generated from Persson-dev/Godot-Xmake
init project
This commit is contained in:
3
.gitignore
vendored
3
.gitignore
vendored
@@ -15,6 +15,7 @@ build/
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*.lib
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*.lib
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*.TMP
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*.TMP
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demo/.godot
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godot/.godot
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godot/lib
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publish
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publish
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30
godot/bin/Blitz3.gdextension
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30
godot/bin/Blitz3.gdextension
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@@ -0,0 +1,30 @@
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[icons]
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Blitz3 = "res://icon.svg"
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[configuration]
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entry_symbol = "library_init"
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compatibility_minimum = "4.2"
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[libraries]
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macos.debug = "res://lib/libBlitz3.macos_framework"
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macos.release = "res://lib/libBlitz3.macos_framework"
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window.debug.x86_32 = "res://lib/libBlitz3.windows_debug_x86.dll"
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window.release.x86_32 = "res://lib/libBlitz3.windows_release_x86.dll"
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window.debug.x86_64 = "res://lib/libBlitz3.windows_debug_x64.dll"
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window.release.x86_64 = "res://lib/libBlitz3.windows_release_x64.dll"
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linux.debug.x86_64 = "res://lib/libBlitz3.linux_debug_x86_64.so"
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linux.release.x86_64 = "res://lib/libBlitz3.linux_release_x86_64.so"
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linux.debug.arm64 = "res://lib/libBlitz3.linux_debug_arm64.so"
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linux.release.arm64 = "res://lib/libBlitz3.linux_release_arm64.so"
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linux.debug.rv64 = "res://lib/libBlitz3.linux_debug_rv64.so"
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linux.release.rv64 = "res://lib/libBlitz3.linux_release_rv64.so"
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android.debug.x86_64 = "res://lib/libBlitz3.android_debug_x86_64.so"
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android.release.x86_64 = "res://lib/libBlitz3.android_release_x86_64.so"
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android.debug.arm64 = "res://lib/libBlitz3.android_debug_arm64.so"
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android.release.arm64 = "res://lib/libBlitz3.android_release_arm64.so"
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@@ -19,7 +19,7 @@ encrypt_directory=false
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custom_template/debug=""
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custom_template/debug=""
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custom_template/release=""
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custom_template/release=""
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debug/export_console_wrapper=1
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debug/export_console_wrapper=1
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binary_format/embed_pck=false
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binary_format/embed_pck=true
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texture_format/bptc=true
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texture_format/bptc=true
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texture_format/s3tc=true
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texture_format/s3tc=true
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texture_format/etc=false
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texture_format/etc=false
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@@ -82,7 +82,7 @@ encrypt_directory=false
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custom_template/debug=""
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custom_template/debug=""
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custom_template/release=""
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custom_template/release=""
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debug/export_console_wrapper=1
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debug/export_console_wrapper=1
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binary_format/embed_pck=false
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binary_format/embed_pck=true
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texture_format/bptc=true
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texture_format/bptc=true
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texture_format/s3tc=true
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texture_format/s3tc=true
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texture_format/etc=false
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texture_format/etc=false
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Before Width: | Height: | Size: 949 B After Width: | Height: | Size: 949 B |
@@ -10,7 +10,7 @@ config_version=5
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[application]
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[application]
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config/name="demo"
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config/name="Blitz3"
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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/features=PackedStringArray("4.2", "Forward Plus")
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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@@ -6,13 +6,13 @@
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------- basic custom config part -------
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------- basic custom config part -------
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-- project name
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-- project name
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PROJECT_NAME = "gdexample"
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PROJECT_NAME = "Blitz3"
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-- project version
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-- project version
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VERSION = "0.0.1"
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VERSION = "0.0.1"
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-- godot project folder, this will be used as export name, so be careful to make sure it is a valid name
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-- godot project folder, this will be used as export name, so be careful to make sure it is a valid name
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GODOT_PROJECT_FOLDER = "demo"
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GODOT_PROJECT_FOLDER = "godot"
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-- publish folder, the exported files will be put here
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-- publish folder, the exported files will be put here
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PUBLISH_FOLDER = "publish"
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PUBLISH_FOLDER = "publish"
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@@ -6,7 +6,7 @@
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-- target_platform: the target platform, like "Windows Desktop"
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-- target_platform: the target platform, like "Windows Desktop"
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-- name: the export execute name, it will be endswith ".exe" on windows
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-- name: the export execute name, it will be endswith ".exe" on windows
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task("export")
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task("export")
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on_run((function(godot_project_folder, publish_folder)
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on_run((function(godot_project_folder, publish_folder, project_name)
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return function(target_platform)
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return function(target_platform)
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local name = godot_project_folder
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local name = godot_project_folder
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@@ -35,13 +35,13 @@ task("export")
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local godot_project_file = path.join(godot_project_folder, "project.godot")
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local godot_project_file = path.join(godot_project_folder, "project.godot")
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local export_path = path.absolute(path.join(publish_folder, name))
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local export_path = path.absolute(path.join(publish_folder, project_name))
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os.execv("echo", {"godot", godot_project_file, export_mode, target_platform, export_path})
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os.execv("echo", {"godot", godot_project_file, export_mode, target_platform, export_path})
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os.exec("godot %s --headless --%s %s %s", godot_project_file, export_mode, "\"" .. target_platform .. "\"", export_path)
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os.exec("godot %s --headless --%s %s %s", godot_project_file, export_mode, "\"" .. target_platform .. "\"", export_path)
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end
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end
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end)(GODOT_PROJECT_FOLDER, PUBLISH_FOLDER))
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end)(GODOT_PROJECT_FOLDER, PUBLISH_FOLDER, PROJECT_NAME))
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task_end()
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task_end()
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