Fix linux build script'

This commit is contained in:
IronicallySerious
2019-07-04 00:59:59 +05:30
parent a64153f05e
commit 6afa3d9f7f
6 changed files with 30 additions and 15 deletions

1
.gitignore vendored
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@@ -17,5 +17,6 @@ bin/
*.so
*.dylib
*.exe
*.os
*.out
.import/

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@@ -6,14 +6,14 @@
1. Open `build.bat` as text.
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.
3. Run `build.bat`.
4. Run `cd ..` because the build file leaves you one level deeper in the repository.
4. Run `cd ..` because the build file leaves you one level deeper in the repository.
5. Load the x64 command prompt: `x64 Native Tools Command Prompt for VS 2017`.
6. Run `scons platform=windows`
### Linux
1. Open `build.sh` as text.
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.
3. Run `build.sh`.
4. Run `cd ..` because the build file leaves you one level deeper in the repository.
5. Run `scons platform=x11`
3. Prepare script for execution: `chmod 755 build.sh`
4. Run ```. ./build.sh```.
5. Run `cd ..` because the build file leaves you one level deeper in the repository.
6. Run `scons platform=x11`.

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@@ -12,7 +12,7 @@ opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x
opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', '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))
opts.Add(PathVariable('target_name', 'The library name.', 'libgit_api', PathVariable.PathAccept))
# Local dependency paths, adapt them to your setup
godot_headers_path = "godot-cpp/godot_headers/"

19
build.sh Normal file → Executable file
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@@ -1,9 +1,10 @@
set GODOT_PATH_RELATIVE_TO_PLUGIN="../godot/bin"
set GIT_PLUGIN_RELATIVE_TO_GODOT="../../godot-git-plugin/"
git submodule init
git submodule update --init --recursive
cd $GODOT_PATH_RELATIVE_TO_PLUGIN
godot.x11.tools.64 --gdnative-generate-json-api api.json
cp api.json $GIT_PLUGIN_RELATIVE_TO_GODOT/api.json
cd $GIT_PLUGIN_RELATIVE_TO_GODOT/godot-cpp/
scons platform=windows generate_bindings=yes use_custom_api_file=yes custom_api_file=../api.json bits=64
GODOT_PATH_RELATIVE_TO_PLUGIN="../godot/bin";
GIT_PLUGIN_RELATIVE_TO_GODOT="../../godot-git-plugin/";
git submodule init;
git submodule update --init --recursive;
cd $GODOT_PATH_RELATIVE_TO_PLUGIN;
./godot.x11.tools.64 --gdnative-generate-json-api api.json;
cp api.json $GIT_PLUGIN_RELATIVE_TO_GODOT/api.json;
cd $GIT_PLUGIN_RELATIVE_TO_GODOT;
cd godot-cpp/;
scons platform=linux generate_bindings=yes use_custom_api_file=yes custom_api_file=../api.json bits=64;

BIN
demo/new_script.vs Normal file

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13
demo/new_script1.gd Normal file
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@@ -0,0 +1,13 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass