Commit graph

17 commits

Author SHA1 Message Date
bruvzg
d4d5d68eda
[iOS, GDExtension] Fix loading and exporting static libraries and xcframeworks. 2023-11-09 20:04:40 +02:00
Fredia Huya-Kouadio
8cc7739197 Godot Android plugin re-architecture 2023-09-03 17:04:10 -07:00
Fredia Huya-Kouadio
d17811c814 Re-architect how Android plugins are packaged and handled at export time
The previous packaging format for Godot Android plugins consisted of the plugin's `gdap` config file accompanied by binaries defined in the `gdap` file.
This format is now deprecated (starting with Godot 4.2), and instead Godot Android plugins are now packaged as `EditorExportPlugin` plugins.

The `EditorExportPlugin` class has been updated with the following methods to provide the necessary set of functionality:
- `_supports_platform`: returns true if the plugin supports the given platform
- `_get_android_dependencies`: retrieve the set of android dependencies (e.g: `org.godot.example:my-plugin:0.0.0`) provided by the plugin
- `_get_android_dependencies_maven_repos`: retrieve the urls of the maven repos for the provided android dependencies
- `_get_android_libraries`: retrieve the local paths of the android libraries (AAR files) provided by the plugin
- `_get_android_manifest_activity_element_contents`: update the contents of the `<activity>` element in the generated Android manifest
- `_get_android_manifest_application_element_contents`: update the contents of the `<application>` element in the generated Android manifest
- `_get_android_manifest_element_contents`: update the contents of the `<manifest>` element in the generated Android manifest
2023-07-18 19:14:53 +02:00
bruvzg
c2d678a924
Fix GDExtensions library export when multiple architectures are set. 2023-02-27 17:00:38 +02:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Rémi Verschelde
f1edd03d4c
Merge pull request #69718 from groud/finally_rename_gdnative_to_gdextension
Rename all gdnative occurences to gdextension
2022-12-12 11:43:59 +01:00
Gilles Roudière
be1c9d677d Rename all gdnative occurences to gdextension
Non-exhaustive list of case-sensitive renames:

GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
2022-12-12 11:04:57 +01:00
Gilles Roudière
2b11fe1d63 Fix a wrong error formatting in gdextension export plugin 2022-12-07 13:22:49 +01:00
Gilles Roudière
fa4143cdeb Allow specifying a prefix to automatically detect library files for gdextension exports 2022-12-01 18:20:40 +01:00
Gilles Roudière
36bcb82565 Remove uncessecary checks when exporting gdextension binaries 2022-12-01 17:28:24 +01:00
Patrick
f9458f9228 Improve error message for invalid library feature flags
Fixes https://github.com/godotengine/godot/issues/63227

My version for the error message is:
`No suitable library found. The libraries' tags referred to an invalid feature flag. Possible feature flags for your platform: %s`
2022-11-04 21:45:40 +01:00
Juan Linietsky
ef17c4668a Add support for scene/resource customization in export plugins
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported:
* Can take scene files, resource files and subresources in all of them.
* Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified.
* Uses hashing to differentiate export configuration caches.
* Removed the previous conversion code to binary, as this one uses existing stuff.

This API is useful in several scenarios:
* Needed by the "server" export platform to get rid of textures, meshes, audio, etc.
* Needed by text to binary converters.
* Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc.

This is a draft, feedback is very welcome.
2022-09-01 11:16:00 +02:00
Aaron Franke
e53ae13178
Split up editor export code into multiple files 2022-07-26 08:28:19 -05:00
Fabio Alessandrelli
cf39f36685 [Editor] Report GDExtension export errors and missing libraries. 2022-05-24 12:01:30 +02:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
bruvzg
98d0af7d5c
Implement GDExtension export plugin. 2022-03-16 11:16:19 +02:00