From d166d1a4d171ce5cf88da4e3eea53999b986a38e Mon Sep 17 00:00:00 2001 From: reduz Date: Tue, 7 Oct 2014 17:27:07 -0700 Subject: [PATCH] Updated custom_modules (markdown) --- custom_modules.md | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/custom_modules.md b/custom_modules.md index a790dc8..12f610c 100644 --- a/custom_modules.md +++ b/custom_modules.md @@ -181,3 +181,15 @@ And the output will be: ``` 60 ``` + +### Summing Up + +As you see, it's really easy to develop Godot in C++. Just write your stuff normally and remember to: +* use OBJ_TYPE macro for inheritance, so Godot can wrap it +* use _bind_methods to bind your functions to scripting, and to allow them to work as callbacks for signals. + +But this is not all, depending what you do, you will be greeted with some surprises. + +* If you inherit from [Node](class_node) (or any derived node type, such as Sprite), your new class will appear in the editor, in the inheritance tree in the "Add Node" dialog. +* If you inherit from [Resource](class_resource), it will appear int the resource list, and all the exposed properties can be serialized when saved/loaded. +* By this same logic, you can extend the Editor and almost any area of the engine. \ No newline at end of file