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Improve GDExtension tutorial based on own experience
Changed code sample to runtime class to match GDScript default. Recorded a new animation showing the desired result inside game window. Changed the wording around SConstruct file to make it less intimidating. Added link to IDE setup in building from source documentation.
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tutorials/scripting/gdextension/gdextension_cpp_example.rst

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@@ -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) {
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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 GDScript.
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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.
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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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