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Merge pull request #7525 from RedworkDE/net-version-defines
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mhilbrunner committed Aug 1, 2023
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39 changes: 34 additions & 5 deletions tutorials/scripting/c_sharp/c_sharp_features.rst
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Expand Up @@ -141,6 +141,20 @@ Or you can detect which engine your code is in, useful for making cross-engine l
#endif
}
Or you can write scripts that target multiple Godot versions and can take
advantage that are only available on some of those versions:

.. code-block:: csharp
public void UseCoolFeature()
{
#if GODOT4_3_OR_GREATER || GODOT4_2_2_OR_GREATER
// Use CoolFeature, that was added to Godot in 4.3 and cherry-picked into 4.2.2, here.
#else
// Use a workaround for the absence of CoolFeature here.
#endif
}
Full list of defines
~~~~~~~~~~~~~~~~~~~~

Expand All @@ -159,15 +173,30 @@ Full list of defines
:ref:`OS <class_OS>` singleton, but not every possible OS
the method returns is an OS that Godot with .NET runs on.

When **exporting**, the following may also be defined depending on the export features:
* ``GODOTX``, ``GODOTX_Y``, ``GODOTX_Y_Z``, ``GODOTx_OR_GREATER``,
``GODOTX_y_OR_GREATER``, and ``GODOTX_Y_z_OR_GREATER``, where ``X``, ``Y``,
and ``Z`` are replaced by the current major, minor and patch version of Godot.
``x``, ``y``, and ``z`` are replaced by 0 to to the current version for that
component.

* One of ``GODOT_PC``, ``GODOT_MOBILE``, or ``GODOT_WEB`` depending on the platform type.
.. note::

These defines were first added in Godot 4.0.4 and 4.1. Version defines for
prior versions do not exist, regardless of the current Godot version.

* One of ``GODOT_ARM64_V8A`` or ``GODOT_ARMEABI_V7A`` on Android only depending on the architecture.
For example: Godot 4.0.5 defines ``GODOT4``, ``GODOT4_OR_GREATER``,
``GODOT4_0``, ``GODOT4_0_OR_GREATER``, ``GODOT4_0_5``,
``GODOT4_0_4_OR_GREATER``, and ``GODOT4_0_5_OR_GREATER``. Godot 4.3.2 defines
``GODOT4``, ``GODOT4_OR_GREATER``, ``GODOT4_3``, ``GODOT4_0_OR_GREATER``,
``GODOT4_1_OR_GREATER``, ``GODOT4_2_OR_GREATER``, ``GODOT4_3_OR_GREATER``,
``GODOT4_3_2``, ``GODOT4_3_0_OR_GREATER``, ``GODOT4_3_1_OR_GREATER``, and
``GODOT4_3_2_OR_GREATER``.

* One of ``GODOT_ARM64`` or ``GODOT_ARMV7`` on iOS only depending on the architecture.
When **exporting**, the following may also be defined depending on the export features:

* One of ``GODOT_PC``, ``GODOT_MOBILE``, or ``GODOT_WEB`` depending on the platform type.

* Any of ``GODOT_S3TC``, ``GODOT_ETC``, and ``GODOT_ETC2`` depending on the texture compression type.
* One of ``GODOT_WINDOWS``, ``GODOT_LINUXBSD``, ``GODOT_MACOS``, ``GODOT_UWP``, ``GODOT_HAIKU``, ``GODOT_ANDROID``, ``GODOT_IOS``, or ``GODOT_WEB`` depending on the platform.

To see an example project, see the OS testing demo:
https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test

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