
@@ -272,7 +273,7 @@ GDExtension plugin.
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return;
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}
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- GDREGISTER_CLASS (GDExample);
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+ GDREGISTER_RUNTIME_CLASS (GDExample);
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}
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void uninitialize_example_module(ModuleInitializationLevel p_level) {
@@ -298,7 +299,9 @@ The ``initialize_example_module`` and ``uninitialize_example_module`` functions
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called respectively when Godot loads our plugin and when it unloads it. All
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we're doing here is parse through the functions in our bindings module to
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initialize them, but you might have to set up more things depending on your
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- needs. We call the ``GDREGISTER_CLASS `` macro for each of our classes in our library.
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+ needs. We call the ``GDREGISTER_RUNTIME_CLASS `` macro for each of our classes
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+ in our library. This will make them run only in game, like the default for
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+ GDScript, but there are more choices in ``godot-cpp ``.
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The important function is the third function called ``example_library_init ``.
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We first call a function in our bindings library that creates an initialization object.
@@ -327,10 +330,11 @@ At last, we need the header file for the ``register_types.cpp`` named
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Compiling the plugin
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--------------------
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- We cannot easily write by hand a ``SConstruct `` file that SCons would use for
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- building. For the purpose of this example, just use
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- :download: `this hardcoded SConstruct file <files/cpp_example/SConstruct >` we've
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- prepared. We'll cover a more customizable, detailed example on how to use these
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+ To compile the project we need to define how SCons using should compile it
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+ using a ``SConstruct `` file which references the one in ``godot-cpp ``.
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+ Writing it from scratch is outside the scope of this tutorial, but you can
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+ :download: `the SConstruct file we prepared <files/cpp_example/SConstruct >`.
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+ We'll cover a more customizable, detailed example on how to use these
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build files in a subsequent tutorial.
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.. note ::
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