Harmonize Bash command syntax for easier line selection and copy-pasting

- Remove prompt or `$` sign which makes triple-click based selection
  more difficult and time-consuming.
- Use `platform` instead of `p` alias in all SCons examples.
This commit is contained in:
Hugo Locurcio
2024-09-15 16:27:34 +02:00
parent 3a07580177
commit 93261ab5d7
9 changed files with 78 additions and 78 deletions

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@@ -53,13 +53,13 @@ Open a Terminal, go to the root dir of the engine source code and type:
::
$ scons p=ios target=template_debug
scons platform=ios target=template_debug
for a debug build, or:
::
$ scons p=ios target=template_release
scons platform=ios target=template_release
for a release build (check ``platform/ios/detect.py`` for the compiler
flags used for each configuration).
@@ -68,8 +68,8 @@ Alternatively, you can run
::
$ scons p=ios target=template_debug ios_simulator=yes arch=x86_64
$ scons p=ios target=template_debug ios_simulator=yes arch=arm64
scons platform=ios target=template_debug ios_simulator=yes arch=x86_64
scons platform=ios target=template_debug ios_simulator=yes arch=arm64
for a Simulator libraries.
@@ -79,13 +79,13 @@ should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.releas
::
$ cp -r misc/dist/ios_xcode .
cp -r misc/dist/ios_xcode .
$ cp libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
$ lipo -create libgodot.ios.template_debug.arm64.simulator.a libgodot.ios.template_debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
lipo -create libgodot.ios.template_debug.arm64.simulator.a libgodot.ios.template_debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
$ cp libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
$ lipo -create libgodot.ios.template_release.arm64.simulator.a libgodot.ios.template_release.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
lipo -create libgodot.ios.template_release.arm64.simulator.a libgodot.ios.template_release.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode``
folder once it has been created.

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@@ -314,7 +314,7 @@ codebase. To edit projects with Visual Studio they need to be set up as a soluti
You can create a Visual Studio solution via SCons by running SCons with
the ``vsproj=yes`` parameter, like this::
scons p=windows vsproj=yes
scons platform=windows vsproj=yes
You will be able to open Godot's source in a Visual Studio solution now,
and able to build Godot using Visual Studio's **Build** button.

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@@ -46,7 +46,7 @@ the desired targets without having to repeat this process.
``<godot_binary>`` refers to the editor binary you compiled with the .NET module
enabled. Its exact name will differ based on your system and configuration, but
should be of the form ``bin/godot.<platform>.editor.<arch>.mono``, e.g.
``bin/godot.linuxbsd.editor.x86_64.mono`` or
``bin/godot.linuxbsd.editor.x86_64.mono`` or
``bin/godot.windows.editor.x86_32.mono.exe``. Be especially aware of the
**.mono** suffix! If you've previously compiled Godot without .NET support, you
might have similarly named binaries without this suffix. These binaries can't be
@@ -159,11 +159,11 @@ Example (Windows)
::
# Build editor binary
scons p=windows target=editor module_mono_enabled=yes
scons platform=windows target=editor module_mono_enabled=yes
# Build export templates
scons p=windows target=template_debug module_mono_enabled=yes
scons p=windows target=template_release module_mono_enabled=yes
scons platform=windows target=template_debug module_mono_enabled=yes
scons platform=windows target=template_release module_mono_enabled=yes
# Generate glue sources
bin/godot.windows.editor.x86_64.mono --headless --generate-mono-glue modules/mono/glue
# Build .NET assemblies
@@ -176,10 +176,10 @@ Example (Linux, \*BSD)
::
# Build editor binary
scons p=linuxbsd target=editor module_mono_enabled=yes
scons platform=linuxbsd target=editor module_mono_enabled=yes
# Build export templates
scons p=linuxbsd target=template_debug module_mono_enabled=yes
scons p=linuxbsd target=template_release module_mono_enabled=yes
scons platform=linuxbsd target=template_debug module_mono_enabled=yes
scons platform=linuxbsd target=template_release module_mono_enabled=yes
# Generate glue sources
bin/godot.linuxbsd.editor.x86_64.mono --headless --generate-mono-glue modules/mono/glue

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@@ -547,7 +547,7 @@ main ``doc/classes`` directory.
You can use Git to check if you have missed some of your classes by checking the
untracked files with ``git status``. For example::
user@host:~/godot$ git status
git status
Example output::
@@ -573,7 +573,7 @@ Run command:
::
user@host:~/godot$ ./bin/<godot_binary> --doctool .
bin/<godot_binary> --doctool .
Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will see
that it contains a ``Summator.xml`` file, or any other classes, that you referenced

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@@ -28,7 +28,7 @@ For example, using ``gdb`` directly, you may do this:
.. code-block:: none
$ gdb godot
gdb godot
> run -e --path ~/myproject
You can also run the editor directly from your project's folder. In that case,
@@ -36,8 +36,8 @@ only the ``-e`` option is required.
.. code-block:: none
$ cd ~/myproject
$ gdb godot
cd ~/myproject
gdb godot
> run -e
You can learn more about these launch options and other command line arguments