Commit Graph

38 Commits (1dc8feaeeee8a364932f708f06abf1b667ba6548)

Author SHA1 Message Date
Bastiaan Olij 45e6801016
Merge pull request #353 from bruvzg/ios_support
Add iOS build support - couldn't test this but trust you @bruvzg  ;) 
@piiertho please do add CI support for this!
2020-01-30 21:00:46 +11:00
Azeez Abass e8488656e5 windows use_mingw build fix 2019-12-15 15:13:19 -07:00
bruvzg f314b47843
Add iOS build support. 2019-11-26 21:26:06 +02:00
TGRCDev 7482074779 Android compile fixed for Windows 2019-09-18 11:01:54 -07:00
Jayanth-L 77cde5bb3a Add android support, Update README.md
Compiles and runs fine on Android platform
2019-09-18 10:44:46 -07:00
Bastiaan Olij cdd50260d0
Merge pull request #295 from silverkorn/master
Add MSYS/MinGW compiling support on Windows
2019-06-16 16:38:31 +10:00
bruvzg e080c5391e
Fix MinGW-w64 cross-compilation on macOS. 2019-05-25 15:23:36 +03:00
unknown 73c588456c Add MSYS/MinGW compiling support on Windows
Tested successfully with MSYS2 with the following command:
scons platform=windows generate_bindings=yes use_mingw=1 bits=64
2019-05-15 21:09:39 -04:00
Bastiaan Olij f0fe88bd36
Merge pull request #260 from aqnuep/basis_convention
Make Basis look column-major while retaining a row-major representation
2019-04-10 21:57:03 +10:00
Daniel Rakos abccf9a050 Make Basis look column-major while retaining a row-major representation
Per https://github.com/godotengine/godot/issues/14553:
Godot stores Basis in row-major layout for more change for efficiently
taking advantage of SIMD instructions, but in scripts Basis looks like and
is accessible in a column-major format.

This change modifies the C++ binding so that from the script's perspective
Basis does look like if it was column-major while retaining a row-major
in-memory representation. This is achieved using a set of helper template
classes which allow accessing individual columns whose components are
non-continues in memory as if it was a Vector3 type. This ensures script
interface compatibility without needing to transpose the Basis every time
it is passed over the script-engine boundary.

Also made most of the Vector2 and Vector3 class interfaces inlined in the
process for increased performance.

While unrelated (but didn't want to file a separate PR for it), this change
adds the necessary flags to have debug symbol information under MSVC.

Fixes #241.
2019-04-08 16:28:41 +02:00
Hugo Locurcio 976a188837
Fix and improve the build system
- Fix automatic architecture detection
- Fix compiling with MinGW on Linux
  - MinGW on Windows is still not working though
- Default to Clang on macOS
- Remove redundant `use_custom_api_file` option
- Format SConstruct using Flake8

This closes #245.
2019-04-07 15:40:49 +02:00
lzubiaur e0295d7cd4 Set default arch to 64bits for osx platform 2019-02-12 08:32:26 +09:00
Marcelo Fernandez 2500f308a9 Improvements on SConstruct arch detection 2018-11-28 14:19:50 -03:00
Bastiaan Olij d3d78df0b5 Fixing a few typos in SConstruct 2018-11-28 11:05:27 +11:00
Will Nations 7dff130849 Replace ARGUMENTS with opts.Add/env and some cleanup 2018-11-25 23:29:30 -06:00
karroffel 200bf226bf Nativescript 1.1
implemented instance binding data usage

This commit changes the way C++ wrapper classes work.
Previously, wrapper classes were merely wrapper *interfaces*.
They used the `this` pointer to store the actual foreign Godot
Object.

With the NativeScript 1.1 extension it is now possible to have
low-overhead language binding data attached to Objects.

The C++ bindings use that feature to implement *proper* wrappers
and enable regular C++ inheritance usage that way.

Some things might still be buggy and untested, but the C++
SimpleDemo works with those changes.

new and free change, custom free will crash engine, be wary

fix exporting of non-object types

fix free() crash with custom resources

added type tags and safe object casting

fix global type registration order

fix cast_to

changed build system to be more self contained

updated .gitignore

use typeid() for type tags now

fix indentation in bindings generator

remove accidentally added files

fix gitignore

Fixed up registering tool and updated godot_headers

Fix crash when calling String::split/split_floats

Was casting to the wrong object type.
Also adds parse_ints function to String with the same logic

Better warning/error macros

Change gitignore so we get our gen folders

New documentation based on nativescript 1.1

Fixed GODOT_SUBCLASS macro

Preventing crash when function returned null ptr

Adds needed include <typeinfo>

 Solves this issue #168 due to not having the include of typeinfo

Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'.

cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs]

update vector3::distance_to

Remove godot_api.json as its now in the godot_headers submodule (api.json)
2018-11-07 21:23:08 +11:00
Marcelo Fernandez 13f4f0e8f8 Fix Windows 32 bits builds producing 64 bits code 2018-10-25 13:35:33 -03:00
Hugo Locurcio 46fe7ada03
Improve the build system
- The SCons option system is now used for validation
- An help message can now be displayed using `scons -h`
- New `use_mingw` option to compile using MinGW on Windows
- Removed `arch` in favor of `bits`
- Renamed `headers` to `headers_dir`
- Built libraries now contain the target in the file name
2018-08-17 12:01:16 +02:00
karroffel 94ec311924 better debugging experience on linux 2018-05-16 13:25:53 +02:00
karroffel 684a06daf2 included godot_headers as submodule 2018-05-16 02:11:41 +02:00
Marcelo Fernandez b52d55927a On OS X append .osx.64 to the result_name var on SConstruct 2018-04-08 13:00:54 -03:00
Marcelo Fernandez 98e5f78fa0 Fix compile issues on Windows 2018-03-05 13:28:49 -03:00
Marcelo Fernandez 5162132236 Fix compile problem on OS X 2018-03-01 20:30:55 -03:00
QuentinCaffeino af2861faf7 use_llvm fix 2018-02-25 17:03:55 +01:00
QuentinCaffeino 43f57c7f80 Bindings are generated by default; Replaced generate with regenerate flag; Updated readme 2018-02-25 16:25:42 +01:00
QuentinCaffeino 55ce1da2dc Added crosscompiling for linux-windows; Added makefile 2018-02-22 23:16:25 +01:00
Nickolai Korshunov 0fbfe5dd12 Json bindings are generated in cwd 2018-02-18 15:14:56 +03:00
karroffel 51f1d3ce5d allow ~ in godotbinpath 2018-01-19 11:53:09 +01:00
karroffel 03380c0cef made godotbinpath accept the binary path itself 2017-12-13 21:59:15 +01:00
Bastiaan Olij 6452ba6e88 Implemented using api struct 2017-10-23 21:20:14 +11:00
Bastiaan Olij 9f8a93c405 Add some command line parameters to overrule default paths 2017-09-13 20:25:59 +10:00
Richy HBM 2d54c15c30 Add compiler flags for windows
This adds MSVC compiler flags to enable the DEBUG/NDEBUG defines, enable exceptions, turn on optimizations for Release builds, and link to the correct runtime library
2017-07-30 13:22:30 +01:00
Richy HBM e5806869c5 Fix using variable before defining it 2017-07-29 13:25:57 +01:00
Richy HBM b503db1712 Keep environment variables on windows
This ensures that environment variables are kept when on windows meaning you can run it with any version of VS, so long as you are in a VS prompt or have run the vcvars.bat file for your architecture
2017-07-29 11:50:05 +01:00
Karroffel c27af379b8 updated to use the new NativeScript and GDNative interface 2017-07-24 17:08:52 +02:00
Karroffel 4769f49cb4 Use static linking instead of dynamic linking 2017-07-23 17:53:50 +02:00
BastiaanOlij 1f36c2307a Getting this to compile on mac os x 2017-06-16 23:50:48 +10:00
Karroffel cf30b0f39d rewrote binding generator in python 2017-05-12 21:53:07 +02:00