Clarify README.md

4.0^2
Gallilus 2023-08-14 20:29:05 +02:00 committed by David Cambré
parent ab88d0b254
commit 76be70e469
1 changed files with 6 additions and 4 deletions

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@ -9,11 +9,13 @@ This repository serves as a quickstart template for GDExtension development with
* preconfigured source files for C++ development of the GDExtension (`src/`) * preconfigured source files for C++ development of the GDExtension (`src/`)
## Usage ## Usage
To use this template, click the green "Use this template" button at the top of the repository page. To use this template, log in to github and click the green "Use this template" button at the top of the repository page.
This will let you create a copy of this repository with a clean git history. Make sure you clone the correct branch as these are configured for development of their respective Godot development branches and differ from each other. Refer to the docs to see what changed between the versions. This will let you create a copy of this repository with a clean git history. Make sure you clone the correct branch as these are configured for development of their respective Godot development branches and differ from each other. Refer to the docs to see what changed between the versions.
For getting started after cloning your own copy to your local machine, you should For getting started after cloning your own copy to your local machine, you should
* change the name of your library
* change the name of the compiled library file inside the `SConstruct` file by modifying the `libname` string. * change the name of the compiled library file inside the `SConstruct` file by modifying the `libname` string.
* change the name of the to be loaded library name inside the `.gdextension` file. This should be the same name as in your `SConstruct` file. * 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.
* change the `entry_symbol` string inside your `.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. * change the name of the `demo/bin/example.gdextension` file
* 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.
* 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>();`. * 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>();`.