Update to latest Godot and godot-nim
This commit is contained in:
parent
d643255ff4
commit
cba3d8ff51
9 changed files with 43 additions and 17 deletions
1
.gitignore
vendored
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.gitignore
vendored
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@ -2,5 +2,6 @@
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/_dlls
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/_dlls
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/nakefile
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/nakefile
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/_godotapi
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/_godotapi
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/logs
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nimcache
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nimcache
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.nimcache
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.nimcache
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@ -4,8 +4,7 @@ Prerequisites:
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1. Install [nake](https://github.com/fowlmouth/nake): `nimble install nake -n`.
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1. Install [nake](https://github.com/fowlmouth/nake): `nimble install nake -n`.
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2. Ensure `~/.nimble/bin` is in your PATH (On Windows: `C:\Users\<your_username>\.nimble\bin`).
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2. Ensure `~/.nimble/bin` is in your PATH (On Windows: `C:\Users\<your_username>\.nimble\bin`).
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3. Set `GODOT_BIN` environment varible to point to Godot executable (requires Godot 3.0 changeset [d28e9c3](https://github.com/godotengine/godot/commit/d28e9c3c0813e729195357dbb9ccd337494bc6d7) or newer).
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3. Set `GODOT_BIN` environment varible to point to Godot executable (requires Godot 3.0 changeset [b759d14](https://github.com/godotengine/godot/commit/b759d1416f574e5b642413edd623b04f2a1d20ad) or newer).
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4. Install godot-nim: `nimble install godot`
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4. Install godot-nim: `nimble install godot`
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5. (Windows only) Set `GODOT_LIB` environment variable to point to Godot's .lib file. It should be in the `bin` folder after you build Godot.
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Run `nake build` in any directory within the project to compile for the current platform.
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Run `nake build` in any directory within the project to compile for the current platform.
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@ -24,7 +24,7 @@ texture_size = 2
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background_mode = 2
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background_mode = 2
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background_sky = SubResource( 1 )
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background_sky = SubResource( 1 )
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background_sky_scale = 1.0
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background_sky_custom_fov = 0.0
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background_color = Color( 0, 0, 0, 1 )
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background_color = Color( 0, 0, 0, 1 )
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background_energy = 1.0
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background_energy = 1.0
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background_canvas_max_layer = 0
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background_canvas_max_layer = 0
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@ -21,3 +21,4 @@ process/HDR_as_SRGB=false
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stream=false
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stream=false
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size_limit=0
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size_limit=0
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detect_3d=true
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detect_3d=true
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svg/scale=1.0
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14
main.tscn
14
main.tscn
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@ -14,8 +14,10 @@ _sections_unfolded = [ "Font", "Settings" ]
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[node name="Panel" type="Panel"]
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[node name="Panel" type="Panel"]
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anchor_right = 1
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anchor_left = 0.0
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anchor_bottom = 1
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anchor_top = 0.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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rect_clip_content = false
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mouse_filter = 0
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mouse_filter = 0
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@ -26,8 +28,10 @@ _sections_unfolded = [ "Anchor", "Margin" ]
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[node name="Label" type="Label" parent="."]
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[node name="Label" type="Label" parent="."]
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anchor_right = 1
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anchor_left = 0.0
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anchor_bottom = 1
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anchor_top = 0.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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rect_clip_content = false
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mouse_filter = 2
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mouse_filter = 2
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@ -44,6 +48,8 @@ _sections_unfolded = [ "Anchor", "Margin", "custom_fonts" ]
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[node name="FPS" parent="." instance=ExtResource( 3 )]
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[node name="FPS" parent="." instance=ExtResource( 3 )]
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anchor_top = 0.0
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anchor_bottom = 0.0
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margin_left = 189.0
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margin_left = 189.0
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margin_bottom = 58.0
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margin_bottom = 58.0
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@ -7,6 +7,7 @@ platform/X11_64bit = "res://_dlls/nim_linux_64.so"
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platform/Windows_32bit = "res://_dlls/nim_32.dll"
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platform/Windows_32bit = "res://_dlls/nim_32.dll"
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platform/Windows_64bit = "res://_dlls/nim_64.dll"
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platform/Windows_64bit = "res://_dlls/nim_64.dll"
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platform/OSX = "res://_dlls/nim_mac.dylib"
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platform/OSX = "res://_dlls/nim_mac.dylib"
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platform/Android = "res://_dlls/nim_android.so"
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platform/Android = "res://nim_android.so"
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platform/iOS = "res://_dlls/nim_ios.dylib"
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platform/iOS_32bit = "res://_dlls/nim_ios_32.dylib"
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platform/iOS_64bit = "res://_dlls/nim_ios_64.dylib"
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platform/WebAssembly = ""
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platform/WebAssembly = ""
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@ -1,10 +1,23 @@
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=3
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config_version=3
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[application]
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[application]
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config/name="Godot-Nim Stub"
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config/name="Godot-Nim Stub"
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run/main_scene="res://main.tscn"
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run/main_scene="res://main.tscn"
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config/icon="res://icon.png"
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config/icon="res://icon.png"
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[gdnative]
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singletons=[ ]
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[rendering]
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[rendering]
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environment/default_environment="res://default_env.tres"
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environment/default_environment="res://default_env.tres"
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@ -3,7 +3,17 @@ import ospaths
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switch("nimcache", ".nimcache"/hostOS/hostCPU)
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switch("nimcache", ".nimcache"/hostOS/hostCPU)
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when defined(macosx):
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when defined(macosx):
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switch("passL", "-framework Cocoa -Wl,-undefined,dynamic_lookup")
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when defined(ios):
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if hostCPU == "arm64":
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switch("passC", "-arch arm64")
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switch("passL", "-arch arm64")
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elif hostCPU == "arm":
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switch("passC", "-arch armv7")
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switch("passL", "-arch armv7")
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switch("passC", "-mios-version-min=9.0 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk")
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switch("passL", "-mios-version-min=9.0 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk")
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else:
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switch("passL", "-framework Cocoa")
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elif defined(android):
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elif defined(android):
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let ndk = getEnv("ANDROID_NDK_ROOT")
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let ndk = getEnv("ANDROID_NDK_ROOT")
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let toolchain = getEnv("ANDROID_TOOLCHAIN")
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let toolchain = getEnv("ANDROID_TOOLCHAIN")
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@ -29,11 +39,6 @@ elif defined(android):
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elif defined(windows):
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elif defined(windows):
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assert(sizeof(int) == 8)
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assert(sizeof(int) == 8)
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switch("cc", "vcc")
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switch("cc", "vcc")
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let godotLib = getEnv("GODOT_LIB")
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if godotLib.len == 0:
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raise newException(OSError,
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"GODOT_LIB must be specified and point to the .lib file")
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switch("clib", godotLib.changeFileExt(""))
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elif defined(linux):
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elif defined(linux):
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switch("passC", "-fPIC")
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switch("passC", "-fPIC")
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else:
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else:
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@ -4,7 +4,7 @@ description = "Godot-Nim Project Stub"
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license = "MIT"
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license = "MIT"
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bin = @["stub"]
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bin = @["stub"]
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requires "godot >= 0.5.0 & < 0.6.0"
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requires "godot >= 0.6.0 & < 0.7.0"
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task make, "build":
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task make, "build":
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const bitsPostfix = when sizeof(int) == 8: "_64" else: "_32"
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const bitsPostfix = when sizeof(int) == 8: "_64" else: "_32"
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@ -12,7 +12,7 @@ task make, "build":
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when defined(windows):
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when defined(windows):
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"nim" & bitsPostfix & ".dll"
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"nim" & bitsPostfix & ".dll"
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elif defined(ios):
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elif defined(ios):
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"nim_ios.dylib"
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"nim_ios" & bitsPostfix & ".dylib"
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elif defined(macosx):
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elif defined(macosx):
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"nim_mac.dylib"
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"nim_mac.dylib"
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elif defined(android):
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elif defined(android):
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