[−][src]Module gdnative_core::nativescript::init
Types and functionalities to declare and initialize gdnative classes.
API endpoints
Three endpoints are automatically invoked by the engine during startup and shutdown:
All three must be present. To quickly define all three endpoints using the default names,
use godot_init.
Registering script classes
To register script classes, call InitHandle::add_class or InitHandle::add_tool_class
in your godot_nativescript_init or godot_init callback:
ⓘThis example is not tested
// - snip - fn init(handle: gdnative::init::InitHandle) { handle.add_class::<HelloWorld>(); } godot_init!(init); // - snip -
For full examples, see examples
in the godot-rust repository.
Re-exports
pub use self::property::Export; |
pub use self::property::ExportInfo; |
pub use self::property::PropertyBuilder; |
pub use self::property::Usage as PropertyUsage; |
Modules
| property | Property registration. |
Structs
| ClassBuilder | |
| InitHandle | A handle that can register new classes to the engine during initialization. |
| ScriptMethod | |
| ScriptMethodAttributes | |
| Signal | |
| SignalArgument |
Enums
| RpcMode |
Type Definitions
| ScriptMethodFn |