Commit Graph

69 Commits (50512f0dee7c95ae9e680133d441e7be49df5aac)

Author SHA1 Message Date
Hugo Locurcio 1e2eafe777
Print a warning with unknown SCons variables to ease troubleshooting 2021-11-23 22:41:52 +01:00
Fabio Alessandrelli 67f9109d1f [OSX] Add universal build support. 2021-09-29 22:31:12 +02:00
Bastiaan Olij 68ebc9b2a8 Changed over to proper godot-headers 2021-09-27 23:08:12 +10:00
Bastiaan Olij df9164b9bd Added TYPED_METHOD_BIND and c++17 flags to windows build and moved test project files 2021-09-27 23:08:09 +10:00
George Marques 8bcf32a619 Fix issues with method calls 2021-09-27 23:08:08 +10:00
George Marques e4ed48976a Replace bindgins to work with extensions 2021-09-27 23:08:08 +10:00
Rémi Verschelde 228014bec8
Merge pull request #547 from piiertho/hotfix/add-android-missing-toolchain-elements 2021-09-27 11:42:39 +02:00
Fabio Alessandrelli 1db7630d01 Fix OSX library name for arm64.
Was always `.64`, it's now `.arm64` for M1.
2021-07-10 19:02:52 +02:00
Fabio Alessandrelli e08ecdc28c
Merge pull request #584 from Faless/build/osx_arm64
Add OSX arm64 build target.
2021-07-09 16:03:49 +02:00
Fabio Alessandrelli 784103f676
Merge pull request #581 from Faless/build/optimization_flags
Add optimization flags for android and javascript.
2021-07-09 16:01:47 +02:00
Fabio Alessandrelli 5b8bcb7164 Add OSX arm64 build target.
New "macos_arch" to specify the desired arch, and "macos_sdk_path" to
override the default SDK path.
2021-07-07 11:08:33 +02:00
Fabio Alessandrelli e5279d3d0f Add optimization flags for android and javascript. 2021-07-05 15:53:52 +02:00
Fabio Alessandrelli 26d4df4e17 Fix JavaScript library suffix.
Also add `.bc` files to `.gitignore`
2021-07-05 15:47:49 +02:00
Pierre-Thomas Meisels f579039a0a Fix: add missing toolchain elements for android 2021-04-25 21:24:38 +02:00
Fabio Alessandrelli f6899e190f Add JavaScript platform support (emcc, wasm).
Includes update to `README.md` with instructions on how to build a
GDNative library for webassembly.
2021-03-11 05:11:13 +01:00
George Marques cee79bb7a6
Merge pull request #517 from SeleDreams/master
Added freebsd specific configuration to SConstruct
2021-03-01 11:56:37 -03:00
George Marques a65a340329
Merge pull request #507 from Zylann/bindings_auto_gen
Generate bindings if they are not found
2021-03-01 09:47:45 -03:00
Rémi Verschelde b36df8f86c Rename godot_headers to godot-headers to match upstream rename
Also updated the URLs which were still pointing to the old GitHub org.
2021-02-26 10:07:38 +01:00
SeleDreams 45fef69aca Added freebsd specific configuration to fix issues of detection on freebsd 2021-02-21 00:23:06 +01:00
Marc Gilleron f669380811 Generate bindings if they are not found 2021-02-03 22:48:58 +00:00
Marc e2831ff5fa
Merge pull request #505 from naithar/fix/ios-simulator-build
iOS arm64 simulator support.
2021-02-03 22:15:29 +00:00
Sergey Minakov b5d16b4b56 add ios_simulator flag to enable building for M1 arm64 simulators 2021-02-03 22:17:12 +03:00
Marc Gilleron 74e7098ae0 Dont carry msvc stuff to the MinGW build 2021-01-31 23:08:51 +00:00
Colugo 78547869ee Add macos_deployment_target SConstruct option. 2020-12-03 20:30:59 +00:00
Marc Gilleron c02747d909 Don't generate debugging symbols in release builds 2020-09-05 00:06:51 +01:00
Marc d53b294f5b
Merge pull request #450 from proxemy/master
Bugfix. Project generation now respects the given 'headers_dir' start…
2020-08-30 22:47:49 +01:00
Marc fd281da1cf
Merge pull request #382 from Zylann/fix_sconstruct_default_bits
Fix default value of `bits` misnaming resulting library
2020-08-30 22:33:45 +01:00
proxemy f71ccdfbcb Bugfix. Project generation now respects the given 'headers_dir' start parameter. 2020-08-27 19:46:03 +02:00
Duncan Sparks 6bca96ed42
Change default parameter to "yes" 2020-08-23 09:02:12 -07:00
Duncan Sparks 3b16f34d89
Add option for template get_node 2020-06-17 15:34:49 -07:00
Marc Gilleron db941344e3 Fix default value of `bits` misnaming resulting library 2020-06-02 19:44:56 +01:00
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