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Improve GDNative C Example tutorial

Improve language somewhat, and more details where relevant (e.g.
regarding the version of godot_headers).

Add a section on using the GDNativeLibrary editor plugin.
Rémi Verschelde 6 年之前
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a52c42f290

+ 261 - 197
tutorials/plugins/gdnative/gdnative-c-example.rst

@@ -7,22 +7,25 @@ Introduction
 ------------
 
 This tutorial will introduce you to the bare minimum required to create GDNative
-modules. This should be your starting point into the world of GDNative,
-understanding the contents of this tutorial will help you in understanding all
+modules. This should be your starting point into the world of GDNative.
+Understanding the contents of this tutorial will help you in understanding all
 that is to come after this.
 
-Before we begin, you can download the source code to the example object we'll be
-describing here by following this link:
-https://github.com/GodotNativeTools/GDNative-demos/tree/master/c/SimpleDemo
+Before we begin, you can download the source code to the example object we
+describe below in the `GDNative-demos repository
+<https://github.com/GodotNativeTools/GDNative-demos/tree/master/c/SimpleDemo>`_.
 
 This example project also contains a SConstruct file that makes compiling a
-little easier but in this tutorial we'll be doing things by hand.
+little easier, but in this tutorial we'll be doing things by hand to
+understand the process.
 
 :ref:`GDNative <class_GDNative>` can be used to create several types of
-additions to Godot, from PluginScript to ARVR interfaces. In this tutorial we
-are going to look at creating a :ref:`NativeScript <class_NativeScript>` module.
-NativeScript allows you to write logic in C or C++ in similar fashion as you
-would write a GDScript file. We'll be creating the C equivalent of this
+additions to Godot, using interfaces such as
+:ref:`PluginScript <class_PluginScript>` or
+:ref:`ARVRInterfaceGDNative <class_ARVRInterfaceGDNative>`. In this tutorial we
+are going to look at creating a :ref:`NativeScript <class_NativeScript>`
+module. NativeScript allows you to write logic in C or C++ in a similar fashion
+as you would write a GDScript file. We'll be creating the C equivalent of this
 GDScript:
 
 ::
@@ -37,24 +40,24 @@ GDScript:
     func get_data():
         return data
 
-We'll be writing separate tutorials on the other types of GDNative modules and
-explain what each of them is for as we go through them.
+Future tutorials will focus on the other types of GDNative modules and explain
+when and how to use each of them.
 
 Prerequisites
 -------------
 
-Before we start you'll need a few things.
+Before we start you'll need a few things:
 
-1) A Godot 3.0 executable
-2) A C compiler
-3) A copy of this repository: https://github.com/GodotNativeTools/godot_headers
+1) A Godot executable for your target version.
+2) A C compiler. On Linux, install ``gcc`` or ``clang`` from your package
+   manager. On macOS, you can install Xcode from the Mac App Store. On Windows,
+   you can use Visual Studio 2015 or later, or MinGW-w64.
+3) A Git clone of the `godot_headers
+   repository <https://github.com/GodotNativeTools/godot_headers>`_: these are
+   the C headers for Godot's public API exposed to GDNative.
 
-The first two pretty much speak for themselves. On Linux, you'll likely have a C
-compiler, on macOS, it's easiest to install Xcode from the Mac App Store and, on
-Windows, we've tested this with both MSVC 2015 and 2017.
-
-For number 3, we suggest that you create a folder somewhere that you use to
-store your code, open up a terminal and CD into that folder. Then execute:
+For the latter, we suggest that you create a dedicated folder for this GDNative
+example project, open a terminal in that folder and execute:
 
 .. code-block:: none
 
@@ -62,24 +65,38 @@ store your code, open up a terminal and CD into that folder. Then execute:
 
 This will download the required files into that folder.
 
+.. tip::
+
+    If you plan to use Git for your GDNative project, you can also add
+    ``godot_headers`` as a Git submodule.
+
 .. note::
 
-    On this repository you will now find different branches. As Godot evolves, so
-    does GDNative. With the exception of one breaking change in ARVR between 3.0
-    and 3.1, GDNative modules build for older versions of Godot will work with
-    newer versions of Godot but not the other way around.
+    The ``godot_headers`` repository has different branches. As Godot evolves,
+    so does GDNative. While we try to preserve compatibility between version,
+    you should always build your GDNative module against headers matching the
+    Godot stable branch (e.g. ``3.1``) and ideally actual release (e.g.
+    ``3.1.1-stable``) that you use.
+    GDNative modules built against older versions of the Godot headers *may*
+    work with newer versions of the engine, but not the other way around.
 
-The master branch of the ``godot_headers`` repository is kept in line with the
-master branch of Godot and thus contains the GDNative class and structure
-definitions that will work with the latest Godot master.
+The ``master`` branch of the ``godot_headers`` repository is kept in line with
+the ``master`` branch of Godot and thus contains the GDNative class and
+structure definitions that will work with the latest development builds.
 
-The 3.0 branch of the ``godot_headers`` repository contains the GDNative class
-and structure definitions that will work with Godot 3.0. You can clone this
-branch by executing:
+If you want to write a GDNative module for a stable version of Godot, look at
+the available Git tags (with ``git tags``) for the one matching your engine
+version. In the ``godot_headers`` repository, such tags are prefixed with
+``godot-``, so you can e.g. checkout the ``godot-3.1.1-stable`` tag for use with
+Godot 3.1.1. In your cloned repository, you can do:
 
 .. code-block:: none
 
-    git clone https://github.com/GodotNativeTools/godot_headers -b 3.0
+    git checkout godot-3.1.1-stable
+
+If a tag matching your stable release is missing for any reason, you can fall
+back to the matching stable branch (e.g. ``3.1``), which you would also check
+out with ``git checkout 3.1``.
 
 If you are building Godot from source with your own changes that impact
 GDNative, you can find the updated class and structure definition in
@@ -88,8 +105,8 @@ GDNative, you can find the updated class and structure definition in
 Our C source
 ------------
 
-Let's start by writing our main code. Ideally, we want to end up with a file
-structure that looks something like this:
+Let's start by writing our main code. Eventually, we want to end up with a file
+structure that looks along those lines:
 
 .. code-block:: none
 
@@ -107,65 +124,66 @@ structure that looks something like this:
         main.tscn
         project.godot
 
-Open up Godot and create a new project called simple. This will create the
-``simple`` folder and ``project.godot`` file. Then manually create a ``bin`` and
-``src`` subfolder in this folder.
+Open up Godot and create a new project called "simple" alongside your
+``godot_headers`` Git clone. This will create the ``simple`` folder and
+``project.godot`` file. Then manually create ``bin`` and ``src`` subfolders in
+this folder.
 
 We're going to start by having a look at what our ``simple.c`` file contains.
 Now, for our example here we're making a single C source file without a header
 to keep things simple. Once you start writing bigger projects it is advisable
-you break your project up into multiple files. That however falls outside of the
+to break your project up into multiple files. That however falls outside of the
 scope of this tutorial.
 
 We'll be looking at the source code bit by bit so all the parts below should all
-be put together into one big file. I'll explain each section as we add it.
-
-The below code includes our header files that we need and then defines two
-pointers to two different structs. GDNative supports a large collection for
-functions for calling back into the main Godot executable. In order for your
-module to have access to these functions, GDNative provides your application
-with a struct containing pointers to all these functions.
-
-To keep this implementation modular and easily extendable, the core functions
-are available directly through the "core" API struct, but additional functions
-have their own "GDNative structs" that are accessible through extensions.
-
-In our example, we access one of these extension to gain access to the functions
-specifically needed for NativeScript.
+be put together into one big file. Each section will be explained as we add it.
 
 .. code-block:: C
 
     #include <gdnative_api_struct.gen.h>
-    #include <stdio.h>
-    #include <stdlib.h>
+
     #include <string.h>
 
     const godot_gdnative_core_api_struct *api = NULL;
     const godot_gdnative_ext_nativescript_api_struct *nativescript_api = NULL;
 
+The above code includes the GDNative API struct header and a standard header
+that we will use further down for string operations.
+It then defines two pointers to two different structs. GDNative supports a large
+collection of functions for calling back into the main Godot executable. In
+order for your module to have access to these functions, GDNative provides your
+application with a struct containing pointers to all these functions.
+
+To keep this implementation modular and easily extendable, the core functions
+are available directly through the "core" API struct, but additional functions
+have their own "GDNative structs" that are accessible through extensions.
+
+In our example, we access one of these extension to gain access to the functions
+specifically needed for NativeScript.
+
 A NativeScript behaves like any other script in Godot. Because the NativeScript
 API is rather low level, it requires the library to specify many things more
 verbosely than other scripting systems, such as GDScript. When a NativeScript
 instance gets created, a library-given constructor gets called. When that
 instance gets destroyed, the given destructor will be executed.
 
-These are forward declarations for the functions we'll be implementing for our
-object. A constructor and destructor is needed. Additionally, the object will
-have a single method called get_data.
-
 .. code-block:: C
 
     void *simple_constructor(godot_object *p_instance, void *p_method_data);
     void simple_destructor(godot_object *p_instance, void *p_method_data, void *p_user_data);
-    godot_variant simple_get_data(godot_object *p_instance, void *p_method_data
-        , void *p_user_data, int p_num_args, godot_variant **p_args);
+    godot_variant simple_get_data(godot_object *p_instance, void *p_method_data,
+            void *p_user_data, int p_num_args, godot_variant **p_args);
+
+These are forward declarations for the functions we'll be implementing for our
+object. A constructor and destructor is needed. Additionally, the object will
+have a single method called ``get_data``.
 
 Next up is the first of the entry points Godot will call when our dynamic
-library is loaded. These methods are all prefixed with Godot (you can change
-this later on) followed by their name. ``gdnative_init`` is a function that
-initialises our dynamic library. Godot will give it a pointer to a structure
-that contains various bits of information we may find useful amongst which the
-pointers to our API structures.
+library is loaded. These methods are all prefixed with ``godot_`` (you can
+change this later on) followed by their name. ``gdnative_init`` is a function
+that initializes our dynamic library. Godot will give it a pointer to a
+structure that contains various bits of information we may find useful among
+which the pointers to our API structures.
 
 For any additional API structures we need to loop through our extensions array
 and check the type of extension.
@@ -175,7 +193,7 @@ and check the type of extension.
     void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *p_options) {
         api = p_options->api_struct;
 
-        // now find our extensions
+        // Now find our extensions.
         for (int i = 0; i < api->num_extensions; i++) {
             switch (api->extensions[i]->type) {
                 case GDNATIVE_EXT_NATIVESCRIPT: {
@@ -200,32 +218,7 @@ to clear our API pointers.
 
 Finally we have ``nativescript_init`` which is the most important function we'll
 need today. This function will be called by Godot as part of loading a GDNative
-library and communicates back to Godot what objects we make available to Godot.
-
-We first tell Godot which classes are implemented by calling
-``nativescript_register_class``. The first parameter here is the handle pointer
-given to us. The second is the name of our object class. The third is the type
-of object in Godot that we 'inherit' from, this is not true inheritance but it's
-close enough. Finally, our fourth and fifth parameters are descriptions for our
-constructor and destructor.
-
-We then tell Godot about our methods (well our one method in this case), by
-calling ``nativescript_register_method`` for each method of our class. In our
-case, that is just ``get_data``. Our first parameter is yet again our handle
-pointer. The second is again the name of the object class we're registering. The
-third is the name of our function as it will be known to GDScript. The fourth is
-our attributes setting. The fifth and final parameter is a description of which
-function to call when the method gets called.
-
-The descriptions contain the function pointers to the functions themselves. The
-other two fields in these structs are for specifying per-method userdata. The
-value in the ``method_data`` field will be passed on every function call as the
-``p_method_data`` argument. This is useful to reuse one function for different
-methods on possibly multiple different script-classes. If the ``method_data``
-value is a pointer to memory that needs to be freed, the ``free_func`` field can
-contain a pointer to a function that will free that memory. That free function
-gets called when the script itself (not instance!) gets unloaded (so usually at
-library-unload time).
+library and communicates back to the engine what objects we make available.
 
 .. code-block:: C
 
@@ -236,18 +229,45 @@ library-unload time).
         godot_instance_destroy_func destroy = { NULL, NULL, NULL };
         destroy.destroy_func = &simple_destructor;
 
-        nativescript_api->godot_nativescript_register_class(p_handle, "SIMPLE", "Reference",
-            create, destroy);
+        nativescript_api->godot_nativescript_register_class(p_handle, "Simple", "Reference",
+                create, destroy);
 
         godot_instance_method get_data = { NULL, NULL, NULL };
         get_data.method = &simple_get_data;
 
         godot_method_attributes attributes = { GODOT_METHOD_RPC_MODE_DISABLED };
 
-        nativescript_api->godot_nativescript_register_method(p_handle, "SIMPLE", "get_data",
-            attributes, get_data);
+        nativescript_api->godot_nativescript_register_method(p_handle, "Simple", "get_data",
+                attributes, get_data);
     }
 
+We first tell the engine which classes are implemented by calling
+``nativescript_register_class``. The first parameter here is the handle pointer
+given to us. The second is the name of our object class. The third is the type
+of object in Godot that we 'inherit' from; this is not true inheritance but it's
+close enough. Finally, our fourth and fifth parameters are descriptions for our
+constructor and destructor.
+
+We then tell Godot about our methods (well our one method in this case), by
+calling ``nativescript_register_method`` for each method of our class. In our
+case, that is just ``get_data``. Our first parameter is yet again our handle
+pointer. The second is again the name of the object class we're registering. The
+third is the name of our function as it will be known to GDScript. The fourth is
+our attributes setting (see ``godot_method_rpc_mode`` enum in
+``godot_headers/nativescript/godot_nativescript.h`` for possible values). The
+fifth and final parameter is a description of which function to call when the
+method gets called.
+
+The description struct ``instance_method`` contains the function pointer to the
+function itself as first field. The other two fields in these structs are for
+specifying per-method userdata. The second is the ``method_data`` field which is
+passed on every function call as the ``p_method_data`` argument. This is useful
+to reuse one function for different methods on possibly multiple different
+script-classes. If the ``method_data`` value is a pointer to memory that needs
+to be freed, the third ``free_func`` field can contain a pointer to a function
+that will free that memory. That free function gets called when the script
+itself (not instance!) gets unloaded (so usually at library-unload time).
+
 Now, it's time to start working on the functions of our object. First, we define
 a structure that we use to store the member data of an instance of our GDNative
 class.
@@ -286,33 +306,18 @@ instances' member data.
         api->godot_free(p_user_data);
     }
 
-And finally, we implement our get_data function. Data is always sent and
+And finally, we implement our ``get_data`` function. Data is always sent and
 returned as variants so in order to return our data, which is a string, we first
 need to convert our C string to a Godot string object, and then copy that string
 object into the variant we are returning.
 
-Strings are heap-allocated in Godot, so they have a destructor which frees the
-memory. Destructors are named ``godot_TYPENAME_destroy``. When a Variant gets
-created with a String, it references the String. That means that the original
-String can be "destroyed" to decrease the ref-count. If that does not happen the
-String memory will leak since the ref-count will never be zero and the memory
-never deallocated. The returned variant gets automatically destroyed by Godot.
-
-(In more complex operations it can be confusing the keep track of which value
-needs to be deallocated and which does not. As a general rule: call
-godot_XXX_destroy when a C++ destructor would be called instead. The String
-destructor would be called in C++ after the Variant was created, so the same is
-necessary in C)
-
-The variant we return is destroyed automatically by Godot.
-
 .. code-block:: C
 
     godot_variant simple_get_data(godot_object *p_instance, void *p_method_data,
             void *p_user_data, int p_num_args, godot_variant **p_args) {
         godot_string data;
         godot_variant ret;
-        user_data_struct * user_data = (user_data_struct *) p_user_data;
+        user_data_struct *user_data = (user_data_struct *)p_user_data;
 
         api->godot_string_new(&data);
         api->godot_string_parse_utf8(&data, user_data->data);
@@ -322,172 +327,231 @@ The variant we return is destroyed automatically by Godot.
         return ret;
     }
 
-And that is the whole source code of our module.
+Strings are heap-allocated in Godot, so they have a destructor which frees the
+memory. Destructors are named ``godot_TYPENAME_destroy``. When a Variant gets
+created with a String, it references the String. That means that the original
+String can be "destroyed" to decrease the ref-count. If that does not happen the
+String memory will leak since the ref-count will never be zero and the memory
+never deallocated. The returned variant gets automatically destroyed by Godot.
+
+.. note::
+
+    In more complex operations it can be confusing the keep track of which value
+    needs to be deallocated and which does not. As a general rule: call
+    ``godot_TYPENAME_destroy`` when a C++ destructor would be called instead.
+    The String destructor would be called in C++ after the Variant was created,
+    so the same is necessary in C.
 
-If you add a blank ``.gdignore`` file to the src folder, Godot will not try to
-import the compiler-generated temporary files.
+The variant we return is destroyed automatically by Godot.
+
+And that is the whole source code of our module.
 
 Compiling
 ---------
 
 We now need to compile our source code. As mentioned our example project on
-GitHub contains a Scons configuration that does all the hard work for you but
+GitHub contains a SCons configuration that does all the hard work for you, but
 for our tutorial here we are going to call the compilers directly.
 
-Assuming you are sticking to the folder structure suggested above it is best to
-CD into the src subfolder in a terminal session and execute the commands from
-there. Make sure to create the bin folder before you proceed.
+Assuming you are sticking to the folder structure suggested above, it is best to
+open a terminal session in the ``src`` folder and execute the commands from
+there. Make sure to create the ``bin`` folder before you proceed.
 
 On Linux:
 
 .. code-block:: none
 
-    clang -std=c11 -fPIC -c -I/PATH/TO/GODOT/HEADERS simple.c -o simple.os
-    clang -shared simple.os -o ../bin/libsimple.so
+    gcc -std=c11 -fPIC -c -I../../godot_headers simple.c -o simple.os
+    gcc -shared simple.os -o ../bin/libsimple.so
 
 On macOS:
 
 .. code-block:: none
 
-    clang -std=c11 -fPIC -c -I/PATH/TO/GODOT/HEADERS simple.c -o simple.os -arch i386 -arch x86_64
-    clang -dynamiclib simple.os -o ../bin/libsimple.dylib -arch i386 -arch x86_64
+    clang -std=c11 -fPIC -c -I../../godot_headers simple.c -o simple.os
+    clang -dynamiclib simple.os -o ../bin/libsimple.dylib
 
 On Windows:
 
 .. code-block:: none
 
-    cl /Fosimple.obj /c simple.c /nologo -EHsc -DNDEBUG /MD /I. /IC:\PATH\TO\GODOT\HEADERS
+    cl /Fosimple.obj /c simple.c /nologo -EHsc -DNDEBUG /MD /I. /I..\..\godot_headers
     link /nologo /dll /out:..\bin\libsimple.dll /implib:..\bin\libsimple.lib simple.obj
 
 .. note::
 
-    on the Windows build you also end up with a libsimple.lib library. This is a
-    library that you can compile into a project to provide access to the DLL. We
-    get it as a bonus and we do not need it :) When exporting your game for
-    release this file will be ignored.
+    On the Windows build you also end up with a ``libsimple.lib`` library. This
+    is a library that you can compile into a project to provide access to the
+    DLL. We get it as a byproduct and we do not need it :)
+    When exporting your game for release this file will be ignored.
 
-Creating our GDNLIB file
-------------------------
+.. tip::
 
-With our module compiled we now need to create a gdnlib file for our module
-which we place alongside our dynamic libraries. This file tells Godot what
-dynamic libraries are part of our module and need to be loaded per platform. At
-the time of writing this tutorial work is still being done on making this
-configurable from within Godot so for now grab your favourite text editor,
-create a file called libsimple.gdnlib and add the following into this file:
+    If you add a blank ``.gdignore`` file to the ``src`` folder, Godot will not
+    try to import the compiler-generated files. This is necessary on Windows
+    were compiled objects have the ``.obj`` extension, which is also a 3D model
+    format supported by the engine.
 
-.. code-block:: none
+Creating the GDNativeLibrary (``.gdnlib``) file
+-----------------------------------------------
 
-    [general]
+With our module compiled, we now need to create a corresponding
+:ref:`GDNativeLibrary <class_GDNativeLibrary>` resource with ``.gdnlib``
+extension which we place alongside our dynamic libraries. This file tells Godot
+what dynamic libraries are part of our module and need to be loaded per
+platform.
 
-    singleton=false
-    load_once=true
-    symbol_prefix="godot_"
+We can use Godot to generate this file, so open the "simple" project in the
+editor.
 
-    [entry]
+Start by clicking the create resource button in the Inspector:
 
-    X11.64="res://bin/libsimple.so"
-    Windows.64="res://bin/libsimple.dll"
-    OSX.64="res://bin/libsimple.dylib"
+.. image:: img/new_resource.gif
 
-    [dependencies]
+And select ``GDNativeLibrary``:
+
+.. image:: img/gdnativelibrary_resource.png
 
-    X11.64=[]
-    Windows.64=[]
-    OSX.64=[]
+You should see a contextual editor appear in the bottom panel. Use the "Expand
+Bottom Panel" button in the bottom right to expand it to full height:
 
-This file contains 3 sections.
+.. image:: img/gdnativelibrary_editor.png
 
-The **general** section contains some info that tells Godot how to use our
-module.
+General properties
+~~~~~~~~~~~~~~~~~~
 
-If singleton is true our library is automatically loaded and a function called
-godot_singleton_init is called. We'll leave that for another tutorial.
+In the Inspector, you have various properties to control loading the library.
 
-If load_once is true our library is loaded only once and each individual script
-that uses our library will use the same data. Any variable you define globally
-will be accessible from any instance of your object you create. If load_once is
-false a new copy of the library is loaded into memory each time a script access
-the library.
+If *Load Once* is enabled, our library is loaded only once and each individual
+script that uses our library will use the same data. Any variable you define
+globally will be accessible from any instance of your object you create. If
+*Load Once* is disabled, a new copy of the library is loaded into memory each
+time a script accesses the library.
 
-The symbol_prefix is a prefix for our core functions. So the Godot in
-godot_nativescript_init for instance. If you use multiple GDnative libraries
-that you wish to statically link you'll have to use different prefixes. This
+If *Singleton* is enabled, our library is automatically loaded and a function
+called ``godot_singleton_init`` is called. We'll leave that for another
+tutorial.
+
+The *Symbol Prefix* is a prefix for our core functions, such as ``godot_`` in
+``godot_nativescript_init`` seen earlier. If you use multiple GDNative libraries
+that you wish to statically link, you will have to use different prefixes. This
 again is a subject to dive into deeper in a separate tutorial, it is only needed
 at this time for deployment to iOS as this platform does not like dynamic
 libraries.
 
-The **entry** section tells us for each platform and feature combination which
-dynamic library has to be loaded. This also informs the exporter which files
-need to be exported when exporting to a specific platform.
+*Reloadable* defines whether the library should be reloaded when the editor
+loses and gains focus, typically to pick up new or modified symbols from any
+change made to the library externally.
 
-The **dependencies** section tells Godot what other files need to be exported
-for each platform in order for our library to work. Say that your GDNative
-module uses another DLL to implement functionality from a 3rd party library,
-this is where you list that DLL.
+Platform libraries
+~~~~~~~~~~~~~~~~~~
 
-Putting it all together
------------------------
+The GDNativeLibrary editor plugin lets you configure two things for each
+platform and architecture that you aim to support.
 
-Now that we should have a working GDNative library it is time to fire up Godot
-and use it. Open up the sample project if you haven't left it open after
-creating the project all the way at the beginning of this tutorial.
+The *Dynamic Library* column (``entry`` section in the saved file) tells us for
+each platform and feature combination which dynamic library has to be loaded.
+This also informs the exporter which files need to be exported when exporting to
+a specific platform.
 
-Creating our GDNS file
-----------------------
+The *Dependencies* column (also ``dependencies`` section) tells Godot what other
+files need to be exported for each platform in order for our library to work.
+Say that your GDNative module uses another DLL to implement functionality from a
+3rd party library, this is where you list that DLL.
 
-With our GDNLIB file we've told Godot how to load our library, now we need to
-tell it about our "Simple" object class. This we do by creating a GDNS resource
-file.
+For our example, we only built libraries for Linux, macOS and/or Windows, so you
+can link them in the relevant fields by clicking the folder button. If you built
+all three libraries, you should have something like this:
 
-Start by clicking the create resource button in the Inspector:
+.. image:: img/gdnativelibrary_complete.png
 
-.. image:: img/new_resource.gif
+Saving the resource
+~~~~~~~~~~~~~~~~~~~
+
+We can then save our GDNativeLibrary resource as ``bin/libsimple.gdnlib`` with
+the Save button in the Inspector:
+
+.. image:: img/gdnativelibrary_save.png
+
+The file is saved in a text-based format and should have contents similar to
+this:
+
+.. code-block:: none
+
+    [general]
+
+    singleton=false
+    load_once=true
+    symbol_prefix="godot_"
+    reloadable=true
+
+    [entry]
+
+    OSX.64="res://bin/libsimple.dylib"
+    OSX.32="res://bin/libsimple.dylib"
+    Windows.64="res://bin/libsimple.dll"
+    X11.64="res://bin/libsimple.so"
+
+    [dependencies]
+
+    OSX.64=[  ]
+    OSX.32=[  ]
+    Windows.64=[  ]
+    X11.64=[  ]
+
+Creating the NativeScript (``.gdns``) file
+------------------------------------------
+
+With our ``.gdnlib`` file we've told Godot how to load our library, now we need
+to tell it about our "Simple" object class. We do this by creating a
+:ref:`NativeScript <class_NativeScript>` resource file with ``.gdns`` extension.
 
-And select NativeScript:
+Like done for the GDNativeLibrary resource, click the button to create a new
+resource in the Inspector and select ``NativeScript``:
 
 .. image:: img/nativescript_resource.png
 
-Press Create, now the inspector will show a few fields we need to enter. In
-Class Name we enter "SIMPLE" which is the object class name we used in our C
-source when calling godot_nativescript_register_class. We also need to select
-our GDNLIB file by clicking on Library and selecting Load:
+The inspector will show a few properties that we need to fill. As *Class Name*
+we enter "Simple" which is the object class name that we declared in our C
+source when calling ``godot_nativescript_register_class``. We also need to
+select our ``.gdnlib`` file by clicking on *Library* and selecting *Load*:
 
 .. image:: img/nativescript_library.png
 
-Finally click on the save icon and save this as bin/simple.gdns:
+Finally click on the save icon and save this as ``bin/simple.gdns``:
 
 .. image:: img/save_gdns.gif
 
-Now it's time to build our scene. Add a control node to your scene as your root
-and call it main. Then add a button and a label as subnodes. Place them
+Now it's time to build our scene. Add a Control node to your scene as your root
+and call it ``main``. Then add a Button and a Label as child nodes. Place them
 somewhere nice on screen and give your button a name.
 
 .. image:: img/c_main_scene_layout.png
 
-Select the control node and create a script for the control node:
+Select the control node and attach a script to it:
 
 .. image:: img/add_main_script.gif
 
-Next link up the pressed signal on the button to your script:
+Next link up the ``pressed`` signal on the button to your script:
 
 .. image:: img/connect_button_signal.gif
 
-Don't forget to save your scene, call it main.tscn.
+Don't forget to save your scene, call it ``main.tscn``.
 
-Now we can implement our main.gd code:
+Now we can implement our ``main.gd`` code:
 
 ::
 
     extends Control
 
-    # load the SIMPLE library
+    # load the Simple library
     onready var data = preload("res://bin/simple.gdns").new()
 
     func _on_Button_pressed():
         $Label.text = "Data = " + data.get_data()
 
 After all that, our project should work. The first time you run it Godot will
-ask you what your main scene is and you select your main.tscn file and presto:
+ask you what your main scene is and you select your ``main.tscn`` file and
+presto:
 
 .. image:: img/c_sample_result.png

+ 1 - 1
tutorials/plugins/gdnative/gdnative-cpp-example.rst

@@ -689,7 +689,7 @@ need to make additional choices based on the state of your object.
 
     Modern C++ compilers are able to infer the class and variable type and allow
     you to omit the ``<GDExample, float>`` part of our ``register_property``
-    method. we've had mixed experiences with this however.
+    method. We've had mixed experiences with this however.
 
 Signals
 -------

二進制
tutorials/plugins/gdnative/img/gdnativelibrary_editor.png


二進制
tutorials/plugins/gdnative/img/gdnativelibrary_editor_complete.png


二進制
tutorials/plugins/gdnative/img/gdnativelibrary_resource.png


二進制
tutorials/plugins/gdnative/img/gdnativelibrary_save.png


二進制
tutorials/plugins/gdnative/img/nativescript_resource.png