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Merge pull request #109 from paddy-exe/rename-demo-folder-to-project-folder
Rename demo folder to project for generalizing the template usecase
2 parents e59f81e + f7b7820 commit 4c0a06f

14 files changed

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.gitignore

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.godot/
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# Ignore library files but not the gdextension file
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demo/bin/*
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!demo/bin/android
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demo/bin/android/*
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!demo/bin/android/.gitkeep
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!demo/bin/linux
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demo/bin/linux/*
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!demo/bin/linux/.gitkeep
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!demo/bin/macos
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demo/bin/macos/*
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!demo/bin/macos/.gitkeep
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!demo/bin/windows
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demo/bin/windows/*
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!demo/bin/windows/.gitkeep
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!demo/bin/*.gdextension
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project/bin/*
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!project/bin/android
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project/bin/android/*
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!project/bin/android/.gitkeep
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!project/bin/linux
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project/bin/linux/*
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!project/bin/linux/.gitkeep
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!project/bin/macos
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project/bin/macos/*
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!project/bin/macos/.gitkeep
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!project/bin/windows
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project/bin/windows/*
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!project/bin/windows/.gitkeep
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!project/bin/*.gdextension
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.sconsign*.dblite
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# Ignore custom.py
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# Cmake
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cmake-build*
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CMakeUserPresets.json
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CMakeUserPresets.json

CMakeLists.txt

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endif()
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set(LIBNAME "EXTENSION-NAME" CACHE STRING "The name of the library")
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set(GODOT_PROJECT_DIR "demo" CACHE STRING "The directory of a Godot project folder")
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set(GODOT_PROJECT_DIR "project" CACHE STRING "The directory of a Godot project folder")
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# Make sure all the dependencies are satisfied
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find_package(Python3 3.4 REQUIRED)

README.md

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@@ -3,7 +3,7 @@ This repository serves as a quickstart template for GDExtension development with
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## Contents
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* Preconfigured source files for C++ development of the GDExtension ([src/](./src/))
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* An empty Godot project in [demo/](./demo), to test the GDExtension
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* An empty Godot project in [project/](./project), to test the GDExtension
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* godot-cpp as a submodule (`godot-cpp/`)
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* GitHub Issues template ([.github/ISSUE_TEMPLATE.yml](./.github/ISSUE_TEMPLATE.yml))
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* GitHub CI/CD workflows to publish your library packages when creating a release ([.github/workflows/builds.yml](./.github/workflows/builds.yml))
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* clone your repository to your local computer
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* initialize the godot-cpp git submodule via `git submodule update --init`
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* change the name of the compiled library file inside the [SConstruct](./SConstruct) file by modifying the `libname` string.
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* change the paths of the to be loaded library name inside the [demo/bin/example.gdextension](./demo/bin/example.gdextension) file, by replacing `EXTENSION-NAME` with the name you chose for `libname`.
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* change the `entry_symbol` string inside [demo/bin/example.gdextension](./demo/bin/example.gdextension) file.
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* change the paths of the to be loaded library name inside the [project/bin/example.gdextension](./project/bin/example.gdextension) file, by replacing `EXTENSION-NAME` with the name you chose for `libname`.
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* change the `entry_symbol` string inside [project/bin/example.gdextension](./project/bin/example.gdextension) file.
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* rename the `example_library_init` function in [src/register_types.cpp](./src/register_types.cpp) to the same name you chose for `entry_symbol`.
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* change the name of the `demo/bin/example.gdextension` file
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* change the name of the `project/bin/example.gdextension` file
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Now, you can build the project with the following command:
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```shell
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scons
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```
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If the build command worked, you can test it with the [demo](./demo) project. Import it into Godot, open it, and launch the main scene. You should see it print the following line in the console:
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If the build command worked, you can test it with the [project](./project) project. Import it into Godot, open it, and launch the main scene. You should see it print the following line in the console:
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```
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Type: 24

SConstruct

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libname = "EXTENSION-NAME"
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projectdir = "demo"
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projectdir = "project"
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localEnv = Environment(tools=["default"], PLATFORM="")
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