Add Godot module
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.gitmodules
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[submodule "src/godot/godot-cpp"]
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path = src/godot/godot-cpp
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url = https://github.com/godotengine/godot-cpp
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branch = 3.x
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@ -4,6 +4,10 @@
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#include "storybook.h"
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Storybook::Storybook() {
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// TODO
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}
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Storybook::Storybook(FILE* fin) {
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pages = CyoaParse(fin);
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}
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@ -15,6 +15,7 @@ private:
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void print_choice(Choice *c);
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public:
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Storybook();
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Storybook(FILE* fin);
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// Functions for looking up and printing stats
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src/godot/.gitignore
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src/godot/.gitignore
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.sconsign.dblite
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bin/
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src/godot/SConstruct
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src/godot/SConstruct
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#!python
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import os
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opts = Variables([], ARGUMENTS)
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# Gets the standard flags CC, CCX, etc.
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env = DefaultEnvironment()
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# Define our options
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opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
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opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
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opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'bin/'))
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opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
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# Local dependency paths, adapt them to your setup
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godot_headers_path = "godot-cpp/godot-headers/"
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cpp_bindings_path = "godot-cpp/"
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cpp_library = "libgodot-cpp"
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# only support 64 at this time..
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bits = 64
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# Updates the environment with the option variables.
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opts.Update(env)
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# Process some arguments
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if env['use_llvm']:
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env['CC'] = 'clang'
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env['CXX'] = 'clang++'
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if env['p'] != '':
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env['platform'] = env['p']
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if env['platform'] == '':
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print("No valid target platform selected.")
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quit();
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# For the reference:
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# - CCFLAGS are compilation flags shared between C and C++
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# - CFLAGS are for C-specific compilation flags
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# - CXXFLAGS are for C++-specific compilation flags
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# - CPPFLAGS are for pre-processor flags
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# - CPPDEFINES are for pre-processor defines
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# - LINKFLAGS are for linking flags
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# Check our platform specifics
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if env['platform'] == "osx":
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env['target_path'] += 'osx/'
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cpp_library += '.osx'
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env.Append(CCFLAGS=['-arch', 'x86_64'])
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env.Append(CXXFLAGS=['-std=c++17'])
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env.Append(LINKFLAGS=['-arch', 'x86_64'])
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS=['-g', '-O2'])
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else:
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env.Append(CCFLAGS=['-g', '-O3'])
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elif env['platform'] in ('x11', 'linux'):
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env['target_path'] += 'x11/'
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cpp_library += '.linux'
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env.Append(CCFLAGS=['-fPIC'])
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env.Append(CXXFLAGS=['-std=c++17'])
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS=['-g3', '-Og'])
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else:
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env.Append(CCFLAGS=['-g', '-O3'])
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elif env['platform'] == "windows":
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env['target_path'] += 'win64/'
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cpp_library += '.windows'
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# This makes sure to keep the session environment variables on windows,
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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env.Append(ENV=os.environ)
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env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
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env.Append(CCFLAGS=['-W3', '-GR'])
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env.Append(CXXFLAGS='/std:c++17')
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if env['target'] in ('debug', 'd'):
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env.Append(CPPDEFINES=['_DEBUG'])
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env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
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env.Append(LINKFLAGS=['-DEBUG'])
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else:
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env.Append(CPPDEFINES=['NDEBUG'])
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env.Append(CCFLAGS=['-O2', '-EHsc', '-MD'])
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if env['target'] in ('debug', 'd'):
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cpp_library += '.debug'
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else:
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cpp_library += '.release'
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cpp_library += '.' + str(bits)
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# make sure our binding library is properly includes
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env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/', '../base/'])
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env.Append(LIBPATH=[cpp_bindings_path + 'bin/', '../base'])
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env.Append(LIBS=[cpp_library])
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# tweak this if you want to use different folders, or more folders, to store your source code in.
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env.Append(CPPPATH=['src/'])
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sources = Glob('src/*.cpp')
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library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
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Default(library)
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# Generates help for the -h scons option.
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Help(opts.GenerateHelpText(env))
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1
src/godot/godot-cpp
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1
src/godot/godot-cpp
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Subproject commit 4efceefe138b2494e3c691e1dead1c60efb621b1
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16
src/godot/src/gdlibrary.cpp
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src/godot/src/gdlibrary.cpp
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// Required for all godot modules
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#include "storybook_godot.h"
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extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
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godot::Godot::gdnative_init(o);
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}
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extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
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godot::Godot::gdnative_terminate(o);
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}
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extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
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godot::Godot::nativescript_init(handle);
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godot::register_class<godot::Story>();
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}
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src/godot/src/gdlibrary.os
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src/godot/src/gdlibrary.os
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src/godot/src/storybook_godot.cpp
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src/godot/src/storybook_godot.cpp
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#include "storybook_godot.h"
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using namespace godot;
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void Story::_register_methods() {
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// TODO
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// e.g. register_method("_process", &Story::_process);
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}
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Story::Story(){}
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Story::~Story(){}
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23
src/godot/src/storybook_godot.h
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23
src/godot/src/storybook_godot.h
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#ifndef STORYBOOK_GODOT_H
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#define STORYBOOK_GODOT_H
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#include <storybook.h>
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#include <Godot.hpp>
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#include <Sprite.hpp>
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namespace godot {
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class Story : public Node {
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GODOT_CLASS(Story, Node)
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private:
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Storybook storybook;
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public:
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static void _register_methods();
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Story();
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~Story();
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void _init();
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};
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};
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#endif /* STORYBOOK_GODOT_H */
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src/godot/src/storybook_godot.os
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src/godot/src/storybook_godot.os
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