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Fix syntax highlighting for various languages (#3387)
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@@ -13,7 +13,7 @@ library written in C++.
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To bind to an external library, set up a module directory similar to the Summator example:
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::
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.. code-block:: none
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godot/modules/tts/
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@@ -70,7 +70,7 @@ And then you'll add the cpp file.
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Just as before, the new class needs to be registered somehow, so two more files
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need to be created:
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::
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.. code-block:: none
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register_types.h
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register_types.cpp
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@@ -118,7 +118,7 @@ You'll need to install the external library on your machine to get the .a librar
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documentation for specific instructions on how to do this for your operation system. We've included the
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installation commands for Linux below, for reference.
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::
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.. code-block:: shell
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sudo apt-get install festival festival-dev <-- Installs festival and speech_tools libraries
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apt-cache search festvox-* <-- Displays list of voice packages
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@@ -135,7 +135,7 @@ files accessible to the compiler, while also keeping the module code self-contai
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festival and speech_tools libraries can be installed from the modules/tts/ directory via
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git using the following commands:
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::
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.. code-block:: shell
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git clone https://github.com/festvox/festival
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git clone https://github.com/festvox/speech_tools
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@@ -143,7 +143,7 @@ git using the following commands:
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If you don't want the external repository source files committed to your repository, you
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can link to them instead by adding them as submodules (from within the modules/tts/ directory), as seen below:
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::
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.. code-block:: shell
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git submodule add https://github.com/festvox/festival
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git submodule add https://github.com/festvox/speech_tools
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@@ -182,7 +182,7 @@ Example `SCsub` with custom flags:
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The final module should look like this:
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::
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.. code-block:: none
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godot/modules/tts/festival/
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godot/modules/tts/libpath/libestbase.a
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@@ -139,7 +139,7 @@ Now that the project has been imported, open the project configuration.
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Add the following includes/imports:
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::
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.. code-block:: none
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. // a dot to indicate the root of the Godot project
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core/
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@@ -45,7 +45,7 @@ The example module will be called "summator", and is placed inside the
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Godot source tree (``C:\godot`` refers to wherever the Godot sources are
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located):
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::
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.. code-block:: console
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C:\godot> cd modules
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C:\godot\modules> mkdir summator
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@@ -114,7 +114,7 @@ And then the cpp file.
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Then, the new class needs to be registered somehow, so two more files
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need to be created:
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::
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.. code-block:: none
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register_types.h
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register_types.cpp
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@@ -211,7 +211,7 @@ this case, ``True`` means it will build for every platform).
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And that's it. Hope it was not too complex! Your module should look like
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this:
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::
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.. code-block:: none
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godot/modules/summator/config.py
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godot/modules/summator/summator.h
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@@ -385,7 +385,7 @@ Once compiled, we should end up with a ``bin`` directory containing both the
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a standard directory (like ``/usr/lib``), we have to help our binary find it
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during runtime with the ``LD_LIBRARY_PATH`` environ variable:
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::
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.. code-block:: shell
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user@host:~/godot$ export LD_LIBRARY_PATH=`pwd`/bin/
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user@host:~/godot$ ./bin/godot*
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@@ -431,7 +431,7 @@ and as a shared library when passing ``summator_shared=yes``.
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Finally you can even speedup build further by explicitly specifying your
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shared module as target in the scons command:
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::
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.. code-block:: shell
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user@host:~/godot$ scons summator_shared=yes platform=linuxbsd bin/libsummator.linuxbsd.tools.64.so
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@@ -473,7 +473,7 @@ directory.
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3. Run command:
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::
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.. code-block:: shell
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godot --doctool <path>
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