Initial version

This commit is contained in:
Ruslan Mustakov 2017-08-01 22:46:14 +07:00
commit e05d380be2
25 changed files with 714 additions and 0 deletions

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/.import
/_dlls
/nakefile
/_godotapi
nimcache
.nimcache

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{
"editor.tabSize": 2,
"editor.rulers": [80],
"editor.insertSpaces": true,
"editor.detectIndentation": false,
"files.eol": "\n",
"files.trimTrailingWhitespace": true,
"nim.buildOnSave": false,
"nim.lintOnSave": true,
"nim.project": ["src/stub.nim"],
"files.exclude": {
"**/.nimcache/**": true
}
}

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Stub project to demonstrate usage of the [godot-nim](https://github.com/pragmagic/godot-nim) library.
Prerequisites:
1. Install [nake](https://github.com/fowlmouth/nake): `nimble install nake -n`.
2. Ensure `~/.nimble/bin` is in your PATH (On Windows: `C:\Users\<your_username>\.nimble\bin`).
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).
4. Install godot-nim: `nimble install godot`
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.
Run `nake build` in any directory within the project to compile for the current platform.

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
radiance_size = 4
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
sky_energy = 1.0
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
ground_energy = 1.0
sun_color = Color( 1, 1, 1, 1 )
sun_latitude = 35.0
sun_longitude = 0.0
sun_angle_min = 1.0
sun_angle_max = 100.0
sun_curve = 0.05
sun_energy = 16.0
texture_size = 2
[resource]
background_mode = 2
background_sky = SubResource( 1 )
background_sky_scale = 1.0
background_color = Color( 0, 0, 0, 1 )
background_energy = 1.0
background_canvas_max_layer = 0
ambient_light_color = Color( 0, 0, 0, 1 )
ambient_light_energy = 1.0
ambient_light_sky_contribution = 0.0
fog_enabled = false
fog_color = Color( 0.5, 0.6, 0.7, 1 )
fog_sun_color = Color( 1, 0.9, 0.7, 1 )
fog_sun_amount = 0.0
fog_depth_enabled = true
fog_depth_begin = 10.0
fog_depth_curve = 1.0
fog_transmit_enabled = false
fog_transmit_curve = 1.0
fog_height_enabled = false
fog_height_min = 0.0
fog_height_max = 100.0
fog_height_curve = 1.0
tonemap_mode = 0
tonemap_exposure = 1.0
tonemap_white = 1.0
auto_exposure_enabled = false
auto_exposure_scale = 0.4
auto_exposure_min_luma = 0.05
auto_exposure_max_luma = 8.0
auto_exposure_speed = 0.5
ss_reflections_enabled = false
ss_reflections_max_steps = 64
ss_reflections_fade_in = 0.15
ss_reflections_fade_out = 2.0
ss_reflections_depth_tolerance = 0.2
ss_reflections_roughness = true
ssao_enabled = false
ssao_radius = 1.0
ssao_intensity = 1.0
ssao_radius2 = 0.0
ssao_intensity2 = 1.0
ssao_bias = 0.01
ssao_light_affect = 0.0
ssao_color = Color( 0, 0, 0, 1 )
ssao_blur = true
dof_blur_far_enabled = false
dof_blur_far_distance = 10.0
dof_blur_far_transition = 5.0
dof_blur_far_amount = 0.1
dof_blur_far_quality = 1
dof_blur_near_enabled = false
dof_blur_near_distance = 2.0
dof_blur_near_transition = 1.0
dof_blur_near_amount = 0.1
dof_blur_near_quality = 1
glow_enabled = false
glow_levels/1 = false
glow_levels/2 = false
glow_levels/3 = true
glow_levels/4 = false
glow_levels/5 = true
glow_levels/6 = false
glow_levels/7 = false
glow_intensity = 0.8
glow_strength = 1.0
glow_bloom = 0.0
glow_blend_mode = 2
glow_hdr_threshold = 1.0
glow_hdr_scale = 2.0
glow_bicubic_upscale = false
adjustment_enabled = false
adjustment_brightness = 1.0
adjustment_contrast = 1.0
adjustment_saturation = 1.0

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[gd_resource type="DynamicFontData" format=2]
[resource]
font_path = "res://fonts/Roboto/ttf/Roboto-Regular.ttf"

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://fonts/Roboto/RobotoRegular.tres" type="DynamicFontData" id=1]
[ext_resource path="res://scripts/FPSCounter.gdns" type="Script" id=2]
[sub_resource type="DynamicFont" id=1]
size = 40
use_mipmaps = false
use_filter = false
font_data = ExtResource( 1 )
_sections_unfolded = [ "Extra Spacing", "Font", "Settings" ]
[node name="Label" type="Label"]
anchor_left = 1
anchor_right = 1
margin_top = 10.0
margin_right = 10.0
grow_horizontal = 0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
size_flags_horizontal = 1
size_flags_vertical = 4
custom_fonts/font = SubResource( 1 )
text = "FPS: 9000"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
script = ExtResource( 2 )
_sections_unfolded = [ "Anchor", "Grow Direction", "Margin", "custom_colors", "custom_fonts" ]

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://scripts/MainPanel.gdns" type="Script" id=1]
[ext_resource path="res://fonts/Roboto/RobotoRegular.tres" type="DynamicFontData" id=2]
[ext_resource path="res://fps_counter.tscn" type="PackedScene" id=3]
[sub_resource type="DynamicFont" id=1]
size = 80
use_mipmaps = false
use_filter = false
font_data = ExtResource( 2 )
_sections_unfolded = [ "Font", "Settings" ]
[node name="Panel" type="Panel"]
anchor_right = 1
anchor_bottom = 1
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
size_flags_horizontal = 1
size_flags_vertical = 1
script = ExtResource( 1 )
_sections_unfolded = [ "Anchor", "Margin" ]
[node name="Label" type="Label" parent="."]
anchor_right = 1
anchor_bottom = 1
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
size_flags_horizontal = 1
size_flags_vertical = 4
custom_fonts/font = SubResource( 1 )
text = "Click me to load scene"
align = 1
valign = 1
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
_sections_unfolded = [ "Anchor", "Margin", "custom_fonts" ]
[node name="FPS" parent="." instance=ExtResource( 3 )]
margin_left = 189.0
margin_bottom = 58.0

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# Copyright 2017 Xored Software, Inc.
import nake
import os, ospaths, times
import godotapigen
proc genGodotApi() =
let godotBin = getEnv("GODOT_BIN")
if godotBin.isNil or godotBin.len == 0:
echo "GODOT_BIN environment variable is not set"
quit(-1)
if not fileExists(godotBin):
echo "Invalid GODOT_BIN path: " & godotBin
quit(-1)
const targetDir = "_godotapi"
createDir(targetDir)
const jsonFile = targetDir/"api.json"
if not fileExists(jsonFile) or
godotBin.getLastModificationTime() > jsonFile.getLastModificationTime():
direShell(godotBin, "--gdnative-generate-json-api", jsonFile)
if not fileExists(jsonFile):
echo "Failed to generate api.json"
quit(-1)
genApi(targetDir, jsonFile)
task "build", "Builds the client for the current platform":
genGodotApi()
withDir "src":
direShell("nimble", "make")
task "clean", "Remove files produced by build":
removeDir(".nimcache")
removeDir("src"/".nimcache")
removeDir("_godotapi")
removeDir("_dlls")
removeFile("nakefile")

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nimcache=".nimcache"

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[gd_resource type="GDNativeLibrary" format=2]
[resource]
platform/X11_32bit = "res://_dlls/nim_linux_32.so"
platform/X11_64bit = "res://_dlls/nim_linux_64.so"
platform/Windows_32bit = "res://_dlls/nim_32.dll"
platform/Windows_64bit = "res://_dlls/nim_64.dll"
platform/OSX = "res://_dlls/nim_mac.dylib"
platform/Android = "res://_dlls/nim_android.so"
platform/iOS = "res://_dlls/nim_ios.dylib"
platform/WebAssembly = ""

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config_version=3
[application]
config/name="Godot-Nim Stub"
run/main_scene="res://main.tscn"
config/icon="res://icon.png"
[autoload]
NimRuntime="*res://scripts/NimRuntime.gdns"
[rendering]
environment/default_environment="res://default_env.tres"

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[gd_scene load_steps=3 format=2]
[ext_resource path="res://fps_counter.tscn" type="PackedScene" id=1]
[sub_resource type="CapsuleMesh" id=1]
radius = 1.0
mid_height = 1.0
radial_segments = 64
rings = 8
[node name="Node" type="Node"]
[node name="MeshInstance" type="MeshInstance" parent="."]
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = null
_sections_unfolded = [ "Geometry", "material" ]
[node name="Label" parent="." instance=ExtResource( 1 )]
[node name="Camera" type="Camera" parent="."]
transform = Transform( 0.930689, 0.16529, -0.326338, 0, 0.892097, 0.451845, 0.365811, -0.420527, 0.830265, -0.972205, 1.19673, 2.59579 )
projection = 0
fov = 65.0
near = 0.1
far = 100.0
keep_aspect = 1
current = true
cull_mask = 1048575
environment = null
h_offset = 0.0
v_offset = 0.0
doppler/tracking = 0

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[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://nimlib.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "FPSCounter"
library = ExtResource( 1 )
class_name = "FPSCounter"

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[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://nimlib.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "MainPanel"
library = ExtResource( 1 )
class_name = "MainPanel"

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[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://nimlib.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "NimRuntime"
library = ExtResource( 1 )
class_name = "NimRuntime"

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import ospaths
switch("nimcache", ".nimcache"/hostOS/hostCPU)
when defined(macosx):
switch("passL", "-framework Cocoa -Wl,-undefined,dynamic_lookup")
elif defined(android):
let ndk = getEnv("ANDROID_NDK_ROOT")
let toolchain = getEnv("ANDROID_TOOLCHAIN")
if ndk.len == 0:
raise newException(OSError,
"ANDROID_NDK_ROOT environment variable is necessary for android build")
if toolchain.len == 0:
raise newException(OSError,
"ANDROID_TOOLCHAIN environment variable is necessary for android build")
const level = $16 # change this to the necessary API level
const arch = "arm"
let sysroot = "--sysroot=\"" & ndk & "/platforms/android-" & level & "/arch-" & arch & "/\""
switch("passL", sysroot)
switch("passC", sysroot)
switch("cc", "clang")
switch("arm.linux.clang.path", toolchain / "bin")
switch("arm.linux.clang.exe", arch & "-linux-androideabi-clang")
switch("arm.linux.clang.compilerexe", arch & "-linux-androideabi-clang")
switch("arm.linux.clang.linkerexe", arch & "-linux-androideabi-clang")
elif defined(windows):
assert(sizeof(int) == 8)
switch("cc", "vcc")
let godotLib = getEnv("GODOT_LIB")
if godotLib.len == 0:
raise newException(OSError,
"GODOT_LIB must be specified and point to the .lib file")
switch("clib", godotLib.changeFileExt(""))
elif defined(linux):
switch("passC", "-fPIC")
else:
raise newException(OSError, "Unsupported platform: " & hostOS)
when not defined(release):
switch("debugger", "native")

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# Copyright 2017 Xored Software, Inc.
import strutils
import godot
import engine, label
gdobj FPSCounter of Label:
var lastFPS: float32
method ready*() =
setProcess(true)
method process*(delta: float64) =
let fps = getFramesPerSecond()
if int(fps * 10) != int(lastFPS * 10):
lastFPS = fps
self.text = "FPS: " & formatFloat(fps, ffDecimal, 1)

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# Copyright 2017 Xored Software, Inc.
import godot
import scene_tree, resource_loader, packed_scene, panel, global_constants,
input_event_mouse_button
gdobj MainPanel of Panel:
method ready*() =
setProcessInput(true)
method input*(event: InputEvent) =
if event of InputEventMouseButton:
let ev = event as InputEventMouseButton
if ev.buttonIndex == BUTTON_LEFT:
getTree().setInputAsHandled()
let scene = load("res://scene.tscn") as PackedScene
getTree().getRoot().addChild(scene.instance())
queueFree()

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--path:"$projectdir"
--path:"$projectdir/../_godotapi"
--app:lib
-d:useRealtimeGc
--noMain
--warning[LockLevel]:off

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# Copyright 2017 Xored Software, Inc.
## Import independent scene objects here
## (no need to import everything, just independent roots)
when not defined(release):
import segfaults # converts segfaults into NilAccessError
import nimruntime
import fpscounter
import mainpanel

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version = "0.1.0"
author = "Xored Software, Inc."
description = "Godot-Nim Project Stub"
license = "MIT"
bin = @["stub"]
requires "godot >= 0.3.0 & < 0.4.0"
task make, "build":
const bitsPostfix = when sizeof(int) == 8: "_64" else: "_32"
const libFile =
when defined(windows):
"nim" & bitsPostfix & ".dll"
elif defined(ios):
"nim_ios.dylib"
elif defined(macosx):
"nim_mac.dylib"
elif defined(android):
"nim_android.so"
elif defined(linux):
"nim_linux" & bitsPostfix & ".so"
else: nil
if libFile.isNil:
raise newException(OSError, "Unsupported platform")
exec "nimble build -y"
const dir = "../_dlls/"
const target = dir & libFile
mkDir(dir)
when defined(windows):
rmFile(target)
mvFile(bin[0] & ".exe", target)
else:
mvFile(bin[0], target)