Merge pull request #52 from dsnopek/gdregister-class
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fccb2b9521
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@ -22,7 +22,7 @@ For getting started after cloning your own copy to your local machine, you shoul
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* change the pathnames of the to be loaded library name inside the `demo/bin/example.gdextension` file. By replacing `libgdexample` to the name specified in your `SConstruct` file.
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* change the name of the `demo/bin/example.gdextension` file
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* change the `entry_symbol` string inside your `demo/bin/your-extension.gdextension` file to be configured for your GDExtension name. This should be the same as the `GDExtensionBool GDE_EXPORT` external C function. As the name suggests, this sets the entry function for your GDExtension to be loaded by the Godot editors C API.
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* register the classes you want Godot to interact with inside the `register_types.cpp` file in the initialization method (here `initialize_gdextension_types`) in the syntax `ClassDB::register_class<CLASS-NAME>();`.
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* register the classes you want Godot to interact with inside the `register_types.cpp` file in the initialization method (here `initialize_gdextension_types`) in the syntax `GDREGISTER_CLASS(CLASS-NAME);`.
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## Usage - Actions
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@ -11,7 +11,7 @@ void initialize_gdextension_types(ModuleInitializationLevel p_level)
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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//ClassDB::register_class<YourClass>();
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//GDREGISTER_CLASS(YourClass);
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}
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void uninitialize_gdextension_types(ModuleInitializationLevel p_level) {
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