Rename simple -> stub
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25 changed files with 19 additions and 22 deletions
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Nim bindings for Godot 3.0 based on [GDNative](https://godotengine.org/article/dlscript-here).
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Nim bindings for Godot 3.0 based on [GDNative](https://godotengine.org/article/dlscript-here).
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Documentation is coming. You can learn from the [sample project](examples/simple) in the meantime.
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Documentation is coming. You can learn from the [project stub](examples/stub) in the meantime.
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## Links
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## Links
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@ -1,12 +0,0 @@
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Simple project just to demonstrate usage of the library.
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Prerequisites:
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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.
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3. Set `GODOT_BIN` environment varible to point to Godot executable (currently requires Godot fork - see below).
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4. Install godot-nim: `nimble install https://github.com/pragmagic/godot-nim.git` (needed for nakefile)
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Run `nake build` in this directory to compile for the current platform.
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**NOTE:** Currently this only works with `kingdom` branch of Godot fork: https://github.com/endragor/godot. However, there are pending PRs to make this work with Godot mainline version.
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11
examples/stub/README.md
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11
examples/stub/README.md
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Stub project to demonstrate usage of the godot-nim library.
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Prerequisites:
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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.
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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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4. (Windows only) Set `GODOT_LIB` to point to Godot's .lib file. It should be in the `bin` folder after you build Godot.
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5. Install godot-nim: `nimble install godot`
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Run `nake build` in any directory within the project to compile for the current platform.
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Before Width: | Height: | Size: 3.3 KiB After Width: | Height: | Size: 3.3 KiB |
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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="Simple Sample"
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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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@ -1,8 +1,6 @@
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--path:"$projectdir"
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--path:"$projectdir"
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--path:"$projectdir/../godotapi"
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--path:"$projectdir/../godotapi"
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--experimental
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--app:lib
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--app:lib
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--stackTrace:on
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-d:useRealtimeGc
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-d:useRealtimeGc
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--noMain
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--noMain
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--warning[LockLevel]:off
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--warning[LockLevel]:off
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version = "0.1.0"
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version = "0.1.0"
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author = "Xored Software, Inc."
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author = "Xored Software, Inc."
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description = "Simple Sample"
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description = "Godot-Nim Project Stub"
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license = "MIT"
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license = "MIT"
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bin = @["simple"]
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bin = @["stub"]
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requires "https://github.com/pragmagic/godot-nim.git >= 0.3.0 & < 0.4.0"
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requires "godot >= 0.3.0 & < 0.4.0"
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task make, "build":
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task make, "build":
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const archPostfix = when sizeof(int) == 8: "_64" else: "_32"
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const bitsPostfix = when sizeof(int) == 8: "_64" else: "_32"
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const libFile =
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const libFile =
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when defined(windows):
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when defined(windows):
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"nim" & archPostfix & ".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.dylib"
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elif defined(macosx):
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elif defined(macosx):
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@ -18,7 +18,7 @@ task make, "build":
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elif defined(android):
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elif defined(android):
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"nim_android.so"
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"nim_android.so"
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elif defined(linux):
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elif defined(linux):
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"nim_linux" & archPostfix & ".so"
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"nim_linux" & bitsPostfix & ".so"
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else: nil
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else: nil
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if libFile.isNil:
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if libFile.isNil:
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raise newException(OSError, "Unsupported platform")
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raise newException(OSError, "Unsupported platform")
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