Commit files changed by file_format.sh

This commit is contained in:
Aaron Franke
2020-08-13 20:53:31 -05:00
parent 0c448d94e9
commit 32cfbfd88a
15 changed files with 20 additions and 23 deletions

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@@ -10,7 +10,7 @@ git clone --recursive https://github.com/GodotNativeTools/godot-cpp
### Updating the api.json
Our api.json file contains meta data of all the classes that are part of the Godot core and are needed to generate the C++ binding classes for use in GDNative modules.
Our api.json file contains meta data of all the classes that are part of the Godot core and are needed to generate the C++ binding classes for use in GDNative modules.
This file is supplied with our godot_headers repository for your convinience but if you are running a custom build of Godot and need access to classes that have recent changes a new api.json file must be generated. You do this by starting your Godot executable with the following parameters:

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@@ -9,12 +9,12 @@ onready var window = preload(\"res://GLFW.gdns\").new()
func _ready():
# create a 200x200 px window
# create a 200x200 px window
window.create(200, 200, \"Hello from Godot!\")
# connect the \"closed\" signal
window.connect(\"closed\", self, \"on_window_close\")
func on_window_close():
# the window emits a signal when the users requests
# to close it. So let's close it :D

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@@ -10,7 +10,7 @@ target = ARGUMENTS.get("target", "debug")
platform = ARGUMENTS.get("p", "linux")
platform = ARGUMENTS.get("platform", platform)
# This makes sure to keep the session environment variables on windows,
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env = Environment()
if platform == "windows":

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@@ -6,5 +6,5 @@ onready var data = InstanceBindingDemo.new()
func _on_Button_pressed():
# do the test here
pass
pass

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@@ -80,7 +80,6 @@ void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *optio
void GDN_EXPORT godot_nativescript_init(void *handle)
{
printf("nativescript_init\n");
fflush(stdout);

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@@ -25,7 +25,7 @@ void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *p_options) {
}; break;
default: break;
};
};
};
}
void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *p_options) {
@@ -52,7 +52,7 @@ void GDN_EXPORT godot_nativescript_init(void *p_handle) {
GDCALLINGCONV void *simple_constructor(godot_object *p_instance, void *p_method_data) {
printf("SIMPLE._init()\n");
user_data_struct *user_data = api->godot_alloc(sizeof(user_data_struct));
strcpy(user_data->data, "World from GDNative!");

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@@ -5,7 +5,7 @@ import os
platform = ARGUMENTS.get("p", "linux")
platform = ARGUMENTS.get("platform", platform)
# This makes sure to keep the session environment variables on windows,
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env = Environment()
if platform == "windows":
@@ -21,7 +21,7 @@ target = ARGUMENTS.get("target", "debug")
if ARGUMENTS.get("use_llvm", "no") == "yes":
env["CXX"] = "clang++"
# put stuff that is the same for all first, saves duplication
# put stuff that is the same for all first, saves duplication
if platform == "osx":
env.Append(CCFLAGS = ['-g','-O3', '-std=c++14', '-arch', 'x86_64'])
env.Append(LINKFLAGS = ['-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup'])

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@@ -6,4 +6,4 @@ onready var simple_instance = Simple.new()
func _on_Button_pressed():
$Label.text = "C++ code says: " + simple_instance.get_data()
$Label.text = "C++ code says: " + simple_instance.get_data()

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@@ -5,7 +5,7 @@
class Simple : public godot::Reference {
GODOT_CLASS(Simple, godot::Reference)
godot::String data;
public:

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@@ -5,7 +5,7 @@ import os
platform = ARGUMENTS.get("p", "linux")
platform = ARGUMENTS.get("platform", platform)
# This makes sure to keep the session environment variables on windows,
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env = Environment()
if platform == "windows":
@@ -21,7 +21,7 @@ target = ARGUMENTS.get("target", "debug")
if ARGUMENTS.get("use_llvm", "no") == "yes":
env["CXX"] = "clang++"
# put stuff that is the same for all first, saves duplication
# put stuff that is the same for all first, saves duplication
if platform == "osx":
env.Append(CCFLAGS = ['-g','-O3', '-std=c++14', '-arch', 'x86_64'])
env.Append(LINKFLAGS = ['-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup'])

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@@ -21,7 +21,6 @@ public:
}
int test_method(String s) {
Godot::print(s);
count++;
@@ -49,4 +48,4 @@ public:
static void _register_methods() {
register_method("test_method", &TestClass::test_method);
}
};
};

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@@ -1,6 +1,6 @@
# GDNative example of a kinematic character
This is a demo showing how to use GDNative together with the cpp_bindings layer to implement a couple of new nodes.
This is a demo showing how to use GDNative together with the cpp_bindings layer to implement a couple of new nodes.
This demo was originally created by Ramesh Ravone.
Before compiling this module you must clone https://github.com/GodotNativeTools/godot_headers and https://github.com/GodotNativeTools/godot-cpp

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@@ -5,7 +5,7 @@ import os
platform = ARGUMENTS.get("p", "linux")
platform = ARGUMENTS.get("platform", platform)
# This makes sure to keep the session environment variables on windows,
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env = Environment()
if platform == "windows":
@@ -21,7 +21,7 @@ target = ARGUMENTS.get("target", "debug")
if ARGUMENTS.get("use_llvm", "no") == "yes":
env["CXX"] = "clang++"
# put stuff that is the same for all first, saves duplication
# put stuff that is the same for all first, saves duplication
if platform == "osx":
env.Append(CCFLAGS = ['-g','-O3', '-std=c++14', '-arch', 'x86_64'])
env.Append(LINKFLAGS = ['-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup'])

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@@ -14,4 +14,4 @@ OSX.64="res://Script/bin/libkinematic_char.dylib"
X11.64=[]
Windows.64=[]
OSX.64=[]
OSX.64=[]

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@@ -30,7 +30,6 @@ extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_opt
}
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
Godot::nativescript_init(handle);
register_class<GDPlayer>();