From b36df8f86c0d0e52fd023cab9033be217e9e4f0e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 26 Feb 2021 10:02:35 +0100 Subject: [PATCH] Rename godot_headers to godot-headers to match upstream rename Also updated the URLs which were still pointing to the old GitHub org. --- .gitmodules | 6 +++--- CMakeLists.txt | 4 ++-- Makefile | 2 +- README.md | 28 ++++++++++++++-------------- SConstruct | 2 +- godot_headers => godot-headers | 0 test/SConstruct | 2 +- 7 files changed, 22 insertions(+), 22 deletions(-) rename godot_headers => godot-headers (100%) diff --git a/.gitmodules b/.gitmodules index 828a556..36c9545 100644 --- a/.gitmodules +++ b/.gitmodules @@ -1,3 +1,3 @@ -[submodule "godot_headers"] - path = godot_headers - url = https://github.com/GodotNativeTools/godot_headers +[submodule "godot-headers"] + path = godot-headers + url = https://github.com/godotengine/godot-headers diff --git a/CMakeLists.txt b/CMakeLists.txt index d259403..f48b5b3 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -66,8 +66,8 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_EXTENSIONS OFF) # Input from user for godot headers and the api file -set(GODOT_HEADERS_DIR "godot_headers" CACHE STRING "") -set(GODOT_CUSTOM_API_FILE "godot_headers/api.json" CACHE STRING "") +set(GODOT_HEADERS_DIR "godot-headers" CACHE STRING "") +set(GODOT_CUSTOM_API_FILE "godot-headers/api.json" CACHE STRING "") set(GODOT_COMPILE_FLAGS ) set(GODOT_LINKER_FLAGS ) diff --git a/Makefile b/Makefile index 4951669..12ed821 100644 --- a/Makefile +++ b/Makefile @@ -1,5 +1,5 @@ GENERATE_BINDINGS = no -HEADERS = godot_headers +HEADERS = godot-headers TARGET = debug USE_CLANG = no diff --git a/README.md b/README.md index 301add9..9eccee0 100644 --- a/README.md +++ b/README.md @@ -6,8 +6,8 @@ The instructions below feature the new NativeScript 1.1 class structure and will Version | Branch --- | --- -**Godot 3.0 Nativescript 1.0** | [3.0](https://github.com/GodotNativeTools/godot-cpp/tree/3.0) -**Godot 3.1 Nativescript 1.0** | [nativescript-1.0](https://github.com/GodotNativeTools/godot-cpp/tree/nativescript-1.0) +**Godot 3.0 Nativescript 1.0** | [3.0](https://github.com/godotengine/godot-cpp/tree/3.0) +**Godot 3.1 Nativescript 1.0** | [nativescript-1.0](https://github.com/godotengine/godot-cpp/tree/nativescript-1.0) ## Table of contents @@ -36,27 +36,27 @@ so formatting is done before your changes are submitted. We recommend using Git for managing your project. The instructions below assume you're using Git. Alternatively, you can download the source code directly from GitHub. In this case, you need to download both -[godot-cpp](https://github.com/GodotNativeTools/godot-cpp) and -[godot_headers](https://github.com/GodotNativeTools/godot_headers). +[godot-cpp](https://github.com/godotengine/godot-cpp) and +[godot-headers](https://github.com/godotengine/godot-headers). ```bash mkdir SimpleLibrary cd SimpleLibrary mkdir bin mkdir src -git clone --recursive https://github.com/GodotNativeTools/godot-cpp +git clone --recursive https://github.com/godotengine/godot-cpp ``` If you wish to use a specific branch, add the -b option to the clone command: ```bash -git clone --recursive https://github.com/GodotNativeTools/godot-cpp -b 3.0 +git clone --recursive https://github.com/godotengine/godot-cpp -b 3.0 ``` If your project is an existing repository, use a Git submodule instead: ```bash -git submodule add https://github.com/GodotNativeTools/godot-cpp +git submodule add https://github.com/godotengine/godot-cpp git submodule update --init --recursive ``` @@ -65,7 +65,7 @@ Right now, our directory structure should look like this: ```text SimpleLibrary/ ├─godot-cpp/ -| └─godot_headers/ +| └─godot-headers/ ├─bin/ └─src/ ``` @@ -77,7 +77,7 @@ Godot core. This metadata is required to generate the C++ binding classes for use in GDNative modules. This file is supplied with our -[godot_headers](https://github.com/GodotNativeTools/godot_headers) repository +[godot-headers](https://github.com/godotengine/godot-headers) repository for your convenience. However, if you're running a custom build of Godot and need access to classes that have recent changes, you must generate a new `api.json` file. You do this by starting your Godot executable with the @@ -221,7 +221,7 @@ Once you've compiled the GDNative C++ bindings (see above), you can compile the ```bash cd SimpleLibrary -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 +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 clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l ``` @@ -233,7 +233,7 @@ This creates the file `libtest.so` in your `SimpleLibrary/bin` directory. ```bash cd SimpleLibrary -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 +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 link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj godot-cpp\bin\ ``` @@ -256,7 +256,7 @@ submit a pull request :slightly_smiling_face: ```bash cd SimpleLibrary -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 +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 aarch64-linux-android29-clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l ``` @@ -270,7 +270,7 @@ GDNative isn't supported on iOS yet. This is because iOS only allows linking static libraries, not dynamic libraries. In theory, it would be possible to link a GDNative library statically, but some of GDNative's convenience would be lost in the process as one would have to recompile the engine on every change. See -[issue #30](https://github.com/GodotNativeTools/godot_headers/issues/30) in the +[issue #30](https://github.com/godotengine/godot-headers/issues/30) in the Godot headers repository for more information. #### HTML5 @@ -282,7 +282,7 @@ Godot repository. ### Creating `.gdnlib` and `.gdns` files Follow the instructions in -[godot_header/README.md](https://github.com/GodotNativeTools/godot_headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor) +[godot-headers/README.md](https://github.com/godotengine/godot-headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor) to create the `.gdns` file. This file contains paths to GDNative libraries for various platforms. This makes the library usable from Godot in a platform-independent manner. diff --git a/SConstruct b/SConstruct index 33bab34..8fc7d1d 100644 --- a/SConstruct +++ b/SConstruct @@ -114,7 +114,7 @@ opts.Add(EnumVariable( opts.Add(PathVariable( 'headers_dir', 'Path to the directory containing Godot headers', - 'godot_headers', + 'godot-headers', PathVariable.PathIsDir )) opts.Add(PathVariable( diff --git a/godot_headers b/godot-headers similarity index 100% rename from godot_headers rename to godot-headers diff --git a/test/SConstruct b/test/SConstruct index 2dd85d5..0367d36 100644 --- a/test/SConstruct +++ b/test/SConstruct @@ -30,7 +30,7 @@ opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'bi opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept)) # Local dependency paths, adapt them to your setup -godot_headers_path = "../godot_headers/" +godot_headers_path = "../godot-headers/" cpp_bindings_path = "../" cpp_library = "libgodot-cpp"