mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-05 22:09:56 +03:00
Rename all instances of the x11 platform to linuxbsd
Export template binaries haven't been renamed yet, so their names were left as-is.
This commit is contained in:
@@ -37,13 +37,13 @@ Which platforms are supported by Godot?
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* Windows
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* macOS
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* X11 (Linux, \*BSD)
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* Linux, \*BSD
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**For exporting your games:**
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* Windows (and UWP)
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* macOS
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* X11 (Linux, \*BSD)
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* Linux, \*BSD
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* Android
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* iOS
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* Web
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@@ -122,7 +122,7 @@ When classes are modified in the source code, the documentation template might b
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::
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./bin/godot.x11.tools.64 --doctool .
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./bin/godot.linuxbsd.tools.64 --doctool .
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The xml files in doc/classes should then be up-to-date with current Godot Engine features. You can then check what changed using the ``git diff`` command. If there are changes to other classes than the one you are planning to document, please commit those changes first before starting to edit the template:
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@@ -1,7 +1,7 @@
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.. _doc_compiling_for_x11:
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.. _doc_compiling_for_linuxbsd:
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Compiling for X11 (Linux, \*BSD)
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================================
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Compiling for Linux, \*BSD
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==========================
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.. highlight:: shell
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@@ -92,7 +92,7 @@ Start a terminal, go to the root dir of the engine source code and type:
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::
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user@host:~/godot$ scons -j8 platform=x11
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user@host:~/godot$ scons -j8 platform=linuxbsd
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A good rule of thumb for the ``-j`` (*jobs*) flag, is to have at least as many
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threads compiling Godot as you have cores in your CPU, if not one or two more.
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@@ -109,7 +109,7 @@ manager.
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::
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user@host:~/godot$ scons platform=x11 use_llvm=yes
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user@host:~/godot$ scons platform=linuxbsd use_llvm=yes
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Using Clang appears to be a requirement for OpenBSD, otherwise fonts
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would not build.
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@@ -134,22 +134,22 @@ Building export templates
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build environment.
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To build X11 (Linux, \*BSD) export templates, run the build system with the
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To build Linux or \*BSD export templates, run the build system with the
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following parameters:
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- (32 bits)
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::
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user@host:~/godot$ scons platform=x11 tools=no target=release bits=32
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user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=32
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user@host:~/godot$ scons platform=linuxbsd tools=no target=release bits=32
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user@host:~/godot$ scons platform=linuxbsd tools=no target=release_debug bits=32
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- (64 bits)
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::
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user@host:~/godot$ scons platform=x11 tools=no target=release bits=64
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user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=64
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user@host:~/godot$ scons platform=linuxbsd tools=no target=release bits=64
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user@host:~/godot$ scons platform=linuxbsd tools=no target=release_debug bits=64
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Note that cross-compiling for the opposite bits (64/32) as your host
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platform is not always straight-forward and might need a chroot environment.
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@@ -160,7 +160,7 @@ To create standard export templates, the resulting files must be copied to:
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$HOME/.local/share/godot/templates/[gd-version]/
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and named like this (even for \*BSD which is seen as "Linux X11" by Godot):
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and named like this (even for \*BSD which is seen as "Linux/X11" by Godot):
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::
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@@ -192,7 +192,7 @@ the default GCC + GNU ld setup:
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To do so, install Clang and the ``lld`` package from your distribution's package manager
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then use the following SCons command::
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user@host:~/godot$ scons platform=x11 use_llvm=yes use_lld=yes
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user@host:~/godot$ scons platform=linuxbsd use_llvm=yes use_lld=yes
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It's still recommended to use GCC for production builds as they can be compiled using
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link-time optimization, making the resulting binaries smaller and faster.
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@@ -68,7 +68,7 @@ without having to repeat this process.
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``<godot_binary>`` refers to the tools binary you compiled above with the Mono
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module enabled. Its exact name will differ based on your system and
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configuration, but should be of the form
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``bin/godot.<platform>.tools.<bits>.mono``, e.g. ``bin/godot.x11.tools.64.mono``
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``bin/godot.<platform>.tools.<bits>.mono``, e.g. ``bin/godot.linuxbsd.tools.64.mono``
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or ``bin/godot.windows.tools.64.exe``. Be especially aware of the **.mono**
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suffix! If you've previously compiled Godot without Mono support, you might have
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similarly named binaries without this suffix. These binaries can't be used to
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@@ -135,21 +135,21 @@ Example (Windows)
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scons p=windows target=release_debug tools=no module_mono_enabled=yes
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scons p=windows target=release tools=no module_mono_enabled=yes
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Example (X11)
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^^^^^^^^^^^^^
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Example (Linux, \*BSD)
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^^^^^^^^^^^^^^^^^^^^^^
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::
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# Build temporary binary
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scons p=x11 tools=yes module_mono_enabled=yes mono_glue=no
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scons p=linuxbsd tools=yes module_mono_enabled=yes mono_glue=no
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# Generate glue sources
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bin/godot.x11.tools.64.mono --generate-mono-glue modules/mono/glue
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bin/godot.linuxbsd.tools.64.mono --generate-mono-glue modules/mono/glue
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### Build binaries normally
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# Editor
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scons p=x11 target=release_debug tools=yes module_mono_enabled=yes
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scons p=linuxbsd target=release_debug tools=yes module_mono_enabled=yes
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# Export templates
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scons p=x11 target=release_debug tools=no module_mono_enabled=yes
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scons p=x11 target=release tools=no module_mono_enabled=yes
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scons p=linuxbsd target=release_debug tools=no module_mono_enabled=yes
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scons p=linuxbsd target=release tools=no module_mono_enabled=yes
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.. _compiling_with_mono_data_directory:
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@@ -168,7 +168,7 @@ Export templates
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The name of the data directory for an export template differs based on the
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configuration it was built with. The format is
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``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.x11.32.release_debug`` or
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``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.linuxbsd.32.release_debug`` or
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``data.mono.windows.64.release``.
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This directory must be placed with its original name next to the Godot export
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@@ -8,7 +8,7 @@ Compiling
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getting_source
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introduction_to_the_buildsystem
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compiling_for_windows
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compiling_for_x11
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compiling_for_linuxbsd
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compiling_for_osx
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compiling_for_android
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compiling_for_ios
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@@ -40,9 +40,9 @@ Setup
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-----
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Please refer to the documentation for :ref:`doc_compiling_for_android`,
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:ref:`doc_compiling_for_ios`, :ref:`doc_compiling_for_osx`,
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:ref:`doc_compiling_for_uwp`, :ref:`doc_compiling_for_web`,
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:ref:`doc_compiling_for_windows` and :ref:`doc_compiling_for_x11`.
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:ref:`doc_compiling_for_ios`, :ref:`doc_compiling_for_linuxbsd`,
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:ref:`doc_compiling_for_osx`, :ref:`doc_compiling_for_uwp`,
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:ref:`doc_compiling_for_web`, and :ref:`doc_compiling_for_windows`.
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Note that for **Windows/Visual Studio**, you need to use ``x86_x64 Cross Tools
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Command Prompt for VS 2017`` or similar, depending on your install, instead of
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@@ -68,18 +68,18 @@ To list the available target platforms, use ``scons platform=list``::
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android
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javascript
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linuxbsd
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server
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windows
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x11
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Please run SCons again and select a valid platform: platform=<string>
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To build for a platform (for example, x11), run with the ``platform=`` (or
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``p=`` to make it short) argument:
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To build for a platform (for example, ``linuxbsd``), run with the ``platform=``
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(or ``p=`` to make it short) argument:
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::
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user@host:~/godot$ scons platform=x11
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user@host:~/godot$ scons platform=linuxbsd
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This will start the build process, which will take a while. If you want
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SCons to build faster, use the ``-j <cores>`` parameter to specify how many
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@@ -90,7 +90,7 @@ Example for using 4 cores:
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::
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user@host:~/godot$ scons platform=x11 -j 4
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user@host:~/godot$ scons platform=linuxbsd -j 4
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Resulting binary
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----------------
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@@ -103,9 +103,9 @@ generally with this naming convention::
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For the previous build attempt, the result would look like this::
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user@host:~/godot$ ls bin
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bin/godot.x11.tools.64
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bin/godot.linuxbsd.tools.64
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This means that the binary is for X11, is not optimized, has tools (the
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This means that the binary is for Linux *or* \*BSD (*not* both), is not optimized, has tools (the
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whole editor) compiled in, and is meant for 64 bits.
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A Windows binary with the same configuration will look like this::
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@@ -64,14 +64,14 @@ Build configuration:
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- Type ``scons`` in the *Command* field. If it fails with 'Could not start process "scons"',
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it can mean that ``scons`` is not in your ``PATH`` environment variable, so you may have to
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use the full path to the SCons binary.
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- Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 target=debug -j 4``)
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- Fill the *Arguments* field with your compilation options. (e.g.: ``p=linuxbsd target=debug -j 4``)
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.. image:: img/qtcreator-set-scons-command.png
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Run configuration:
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- Open the *Run* tab.
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- Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/godot.x11.opt.tools.64``)
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- Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/godot.linuxbsd.opt.tools.64``)
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- If you want to run a specific game or project, point *Working directory* to the game directory.
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- If you want to run the editor, add ``-e`` to the *Command line arguments* field.
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@@ -146,7 +146,7 @@ Add the following includes/imports:
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core/os/
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core/math/
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drivers/
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platform/x11/ // make that platform/osx/ if you're using macOS
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platform/linuxbsd/ // make that platform/osx/ if you're using macOS
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.. image:: img/kdevelop_addincludes.png
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@@ -154,7 +154,7 @@ Apply the changes.
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Switch to the "Custom Build System" tab. Add a build configuration
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and keep the build directory blank. Enable build tools and add ``scons``
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as the executable then add ``platform=x11 target=debug`` (``platform=osx``
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as the executable then add ``platform=linuxbsd target=debug`` (``platform=osx``
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if you're on macOS) as the arguments.
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.. image:: img/kdevelop_buildconfig.png
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@@ -167,7 +167,7 @@ From the "Run" menu, choose "Configure Launches".
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Click "Add" if no launcher exists. Then add the path to your
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executable in the executable section. Your executable should be located
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in the ``bin/`` sub-directory and should be named something like
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``godot.x11.tools.64`` (the name could be different depending on your
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``godot.linuxbsd.tools.64`` (the name could be different depending on your
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platform and depending on your build options).
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.. image:: img/kdevelop_configlaunches2.png
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@@ -285,7 +285,7 @@ To create them:
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.. image:: img/vscode_2_launch.json.png
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(Note that *godot.x11.tools.64* in "program" value might be named differently on macOS or Windows)
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(Note that *godot.linuxbsd.tools.64* in "program" value might be named differently on macOS or Windows)
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- Create *tasks.json* by starting the Debug process with :kbd:`F5`. VS Code will show a dialog with a *Configure Task* button. Tap it and select *Create tasks.json file from template*, then select *Others*
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@@ -293,11 +293,12 @@ To create them:
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.. image:: img/vscode_3_tasks.json.png
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(Note that *platform=x11* will be different for macOX and Windows)
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(Note that *platform=linuxbsd* will be different for macOX and Windows)
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- You can now start the Debug process again to test that everything works.
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- If the build phase fails, check the console for hints. On Linux it's most likely that some dependencies are missing. Check :ref:`Compiling for X11 (Linux, \*BSD) <doc_compiling_for_x11>`
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- If the build phase fails, check the console for hints. On Linux, it's most
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likely due to missing dependencies. Check :ref:`doc_compiling_for_linuxbsd`.
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.. _doc_configuring_an_ide_android_studio:
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@@ -374,7 +374,7 @@ library that will be dynamically loaded when starting our game's binary.
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# Finally notify the main env it has our shared lirary as a new dependency.
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# To do so, SCons wants the name of the lib with it custom suffixes
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# (e.g. ".x11.tools.64") but without the final ".so".
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# (e.g. ".linuxbsd.tools.64") but without the final ".so".
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# We pass this along with the directory of our library to the main env.
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shared_lib_shim = shared_lib[0].name.rsplit('.', 1)[0]
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env.Append(LIBS=[shared_lib_shim])
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@@ -433,7 +433,7 @@ shared module as target in the scons command:
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::
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user@host:~/godot$ scons summator_shared=yes platform=x11 bin/libsummator.x11.tools.64.so
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user@host:~/godot$ scons summator_shared=yes platform=linuxbsd bin/libsummator.linuxbsd.tools.64.so
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Writing custom documentation
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----------------------------
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@@ -22,9 +22,9 @@ Differences
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+===================+====================================================================================+================================================================================================================+
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| License | Proprietary, closed, free license with revenue caps and usage restrictions | MIT license, free and fully open source without any restriction |
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+-------------------+------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------+
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| OS (editor) | Windows, macOS, Linux | Windows, macOS, X11 (Linux, \*BSD) |
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| OS (editor) | Windows, macOS, Linux | Windows, macOS, Linux, \*BSD |
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+-------------------+------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------+
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| OS (export) | * **Desktop:** Windows, macOS, Linux | * **Desktop:** Windows, macOS, X11 |
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| OS (export) | * **Desktop:** Windows, macOS, Linux | * **Desktop:** Windows, macOS, Linux |
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| | * **Mobile:** Android, iOS, Windows Phone, Tizen | * **Mobile:** Android, iOS |
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| | * **Web:** WebAssembly or asm.js | * **Web:** WebAssembly |
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| | * **Consoles:** PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS | * **Console:** See :ref:`doc_consoles` |
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@@ -222,7 +222,7 @@ Full list of defines
|
||||
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||||
* One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the architecture is 64-bit or 32-bit.
|
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* One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, ``GODOT_HTML5``,
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* One of ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, ``GODOT_HTML5``,
|
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or ``GODOT_SERVER`` depending on the OS. These names may change in the future.
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||||
These are created from the ``get_name()`` method of the :ref:``OS <class_OS>`` singleton,
|
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but not every possible OS the method returns is an OS that Godot with Mono runs on.
|
||||
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@@ -34,11 +34,15 @@ Here is a list of most feature tags in Godot. Keep in mind they are **case-sensi
|
||||
+=================+========================================================+
|
||||
| **Android** | Running on Android |
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||||
+-----------------+--------------------------------------------------------+
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||||
| **BSD** | Running on \*BSD |
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||||
+-----------------+--------------------------------------------------------+
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||||
| **HTML5** | Running on HTML5 |
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||||
+-----------------+--------------------------------------------------------+
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||||
| **JavaScript** | :ref:`JavaScript singleton <doc_javascript_eval>` is |
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||||
| | available |
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||||
+-----------------+--------------------------------------------------------+
|
||||
| **Linux** | Running on Linux |
|
||||
+-----------------+--------------------------------------------------------+
|
||||
| **OSX** | Running on macOS |
|
||||
+-----------------+--------------------------------------------------------+
|
||||
| **iOS** | Running on iOS |
|
||||
@@ -47,8 +51,6 @@ Here is a list of most feature tags in Godot. Keep in mind they are **case-sensi
|
||||
+-----------------+--------------------------------------------------------+
|
||||
| **Windows** | Running on Windows |
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||||
+-----------------+--------------------------------------------------------+
|
||||
| **X11** | Running on X11 (Linux/BSD desktop) |
|
||||
+-----------------+--------------------------------------------------------+
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||||
| **Server** | Running on the headless server platform |
|
||||
+-----------------+--------------------------------------------------------+
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||||
| **debug** | Running on a debug build (including the editor) |
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||||
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||||
@@ -79,7 +79,7 @@ In ``process_input``, add the following code just before ``input_movement_vector
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||||
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||||
if OS.get_name() == "Windows":
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||||
joypad_vec = Vector2(Input.get_joy_axis(0, 0), -Input.get_joy_axis(0, 1))
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||||
elif OS.get_name() == "X11":
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||||
elif OS.get_name() == "Linux":
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||||
joypad_vec = Vector2(Input.get_joy_axis(0, 1), Input.get_joy_axis(0, 2))
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||||
elif OS.get_name() == "OSX":
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||||
joypad_vec = Vector2(Input.get_joy_axis(0, 1), Input.get_joy_axis(0, 2))
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||||
@@ -98,7 +98,7 @@ In ``process_input``, add the following code just before ``input_movement_vector
|
||||
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||||
var joypad_vec = Vector2(0, 0)
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||||
|
||||
if OS.get_name() == "Windows" or OS.get_name() == "X11":
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||||
if OS.get_name() == "Windows" or OS.get_name() == "Linux":
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||||
joypad_vec = Vector2(Input.get_joy_axis(0, 0), -Input.get_joy_axis(0, 1))
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||||
elif OS.get_name() == "OSX":
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||||
joypad_vec = Vector2(Input.get_joy_axis(0, 1), Input.get_joy_axis(0, 2))
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||||
@@ -159,7 +159,7 @@ Make a new function called ``process_view_input`` and add the following:
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||||
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||||
if OS.get_name() == "Windows":
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||||
joypad_vec = Vector2(Input.get_joy_axis(0, 2), Input.get_joy_axis(0, 3))
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||||
elif OS.get_name() == "X11":
|
||||
elif OS.get_name() == "Linux":
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||||
joypad_vec = Vector2(Input.get_joy_axis(0, 3), Input.get_joy_axis(0, 4))
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||||
elif OS.get_name() == "OSX":
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||||
joypad_vec = Vector2(Input.get_joy_axis(0, 3), Input.get_joy_axis(0, 4))
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||||
@@ -194,7 +194,7 @@ Make a new function called ``process_view_input`` and add the following:
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||||
var joypad_vec = Vector2()
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||||
if Input.get_connected_joypads().size() > 0:
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||||
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||||
if OS.get_name() == "Windows" or OS.get_name() == "X11":
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||||
if OS.get_name() == "Windows" or OS.get_name() == "Linux":
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||||
joypad_vec = Vector2(Input.get_joy_axis(0, 2), Input.get_joy_axis(0, 3))
|
||||
elif OS.get_name() == "OSX":
|
||||
joypad_vec = Vector2(Input.get_joy_axis(0, 3), Input.get_joy_axis(0, 4))
|
||||
@@ -787,4 +787,3 @@ add turrets!
|
||||
.. warning:: If you ever get lost, be sure to read over the code again!
|
||||
|
||||
You can download the finished project for this part here: :download:`Godot_FPS_Part_4.zip <files/Godot_FPS_Part_4.zip>`
|
||||
|
||||
|
||||
@@ -268,7 +268,7 @@ ______
|
||||
|
||||
In ``_ready``, we set the ``OS_Label``'s text to the name provided by :ref:`OS <class_OS>` using the ``get_name`` function. This will return the
|
||||
name of the OS (or Operating System) for which Godot was compiled. For example, when you are running Windows, it will return ``Windows``, while when you
|
||||
are running Linux, it will return ``X11``.
|
||||
are running Linux, it will return ``Linux``.
|
||||
|
||||
Then, we set the ``Engine_Label``'s text to the version info provided by ``Engine.get_version_info``. ``Engine.get_version_info`` returns a dictionary full
|
||||
of useful information about the version of Godot which is currently running. We only care about the string version, for this label at least, so we get the string
|
||||
@@ -1038,4 +1038,3 @@ The skybox was converted to a 360 equirectangular image using this tool: https:/
|
||||
While no sounds are provided, you can find many game ready sounds at https://gamesounds.xyz/
|
||||
|
||||
.. warning:: **OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.**
|
||||
|
||||
|
||||
@@ -64,8 +64,8 @@ won't play games windowed (games that are played in a window, e.g. puzzle games,
|
||||
For fullscreen, Windows gives special priority to the game so stutter is no longer visible and very rare.
|
||||
This is how most games are played.
|
||||
|
||||
Linux (X11)
|
||||
^^^^^^^^^^^
|
||||
Linux
|
||||
^^^^^
|
||||
|
||||
Stutter may be visible on Desktop Linux, but this is usually associated with different video drivers and compositors.
|
||||
Nouveau drivers often exhibit this, while AMD or NVidia proprietary don't. Some compositors may also trigger this problem
|
||||
|
||||
@@ -8,8 +8,8 @@ env = DefaultEnvironment()
|
||||
|
||||
# Define our options
|
||||
opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
|
||||
opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
|
||||
opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
|
||||
opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'linuxbsd', 'linux', 'osx']))
|
||||
opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'linuxbsd', 'linux', 'osx']))
|
||||
opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
|
||||
opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'demo/bin/'))
|
||||
opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
|
||||
@@ -56,8 +56,8 @@ if env['platform'] == "osx":
|
||||
env.Append(CCFLAGS=['-g', '-O3', '-arch', 'x86_64'])
|
||||
env.Append(LINKFLAGS=['-arch', 'x86_64'])
|
||||
|
||||
elif env['platform'] in ('x11', 'linux'):
|
||||
env['target_path'] += 'x11/'
|
||||
elif env['platform'] in ('linuxbsd', 'linux'):
|
||||
env['target_path'] += 'linuxbsd/'
|
||||
cpp_library += '.linux'
|
||||
if env['target'] in ('debug', 'd'):
|
||||
env.Append(CCFLAGS=['-fPIC', '-g3', '-Og'])
|
||||
|
||||
@@ -479,17 +479,17 @@ this:
|
||||
|
||||
[entry]
|
||||
|
||||
Linux.64="res://bin/libsimple.so"
|
||||
OSX.64="res://bin/libsimple.dylib"
|
||||
OSX.32="res://bin/libsimple.dylib"
|
||||
Windows.64="res://bin/libsimple.dll"
|
||||
X11.64="res://bin/libsimple.so"
|
||||
|
||||
[dependencies]
|
||||
|
||||
Linux.64=[ ]
|
||||
OSX.64=[ ]
|
||||
OSX.32=[ ]
|
||||
Windows.64=[ ]
|
||||
X11.64=[ ]
|
||||
|
||||
Creating the NativeScript (``.gdns``) file
|
||||
------------------------------------------
|
||||
|
||||
@@ -420,13 +420,13 @@ loaded for each platform and is called ``gdexample.gdnlib``.
|
||||
|
||||
[entry]
|
||||
|
||||
X11.64="res://bin/x11/libgdexample.so"
|
||||
Linux.64="res://bin/linux/libgdexample.so"
|
||||
Windows.64="res://bin/win64/libgdexample.dll"
|
||||
OSX.64="res://bin/osx/libgdexample.dylib"
|
||||
|
||||
[dependencies]
|
||||
|
||||
X11.64=[]
|
||||
Linux.64=[]
|
||||
Windows.64=[]
|
||||
OSX.64=[]
|
||||
|
||||
|
||||
Reference in New Issue
Block a user