A script where you execute a script that generates a base project for your gdextension

Overview

GDExtension Project Creator

this is a script (currently only for linux) where you execute a script that generates a base project for your gdextension, it setups all base files needed for the most basic of gdextension.

Installation

How to use

  • open terminal at godot-cpp folder
  • type: ./create_project.sh
  • You will be asked for project name which will be the folder name and the resulting build file names
  • Then it will ask the class you want to extends like: Control,Node3D,Node
  • at last it will tell you to moodify build.sh and move.sh
  • build.sh will build your project
  • move.sh where is OUTDIR change to the project you want the output files to be

Extra

I've added inside the base folder a script called create_class.sh which means when you create a project the script is copied to your project folder, the name itself describes what it does, it create a new class and already reagister it on register_types.cpp which means you can add classes faster now:

  • on terminal type ./create_class.sh
  • Will be asked for class name
  • Then which class your class extends from i.e Control,Node....
  • Done

HELP

If you understand windows .bat, and want to convert the .sh scripts for windows, your PR is very welcome!

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Comments
  • Cross compiling

    Cross compiling

    SConstruct is merging "host platform" and "target platform" together into "platform", so compiling for Windows on Linux doesn't work.

    I don't expect you to debug this - it's fine when you're not cross-compiling, but do you know where the file originally came from so I can follow its history back through git?

    I suspect it was a cut down version of a more complex SConstruct, and its lineage might help me add cross-compilation to mine since some of the more complicated ones in Godot have that and they all seem to be related, with blocks of common code.

    opened by Treer 5
  • Enable cross-compiling Windows DLLs from Linux

    Enable cross-compiling Windows DLLs from Linux

    Fixes #3 - getting the following

    g++: error: unrecognized command line option ‘-std:c++17’; did you mean ‘-std=c++17’?
    g++: error: unrecognized command line option ‘-W3’; did you mean ‘-W’?
    g++: error: unrecognized command line option ‘-GR’; did you mean ‘-R’?
    g++: error: unrecognized command line option ‘-EHsc’
    g++: error: unrecognized command line option ‘-MDd’; did you mean ‘-MD’?
    g++: error: unrecognized command line option ‘-ZI’; did you mean ‘-I’?
    

    errors when targetting windows platform from linux platform.

    Moves some code from https://github.com/godotengine/godot-cpp/blob/master/SConstruct into base/SConstruct, as SConstruct in this project appears to be a cut down version of the godot-cpp one, and targeting Windows from Linux is working in godot-cpp

    (Also adds env["SHLIBSUFFIX"] = ".dll", which godot-cpp didn't need because it wasn't producing DLLs)

    opened by Treer 1
Owner
Unknown
Godot Master Race
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