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Just fixed some small things

Bastiaan Olij 7 years ago
parent
commit
acb07b3123
1 changed files with 5 additions and 7 deletions
  1. 5 7
      tutorials/plugins/gdnative/gdnative-cpp-example.rst

+ 5 - 7
tutorials/plugins/gdnative/gdnative-cpp-example.rst

@@ -45,9 +45,7 @@ If you downloaded or cloned my example from the link specified in the introducti
     git submodule init
     git submodule update
 
-This will trigger downloading these two repositories into your project folder.
-
-**note** godot-cpp submodules godot_header but there is currently a permissions issue. Once that is resolved you can use that instead of having your own headers submodule. 
+This will trigger downloading these two repositories into your project folder. 
 
 Building the C++ bindings
 -------------------------
@@ -77,7 +75,7 @@ Creating a simple plugin
 ------------------------
 Now it's time to build an actual plugin.
 
-To start we want to create an empty Godot project in which we'll be able to place a few files so open up Godot and create a new project. I like to place an demo project in my repository that shows how my GDNative module works so for our example we'll create a project in a folder called "Demo" inside of our GDNative modules folder structure.
+To start we want to create an empty Godot project in which we'll be able to place a few files so open up Godot and create a new project. I like to place an demo project in my repository that shows how my GDNative module works so for our example we'll create a project in a folder called "demo" inside of our GDNative modules folder structure.
 
 Inside our demo we'll create a scene with a single Node of type Node called "Main" and we'll save this as main.tscn. We'll come back to that later.
 
@@ -119,11 +117,11 @@ We're including ``Godot.hpp`` which contains all our basic definitions. After th
 
 We're using the namespace ``godot``, everything in GDNative is defined within this namespace.
 
-After that we declare a single member variables called ``time_passed``.
-
 Then we have our class definition and we see that we're inheriting from our Sprite but through a container class. We'll see a few side effects from this later on. This is also the main bit that is going to improve in nativescript 1.1.
 The GODOT_CLASS macro sets up a few internal things for us.
 
+After that we declare a single member variables called ``time_passed``.
+
 In the next block we're defining our methods, we obviously have our constructor and destructor defined but there are two other functions that will likely look familiar to some.
 
 The first is ``_register_methods`` which is a static function that Godot will call to find out what our methods can be called on our native_script and what properties it has.
@@ -164,7 +162,7 @@ The other method of note is our ``_process`` function where I'm simply keeping t
 What does stand out is calling ``owner->set_position`` to call one of the build in methods of our Sprite. This is because our class is a container class and owner points to the actual sprite node our script relates to.
 Once we can use nativescript 1.1 we'll be able to call ``set_position`` directly on our class.
 
-Now there is one more C++ file we need that we call '''gdlibrary.cpp'''. Our GDNative plugin can contain multiple native_scripts each one with their own header and source file like we've implemented ``gdexample`` up above. What we now need is a small bit of code that tells Godot about all the native_scripts in our GDNative plugin.
+Now there is one more C++ file we need that we call ``gdlibrary.cpp``. Our GDNative plugin can contain multiple native_scripts each one with their own header and source file like we've implemented ``gdexample`` up above. What we now need is a small bit of code that tells Godot about all the native_scripts in our GDNative plugin.
 
 .. code:: C++