mirror of
https://github.com/godotengine/godot-git-plugin.git
synced 2026-01-06 02:09:44 +03:00
Fix linux build script'
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -17,5 +17,6 @@ bin/
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*.so
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*.dylib
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*.exe
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*.os
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*.out
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.import/
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10
README.md
10
README.md
@@ -6,14 +6,14 @@
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1. Open `build.bat` as text.
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2. Edit the relative paths to the Godot binary and from the Godot binary directory to this repository's directory in line 1 and line 2.
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3. Run `build.bat`.
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4. Run `cd ..` because the build file leaves you one level deeper in the repository.
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4. Run `cd ..` because the build file leaves you one level deeper in the repository.
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5. Load the x64 command prompt: `x64 Native Tools Command Prompt for VS 2017`.
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6. Run `scons platform=windows`
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### Linux
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1. Open `build.sh` as text.
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2. Edit the relative paths to the Godot binary and from the Godot binary directory to this repository's directory in line 1 and line 2.
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3. Run `build.sh`.
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4. Run `cd ..` because the build file leaves you one level deeper in the repository.
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5. Run `scons platform=x11`
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3. Prepare script for execution: `chmod 755 build.sh`
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4. Run ```. ./build.sh```.
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5. Run `cd ..` because the build file leaves you one level deeper in the repository.
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6. Run `scons platform=x11`.
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@@ -12,7 +12,7 @@ opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x
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opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
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opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'demo/bin/'))
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opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
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opts.Add(PathVariable('target_name', 'The library name.', 'libgit_api', PathVariable.PathAccept))
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# Local dependency paths, adapt them to your setup
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godot_headers_path = "godot-cpp/godot_headers/"
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19
build.sh
Normal file → Executable file
19
build.sh
Normal file → Executable file
@@ -1,9 +1,10 @@
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set GODOT_PATH_RELATIVE_TO_PLUGIN="../godot/bin"
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set GIT_PLUGIN_RELATIVE_TO_GODOT="../../godot-git-plugin/"
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git submodule init
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git submodule update --init --recursive
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cd $GODOT_PATH_RELATIVE_TO_PLUGIN
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godot.x11.tools.64 --gdnative-generate-json-api api.json
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cp api.json $GIT_PLUGIN_RELATIVE_TO_GODOT/api.json
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cd $GIT_PLUGIN_RELATIVE_TO_GODOT/godot-cpp/
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scons platform=windows generate_bindings=yes use_custom_api_file=yes custom_api_file=../api.json bits=64
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GODOT_PATH_RELATIVE_TO_PLUGIN="../godot/bin";
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GIT_PLUGIN_RELATIVE_TO_GODOT="../../godot-git-plugin/";
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git submodule init;
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git submodule update --init --recursive;
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cd $GODOT_PATH_RELATIVE_TO_PLUGIN;
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./godot.x11.tools.64 --gdnative-generate-json-api api.json;
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cp api.json $GIT_PLUGIN_RELATIVE_TO_GODOT/api.json;
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cd $GIT_PLUGIN_RELATIVE_TO_GODOT;
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cd godot-cpp/;
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scons platform=linux generate_bindings=yes use_custom_api_file=yes custom_api_file=../api.json bits=64;
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BIN
demo/new_script.vs
Normal file
BIN
demo/new_script.vs
Normal file
Binary file not shown.
13
demo/new_script1.gd
Normal file
13
demo/new_script1.gd
Normal file
@@ -0,0 +1,13 @@
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extends Node
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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