Fix syntax highlighting for various languages (#3387)

This commit is contained in:
Yuri Sizov
2020-04-15 16:33:20 +02:00
committed by GitHub
parent d5fd8a3841
commit 4acf7a6563
21 changed files with 122 additions and 79 deletions
@@ -13,7 +13,7 @@ library written in C++.
To bind to an external library, set up a module directory similar to the Summator example:
::
.. code-block:: none
godot/modules/tts/
@@ -70,7 +70,7 @@ And then you'll add the cpp file.
Just as before, the new class needs to be registered somehow, so two more files
need to be created:
::
.. code-block:: none
register_types.h
register_types.cpp
@@ -118,7 +118,7 @@ You'll need to install the external library on your machine to get the .a librar
documentation for specific instructions on how to do this for your operation system. We've included the
installation commands for Linux below, for reference.
::
.. code-block:: shell
sudo apt-get install festival festival-dev <-- Installs festival and speech_tools libraries
apt-cache search festvox-* <-- Displays list of voice packages
@@ -135,7 +135,7 @@ files accessible to the compiler, while also keeping the module code self-contai
festival and speech_tools libraries can be installed from the modules/tts/ directory via
git using the following commands:
::
.. code-block:: shell
git clone https://github.com/festvox/festival
git clone https://github.com/festvox/speech_tools
@@ -143,7 +143,7 @@ git using the following commands:
If you don't want the external repository source files committed to your repository, you
can link to them instead by adding them as submodules (from within the modules/tts/ directory), as seen below:
::
.. code-block:: shell
git submodule add https://github.com/festvox/festival
git submodule add https://github.com/festvox/speech_tools
@@ -182,7 +182,7 @@ Example `SCsub` with custom flags:
The final module should look like this:
::
.. code-block:: none
godot/modules/tts/festival/
godot/modules/tts/libpath/libestbase.a
+1 -1
View File
@@ -139,7 +139,7 @@ Now that the project has been imported, open the project configuration.
Add the following includes/imports:
::
.. code-block:: none
. // a dot to indicate the root of the Godot project
core/
+6 -6
View File
@@ -45,7 +45,7 @@ The example module will be called "summator", and is placed inside the
Godot source tree (``C:\godot`` refers to wherever the Godot sources are
located):
::
.. code-block:: console
C:\godot> cd modules
C:\godot\modules> mkdir summator
@@ -114,7 +114,7 @@ And then the cpp file.
Then, the new class needs to be registered somehow, so two more files
need to be created:
::
.. code-block:: none
register_types.h
register_types.cpp
@@ -211,7 +211,7 @@ this case, ``True`` means it will build for every platform).
And that's it. Hope it was not too complex! Your module should look like
this:
::
.. code-block:: none
godot/modules/summator/config.py
godot/modules/summator/summator.h
@@ -385,7 +385,7 @@ Once compiled, we should end up with a ``bin`` directory containing both the
a standard directory (like ``/usr/lib``), we have to help our binary find it
during runtime with the ``LD_LIBRARY_PATH`` environ variable:
::
.. code-block:: shell
user@host:~/godot$ export LD_LIBRARY_PATH=`pwd`/bin/
user@host:~/godot$ ./bin/godot*
@@ -431,7 +431,7 @@ and as a shared library when passing ``summator_shared=yes``.
Finally you can even speedup build further by explicitly specifying your
shared module as target in the scons command:
::
.. code-block:: shell
user@host:~/godot$ scons summator_shared=yes platform=linuxbsd bin/libsummator.linuxbsd.tools.64.so
@@ -473,7 +473,7 @@ directory.
3. Run command:
::
.. code-block:: shell
godot --doctool <path>