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
Rémi Verschelde 2021-02-26 10:02:35 +01:00
parent eafe6d9622
commit b36df8f86c
7 changed files with 22 additions and 22 deletions

6
.gitmodules vendored
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@ -1,3 +1,3 @@
[submodule "godot_headers"] [submodule "godot-headers"]
path = godot_headers path = godot-headers
url = https://github.com/GodotNativeTools/godot_headers url = https://github.com/godotengine/godot-headers

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@ -66,8 +66,8 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF) set(CMAKE_CXX_EXTENSIONS OFF)
# Input from user for godot headers and the api file # Input from user for godot headers and the api file
set(GODOT_HEADERS_DIR "godot_headers" CACHE STRING "") set(GODOT_HEADERS_DIR "godot-headers" CACHE STRING "")
set(GODOT_CUSTOM_API_FILE "godot_headers/api.json" CACHE STRING "") set(GODOT_CUSTOM_API_FILE "godot-headers/api.json" CACHE STRING "")
set(GODOT_COMPILE_FLAGS ) set(GODOT_COMPILE_FLAGS )
set(GODOT_LINKER_FLAGS ) set(GODOT_LINKER_FLAGS )

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@ -1,5 +1,5 @@
GENERATE_BINDINGS = no GENERATE_BINDINGS = no
HEADERS = godot_headers HEADERS = godot-headers
TARGET = debug TARGET = debug
USE_CLANG = no USE_CLANG = no

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@ -6,8 +6,8 @@ The instructions below feature the new NativeScript 1.1 class structure and will
Version | Branch Version | Branch
--- | --- --- | ---
**Godot 3.0 Nativescript 1.0** | [3.0](https://github.com/GodotNativeTools/godot-cpp/tree/3.0) **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/GodotNativeTools/godot-cpp/tree/nativescript-1.0) **Godot 3.1 Nativescript 1.0** | [nativescript-1.0](https://github.com/godotengine/godot-cpp/tree/nativescript-1.0)
## Table of contents ## 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 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 you're using Git. Alternatively, you can download the source code directly from
GitHub. In this case, you need to download both GitHub. In this case, you need to download both
[godot-cpp](https://github.com/GodotNativeTools/godot-cpp) and [godot-cpp](https://github.com/godotengine/godot-cpp) and
[godot_headers](https://github.com/GodotNativeTools/godot_headers). [godot-headers](https://github.com/godotengine/godot-headers).
```bash ```bash
mkdir SimpleLibrary mkdir SimpleLibrary
cd SimpleLibrary cd SimpleLibrary
mkdir bin mkdir bin
mkdir src 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: If you wish to use a specific branch, add the -b option to the clone command:
```bash ```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: If your project is an existing repository, use a Git submodule instead:
```bash ```bash
git submodule add https://github.com/GodotNativeTools/godot-cpp git submodule add https://github.com/godotengine/godot-cpp
git submodule update --init --recursive git submodule update --init --recursive
``` ```
@ -65,7 +65,7 @@ Right now, our directory structure should look like this:
```text ```text
SimpleLibrary/ SimpleLibrary/
├─godot-cpp/ ├─godot-cpp/
| └─godot_headers/ | └─godot-headers/
├─bin/ ├─bin/
└─src/ └─src/
``` ```
@ -77,7 +77,7 @@ Godot core. This metadata is required to generate the C++ binding classes for
use in GDNative modules. use in GDNative modules.
This file is supplied with our 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 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 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 `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 ```bash
cd SimpleLibrary 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<name of the godot-cpp> clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l<name of the godot-cpp>
``` ```
@ -233,7 +233,7 @@ This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
```bash ```bash
cd SimpleLibrary 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\<name of the godot-cpp> link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj godot-cpp\bin\<name of the godot-cpp>
``` ```
@ -256,7 +256,7 @@ submit a pull request :slightly_smiling_face:
```bash ```bash
cd SimpleLibrary 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<name of the godot-cpp> aarch64-linux-android29-clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l<name of the godot-cpp>
``` ```
@ -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 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 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 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. Godot headers repository for more information.
#### HTML5 #### HTML5
@ -282,7 +282,7 @@ Godot repository.
### Creating `.gdnlib` and `.gdns` files ### Creating `.gdnlib` and `.gdns` files
Follow the instructions in 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 to create the `.gdns` file. This file contains paths to GDNative libraries for
various platforms. This makes the library usable from Godot in a various platforms. This makes the library usable from Godot in a
platform-independent manner. platform-independent manner.

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@ -114,7 +114,7 @@ opts.Add(EnumVariable(
opts.Add(PathVariable( opts.Add(PathVariable(
'headers_dir', 'headers_dir',
'Path to the directory containing Godot headers', 'Path to the directory containing Godot headers',
'godot_headers', 'godot-headers',
PathVariable.PathIsDir PathVariable.PathIsDir
)) ))
opts.Add(PathVariable( opts.Add(PathVariable(

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@ -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)) opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
# Local dependency paths, adapt them to your setup # Local dependency paths, adapt them to your setup
godot_headers_path = "../godot_headers/" godot_headers_path = "../godot-headers/"
cpp_bindings_path = "../" cpp_bindings_path = "../"
cpp_library = "libgodot-cpp" cpp_library = "libgodot-cpp"