forked from hertog/godot-module-template
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49af315fbb
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4 changed files with 36 additions and 32 deletions
5
.dir-locals.el
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5
.dir-locals.el
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@ -0,0 +1,5 @@
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((c-mode . ((mode . c++)))
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(c++-mode . ((mode . clang-format-on-save)))
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(nil . ((projectile-project-compilation-cmd . "just build")
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(projectile-project-run-cmd . "engine/bin/godot.linuxbsd.editor.dev.x86_64.llvm --path project")
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(projectile-project-configure-cmd . "engine/bin/godot.linuxbsd.editor.dev.x86_64.llvm --path project -e"))))
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18
.gitignore
vendored
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.gitignore
vendored
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@ -6,17 +6,13 @@
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config.log
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.sconf_temp
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engine/.github
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project/.godot
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build/PROJECT.pck
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build/PROJECT.x86_64
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build/PROJECT.exe
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build.zip
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# build artifacts
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*.o
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compile_commands.json
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.tree.hash
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engine/.github
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project/.godot
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build/
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__pycache__
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# general-purpose cache folder (used by e.g clangd)
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.cache
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.kdev4
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*.kdev4
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*__pycache__
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45
justfile
45
justfile
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@ -12,36 +12,39 @@ run: build
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# Running Editor
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engine/bin/godot.linuxbsd.editor.dev.x86_64.llvm --editor --path project
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release-linux: build
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# Compiling Linux Release
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cd engine/ && scons platform=linuxbsd target=template_release arch=x86_64 linker=mold use_llvm=yes custom_modules="../modules"
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# Preparing Build Environment
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sed -i "s!templatepath!{{`realpath engine/bin/godot.linuxbsd.template_release.x86_64.llvm`}}!" project/export_presets.cfg
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rm -rf build && mkdir build
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engine/bin/godot.*.editor.dev.*.llvm --headless --export-release "Linux" project/project.godot && zip build.zip build/*
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# Resetting Build Environment
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touch build/.gitkeep
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sed -i "s!{{`realpath engine/bin/godot.linuxbsd.template_release.x86_64.llvm`}}!templatepath!" project/export_presets.cfg
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package-project:
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mkdir -p build/
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engine/bin/godot.linuxbsd.editor.dev.x86_64.llvm --editor --path project --headless --export-pack "Linux" ../build/{{BUILD_NAME}}.pck
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compile-release platform: build
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# Compiling {{platform}} Release
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cd engine/ && scons platform={{platform}} target=template_release arch=x86_64 linker=mold use_llvm=yes compiledb=yes custom_modules="../modules"
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package-release-linuxbsd: (compile-release "linuxbsd") package-project
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# Prepare build output
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mkdir -p build/linuxbsd
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# Copy required files
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cp engine/bin/godot.linuxbsd.template_release.x86_64.llvm build/linuxbsd/{{BUILD_NAME}}.x86_64
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cp build/{{BUILD_NAME}}.pck build/linuxbsd/
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cd build/ && zip -r {{BUILD_NAME}}-linuxbsd-x86_64.zip linuxbsd
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# Completed Linux Release Build
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release-windows: build
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# Compiling Windows Release
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cd engine/ && scons platform=windows target=template_release arch=x86_64 linker=mold custom_modules="../modules"
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# Preparing Build Environment
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sed -i "s!templatepath!{{`realpath engine/bin/godot.windows.template_release.x86_64`}}!" project/export_presets.cfg
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rm -rf build && mkdir build
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engine/bin/godot.*.editor.dev.*.llvm --headless --export-release "Windows" project/project.godot && zip build.zip build/*
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# Resetting Build Environment
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touch build/.gitkeep
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sed -i "s!{{`realpath engine/bin/godot.windows.template_release.x86_64`}}!templatepath!" project/export_presets.cfg
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package-release-windows: (compile-release "windows") package-project
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# Prepare build output
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mkdir -p build/windows
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# Copy required files
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cp engine/bin/godot.windows.template_release.x86_64.exe build/windows/{{BUILD_NAME}}.exe
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cp build/{{BUILD_NAME}}.pck build/windows/
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cd build/ && zip -r {{BUILD_NAME}}-windows-x86_64.zip windows
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# Completed Windows Release Build
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package-release-all: package-release-windows package-release-linuxbsd
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initialize-template projectname:
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# Initializing Template {{projectname}}
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sed -i -e "s/PROJECT/{{projectname}}/g" ./modules/PROJECT/register_types.h ./modules/PROJECT/register_types.cpp ./project/project.godot ./project/export_presets.cfg .gitignore
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sed -i -e "s/change_me/{{projectname}}/" ./justfile
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mv ./modules/PROJECT ./modules/{{projectname}}
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# Done Initializing, you will still have to update BUILD_NAME in your justfile
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format:
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# Formatting Custom Modules
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