This file will give you basic setup instructions so you can use the Godot Unofficial License Dialog (GUiLD) in your game or other project.
It is recommended that you read this document in a Markdown reader or on the project's GitHub, as it contains embedded images and hyperlinks which will provide you with visual aids and additional information.
This documentation assumes you have a basic grasp on how to use the Godot Engine editor. If you don't know how to use the Godot Engine editor, I recommend you read the Godot Engine documentation.
If you haven't already, start by downloading the project. The only files you
really need are
license_dialog.gd (the script file) and
(the scene file for the
LicenseDialog node) from the root folder. Because
GUiLD is public domain software, it is not necessary to download
COPYRIGHT.txt or the
UNLICENSE file, and the rest of the files in the
root folder are either documentation or part of the sample project.
Drop the files into your Godot Engine project folder. Although you can place
them in any folder you wish, I recommend placing them in the same folder to
begin with. If you want them to be in separate folders, move them into their
appropriate directories from within the Godot Engine editor by right-clicking
them in the FileSystem dock and clicking "Move To." If you do it this way, the
Godot Engine will automatically fix references to the script file within the
LicenseDialog scene for you.
If you want to, you can now rename the script and scene files by
right-clicking them in the FileSystem dock and clicking "Rename." This will
also automatically update references for you. For the purposes of this
documentation, we will assume that the files are still named
After you've got the scene and script files where you want them in your project
folders, it's time to give the
LicenseDialog node any information it needs
about your project.
Open up the
license_dialog.tscn file in the Godot Engine editor and look in
the Inspector dock. By default, this dock will be in the upper-right in the
"Inspector" tab. You'll notice that it says
LicenseDialog at the top, the
default name for the root node of this scene. You can rename it if you wish,
but for our purposes we'll assume you let it keep its default name.
Under "Script Variables" you'll see some variables which you can modify by typing some values into some text boxes.
This is the name of your project, which will be used to label buttons in the
LicenseDialog which show attribution information for your project.
If you leave this field blank, the
LicenseDialog will use the name which is
stored in your project file, so you don't need to do anything here unless you
want the name of your project to be displayed differently in the list of
attribution notices than it would be normally.
This is a path which refers to a file storing copyright information for your
LicenseDialog will look for a file stored in this location which
contains all of the information it needs to display attribution notices and
license texts for your project (not the Godot Engine).
The file in question needs to be formatted in a specific way in order for the
LicenseDialog to read it properly. More detailed information will be given in
future versions of this documentation, but for now you can use the sample
COPYRIGHT.txt included with GUiLD or the Godot Engine's COPYRIGHT.txt as a
reference, or refer to the format specification here.
Strictly speaking, you don't need to include a copyright file with your
project. However, I recommend that you do so, especially if you are using
third-party assets in your project, as you can take advantage of GUiLD to
display licensing information for your project, including third-party assets,
as well as the Godot Engine.
If you choose not to include a copyright file, leave the Copyright File variable
blank. If you specify a file which does not exist, your project will spit out a
warning when it is run letting you know that the
LicenseDialog could not find
If you choose not to include a copyright file, you can slim down your scripting
a lot by deleting the
_read_copyright_file function and any references to it
license_dialog.gd file, as this is the longest function in that
LicenseDialog node is a node of type
WindowDialog, a class that comes
packaged with the Godot Engine which is used to display popup windows.
To add the
LicenseDialog to your project, add it to another node, perhaps
containing the main menu. After this, you can show it to the user by simply
adding a button which causes the window to pop up.
Here's an example function from a main menu which is linked to the "pressed"
signal from a
# The "Legal Stuff" button has been pressed. This will open a dialog box # containing licensing information. func _on_LegalStuffButton_pressed(): $LicenseDialog.popup_centered()
You can find more information about the
WindowDialog class by visiting its
page in the Godot Engine documentation.
You can change what type of node the
LicenseDialog is by right-clicking it and
selecting "Change Type." Note that if you do this you will also have to change
what class the script in
license_dialog.gd will inherit from; otherwise it
will not work.