Rename godot_headers to godot-headers to match upstream rename
Also updated the URLs which were still pointing to the old GitHub org.pull/519/head
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@ -1,3 +1,3 @@
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[submodule "godot_headers"]
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path = godot_headers
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url = https://github.com/GodotNativeTools/godot_headers
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[submodule "godot-headers"]
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path = godot-headers
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url = https://github.com/godotengine/godot-headers
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@ -66,8 +66,8 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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# Input from user for godot headers and the api file
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set(GODOT_HEADERS_DIR "godot_headers" CACHE STRING "")
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set(GODOT_CUSTOM_API_FILE "godot_headers/api.json" CACHE STRING "")
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set(GODOT_HEADERS_DIR "godot-headers" CACHE STRING "")
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set(GODOT_CUSTOM_API_FILE "godot-headers/api.json" CACHE STRING "")
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set(GODOT_COMPILE_FLAGS )
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set(GODOT_LINKER_FLAGS )
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2
Makefile
2
Makefile
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@ -1,5 +1,5 @@
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GENERATE_BINDINGS = no
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HEADERS = godot_headers
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HEADERS = godot-headers
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TARGET = debug
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USE_CLANG = no
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28
README.md
28
README.md
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@ -6,8 +6,8 @@ The instructions below feature the new NativeScript 1.1 class structure and will
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Version | Branch
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--- | ---
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**Godot 3.0 Nativescript 1.0** | [3.0](https://github.com/GodotNativeTools/godot-cpp/tree/3.0)
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**Godot 3.1 Nativescript 1.0** | [nativescript-1.0](https://github.com/GodotNativeTools/godot-cpp/tree/nativescript-1.0)
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**Godot 3.0 Nativescript 1.0** | [3.0](https://github.com/godotengine/godot-cpp/tree/3.0)
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**Godot 3.1 Nativescript 1.0** | [nativescript-1.0](https://github.com/godotengine/godot-cpp/tree/nativescript-1.0)
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## Table of contents
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@ -36,27 +36,27 @@ so formatting is done before your changes are submitted.
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We recommend using Git for managing your project. The instructions below assume
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you're using Git. Alternatively, you can download the source code directly from
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GitHub. In this case, you need to download both
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[godot-cpp](https://github.com/GodotNativeTools/godot-cpp) and
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[godot_headers](https://github.com/GodotNativeTools/godot_headers).
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[godot-cpp](https://github.com/godotengine/godot-cpp) and
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[godot-headers](https://github.com/godotengine/godot-headers).
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```bash
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mkdir SimpleLibrary
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cd SimpleLibrary
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mkdir bin
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mkdir src
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git clone --recursive https://github.com/GodotNativeTools/godot-cpp
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git clone --recursive https://github.com/godotengine/godot-cpp
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```
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If you wish to use a specific branch, add the -b option to the clone command:
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```bash
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git clone --recursive https://github.com/GodotNativeTools/godot-cpp -b 3.0
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git clone --recursive https://github.com/godotengine/godot-cpp -b 3.0
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```
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If your project is an existing repository, use a Git submodule instead:
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```bash
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git submodule add https://github.com/GodotNativeTools/godot-cpp
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git submodule add https://github.com/godotengine/godot-cpp
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git submodule update --init --recursive
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```
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@ -65,7 +65,7 @@ Right now, our directory structure should look like this:
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```text
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SimpleLibrary/
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├─godot-cpp/
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| └─godot_headers/
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| └─godot-headers/
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├─bin/
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└─src/
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```
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@ -77,7 +77,7 @@ Godot core. This metadata is required to generate the C++ binding classes for
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use in GDNative modules.
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This file is supplied with our
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[godot_headers](https://github.com/GodotNativeTools/godot_headers) repository
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[godot-headers](https://github.com/godotengine/godot-headers) repository
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for your convenience. However, if you're running a custom build of Godot and
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need access to classes that have recent changes, you must generate a new
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`api.json` file. You do this by starting your Godot executable with the
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@ -221,7 +221,7 @@ Once you've compiled the GDNative C++ bindings (see above), you can compile the
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```bash
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cd SimpleLibrary
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clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot_headers
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clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
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clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l<name of the godot-cpp>
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```
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@ -233,7 +233,7 @@ This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
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```bash
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cd SimpleLibrary
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cl /Fosrc/init.obj /c src/init.cpp /nologo -EHsc -DNDEBUG /MDd /Igodot-cpp\include /Igodot-cpp\include\core /Igodot-cpp\include\gen /Igodot-cpp\godot_headers
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cl /Fosrc/init.obj /c src/init.cpp /nologo -EHsc -DNDEBUG /MDd /Igodot-cpp\include /Igodot-cpp\include\core /Igodot-cpp\include\gen /Igodot-cpp\godot-headers
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link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj godot-cpp\bin\<name of the godot-cpp>
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```
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@ -256,7 +256,7 @@ submit a pull request :slightly_smiling_face:
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```bash
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cd SimpleLibrary
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aarch64-linux-android29-clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot_headers
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aarch64-linux-android29-clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
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aarch64-linux-android29-clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l<name of the godot-cpp>
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```
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static libraries, not dynamic libraries. In theory, it would be possible to link
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a GDNative library statically, but some of GDNative's convenience would be lost
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in the process as one would have to recompile the engine on every change. See
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[issue #30](https://github.com/GodotNativeTools/godot_headers/issues/30) in the
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[issue #30](https://github.com/godotengine/godot-headers/issues/30) in the
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Godot headers repository for more information.
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#### HTML5
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@ -282,7 +282,7 @@ Godot repository.
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### Creating `.gdnlib` and `.gdns` files
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Follow the instructions in
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[godot_header/README.md](https://github.com/GodotNativeTools/godot_headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor)
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[godot-headers/README.md](https://github.com/godotengine/godot-headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor)
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to create the `.gdns` file. This file contains paths to GDNative libraries for
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various platforms. This makes the library usable from Godot in a
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platform-independent manner.
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@ -114,7 +114,7 @@ opts.Add(EnumVariable(
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opts.Add(PathVariable(
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'headers_dir',
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'Path to the directory containing Godot headers',
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'godot_headers',
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'godot-headers',
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PathVariable.PathIsDir
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))
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opts.Add(PathVariable(
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@ -30,7 +30,7 @@ opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'bi
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opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
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# Local dependency paths, adapt them to your setup
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godot_headers_path = "../godot_headers/"
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godot_headers_path = "../godot-headers/"
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cpp_bindings_path = "../"
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cpp_library = "libgodot-cpp"
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