Standardize RST header syntax

This commit is contained in:
tetrapod00
2024-12-29 13:44:09 -08:00
parent 56a3dc697f
commit c4d3aa134a
101 changed files with 695 additions and 694 deletions
@@ -10,7 +10,7 @@ Usage
-----
Getting started
***************
~~~~~~~~~~~~~~~
Make sure you have enabled and successfully set up :ref:`Android Gradle Builds <doc_android_gradle_build>`.
Follow the compiling instructions on the ``GodotGooglePlayBilling`` `github page <https://github.com/godotengine/godot-google-play-billing>`__.
@@ -21,7 +21,7 @@ The plugin should now show up in the Android export settings, where you can enab
Initialize the plugin
*********************
~~~~~~~~~~~~~~~~~~~~~
To use the ``GodotGooglePlayBilling`` API:
@@ -79,7 +79,7 @@ Return values for ``getConnectionState()``:
Query available items
*********************
~~~~~~~~~~~~~~~~~~~~~
Once the API has connected, query SKUs using ``querySkuDetails()``. You must successfully complete
an SKU query before calling the ``purchase()`` or ``queryPurchases()`` functions,
@@ -106,7 +106,7 @@ Example use of ``querySkuDetails()``:
Query user purchases
********************
~~~~~~~~~~~~~~~~~~~~
To retrieve a user's purchases, call the ``queryPurchases()`` function passing
a string with the type of SKU to query. The SKU type string should be
@@ -153,7 +153,7 @@ For more information on processing the purchase items returned by
Purchase an item
****************
~~~~~~~~~~~~~~~~
To initiate the purchase flow for an item, call ``purchase()`` passing the
product id string of the SKU you wish to purchase.
@@ -181,7 +181,7 @@ The payment flow will send a ``purchases_updated`` signal on success or a
Processing a purchase item
**************************
~~~~~~~~~~~~~~~~~~~~~~~~~~
The ``query_purchases_response`` and ``purchases_updated`` signals provide an array
of purchases in :ref:`Dictionary <class_Dictionary>` format. The purchase Dictionary
@@ -210,7 +210,7 @@ Purchase fields:
Check purchase state
********************
~~~~~~~~~~~~~~~~~~~~
Check the ``purchase_state`` value of a purchase to determine if a
purchase was completed or is still pending.
@@ -237,7 +237,7 @@ in the Google Play Billing Library documentation.
Consumables
***********
~~~~~~~~~~~
If your in-app item is not a one-time purchase but a consumable item (e.g. coins) which can be purchased
multiple times, you can consume an item by calling ``consumePurchase()`` passing
@@ -271,7 +271,7 @@ Example use of ``consumePurchase()``:
Acknowledging purchases
***********************
~~~~~~~~~~~~~~~~~~~~~~~
If your in-app item is a one-time purchase, you must acknowledge the purchase by
calling the ``acknowledgePurchase()`` function, passing the ``purchase_token``
@@ -307,7 +307,7 @@ Example use of ``acknowledgePurchase()``:
Subscriptions
*************
~~~~~~~~~~~~~
Subscriptions work mostly like regular in-app items. Use ``"subs"`` as the second
argument to ``querySkuDetails()`` to get subscription details. Pass ``"subs"``
@@ -72,7 +72,7 @@ Below we break-down the steps used to create the GLTF Viewer app.
- By declaring that the Activity will handle these configuration events using the `android:configChanges attribute <https://developer.android.com/guide/topics/manifest/activity-element#config>`_.
1. Create the Android app
^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~
.. note::
@@ -167,7 +167,7 @@ Below we break-down the steps used to create the GLTF Viewer app.
2. Create the Godot project
^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. note::
@@ -228,7 +228,7 @@ Below we break-down the steps used to create the GLTF Viewer app.
3. Build and run the app
^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~
Once you complete configuration of your Godot project, build and run the Android app.
If set up correctly, the host Activity will initialize the embedded Godot Engine on startup.
@@ -22,7 +22,7 @@ Starting in Godot 4.2, Android plugins built on the v1 architecture are now depr
Instead, Godot 4.2 introduces a new **Version 2 (v2)** architecture for Android plugins.
v2 Architecture
^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~
.. note::
@@ -49,7 +49,7 @@ which is provided by the :ref:`Godot Android library <doc_android_library>`.
The ``GodotPlugin`` class provides APIs to access the running Godot instance and hook into its lifecycle. It is loaded at runtime by the Godot engine.
v2 Packaging format
^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~
v1 Android plugins required a custom ``gdap`` configuration file that was used by the Godot Editor to detect and load them.
However this approach had several drawbacks, primary ones being that it lacked flexibility and departed from the `existing
@@ -106,7 +106,7 @@ To provide further understanding, here is a break-down of the steps used to crea
Building a v2 Android plugin with GDExtension capabilities
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Similar to GDNative support in v1 Android plugins, v2 Android plugins support the ability to integrate GDExtension capabilities.
@@ -117,7 +117,7 @@ to set up your own Godot Android plugin project.
Migrating a v1 Android plugin to v2
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use the following steps if you have a v1 Android plugin you want to migrate to v2:
@@ -229,7 +229,7 @@ At build time, the contents of the ``export_scripts_template`` directory as well
Packaging a v2 Android plugin with GDExtension capabilities
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For GDExtension, we follow the same steps as for `Packaging a v2 Android plugin`_ and add the `GDExtension config file <https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_cpp_example.html#using-the-gdextension-module>`_ in
the same location as ``plugin.cfg``.
@@ -308,7 +308,7 @@ Using a v2 Android plugin
Using a v2 Android plugin as an Android library
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Since they are also Android libraries, Godot v2 Android plugins can be stripped from their ``EditorExportPlugin`` packaging and provided as raw ``AAR`` binaries for use as libraries alongside the :ref:`Godot Android library <doc_android_library>` by Android apps.
@@ -327,7 +327,7 @@ Tips and Guidelines
-------------------
Simplify access to the exposed Java / Kotlin APIs
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To make it easier to access the exposed Java / Kotlin APIs in the Godot Editor, it's recommended to
provide one (or multiple) gdscript wrapper class(es) for your plugin users to interface with.
@@ -355,7 +355,7 @@ For example::
printerr("Initialization error")
Support using the GDExtension functionality in the Godot Editor
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If planning to use the GDExtension functionality in the Godot Editor, it is recommended that the
GDExtension's native binaries are compiled not just for Android, but also for the OS onto which
@@ -367,7 +367,7 @@ editor. You can use the `godot-cpp-template <https://github.com/godotengine/godo
github template for reference on how to do so.
Godot crashes upon load
^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~
.. UPDATE: Not supported yet. When more complex datatypes are supported,
.. update this section.
@@ -19,7 +19,7 @@ settings, this is already part of the exported HTML page. To understand practica
see :ref:`Custom HTML page for Web export <doc_customizing_html5_shell>`.
Static Methods
^^^^^^^^^^^^^^
~~~~~~~~~~~~~~
+---------+-----------------------------------------------------------------------------------------------+
| Promise | :js:attr:`load <Engine.load>` **(** string basePath **)** |
@@ -30,7 +30,7 @@ Static Methods
+---------+-----------------------------------------------------------------------------------------------+
Instance Methods
^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~
+---------+---------------------------------------------------------------------------------------------------------------+
| Promise | :js:attr:`init <Engine.prototype.init>` **(** *[ string basePath ]* **)** |
@@ -183,7 +183,7 @@ An object used to configure the Engine instance based on godot export options, a
templates if needed.
Properties
^^^^^^^^^^
~~~~~~~~~~
+-------------------+-------------------------------+
| type | name |