Commit 5bc2cf25 by Rémi Verschelde

Convert DOS line endings to Unix line endings

Should fix issues some of us have with `misc/dist/uwp_template/AppxManifest.xml` always showing up as modified. Might cause issues on Windows due to the removal of BOMs or change of line endings in some of the Mono, UWP or gradlew.bat files, we will test and adapt if need be.
parent a89fa34c
## A Docker image to build Linux, Windows and Android godot binaries. ## A Docker image to build Linux, Windows and Android godot binaries.
The main reason to write this, is to provide a simple way in all platforms to integrate external godot modules and build a custom version of godot. The main reason to write this, is to provide a simple way in all platforms to integrate external godot modules and build a custom version of godot.
## usage ## usage
1. Install docker on Linux or docker toolbox on Windows or Mac. 1. Install docker on Linux or docker toolbox on Windows or Mac.
2. Open a terminal on linux or "Docker Quickstart Terminal" on Windows or Mac. 2. Open a terminal on linux or "Docker Quickstart Terminal" on Windows or Mac.
3. Run command: 3. Run command:
- Linux: `cd` - Linux: `cd`
- Windows: `cd /c/Users/YOUR_USERNAME` - Windows: `cd /c/Users/YOUR_USERNAME`
- Mac: `cd /Users/YOUR_USERNAME` - Mac: `cd /Users/YOUR_USERNAME`
4. Get godot source code: `git clone https://github.com/godotengine/godot.git` 4. Get godot source code: `git clone https://github.com/godotengine/godot.git`
5. Run command: `cd godot/tools/docker` 5. Run command: `cd godot/tools/docker`
6. Run command: `docker build -t godot .`(In Linux run Docker commands with `sudo` or add your user to docker group before run the Docker commands). The godot docker image will be build after a while. 6. Run command: `docker build -t godot .`(In Linux run Docker commands with `sudo` or add your user to docker group before run the Docker commands). The godot docker image will be build after a while.
7. Run command: 7. Run command:
- Linux: `docker run -it --name=godot-dev -v /home/YOUR_USERNAME/godot:/godot-dev/godot godot` - Linux: `docker run -it --name=godot-dev -v /home/YOUR_USERNAME/godot:/godot-dev/godot godot`
- Windows: `docker run -it --name=godot-dev -v /c/Users/YOUR_USERNAME/godot:/godot-dev/godot godot` - Windows: `docker run -it --name=godot-dev -v /c/Users/YOUR_USERNAME/godot:/godot-dev/godot godot`
- Mac: `docker run -it --name=godot-dev -v /Users/YOUR_USERNAME/godot:/godot-dev/godot godot` - Mac: `docker run -it --name=godot-dev -v /Users/YOUR_USERNAME/godot:/godot-dev/godot godot`
You are in the godot-dev container and /godot-dev directory now. You are in the godot-dev container and /godot-dev directory now.
8. Run `./install-android-tools` to download and install all android development tools. 8. Run `./install-android-tools` to download and install all android development tools.
9. Run command: `source ~/.bashrc` 9. Run command: `source ~/.bashrc`
10. Run command: `cd godot` 10. Run command: `cd godot`
11. Run command: `scons p=android target=release` to test everything is ok. You can set platform to x11, windows, android, haiku and server. 11. Run command: `scons p=android target=release` to test everything is ok. You can set platform to x11, windows, android, haiku and server.
After use and exit, you can use this environment again by open terminal and type commands: `docker start godot-dev && docker attach godot-dev`. After use and exit, you can use this environment again by open terminal and type commands: `docker start godot-dev && docker attach godot-dev`.
### Windows and Mac stuffs: ### Windows and Mac stuffs:
- Speed up compilation: - Speed up compilation:
- Exit from container. - Exit from container.
- Run command: `docker-machine stop` - Run command: `docker-machine stop`
- Open "Oracle VM VirtualBox". - Open "Oracle VM VirtualBox".
- In settings of default VM increase CPU cores and RAM to suitable values. - In settings of default VM increase CPU cores and RAM to suitable values.
- Run command: `docker-machine start` - Run command: `docker-machine start`
- Run command: `docker start godot-dev && docker attach godot-dev` - Run command: `docker start godot-dev && docker attach godot-dev`
- ssh to VM(can be useful sometimes): - ssh to VM(can be useful sometimes):
- `docker-machine ssh` - `docker-machine ssh`
Check docker and boot2docker projects for more details. Check docker and boot2docker projects for more details.
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/manifest/foundation/windows10" xmlns:mp="http://schemas.microsoft.com/appx/2014/phone/manifest" xmlns:uap="http://schemas.microsoft.com/appx/manifest/uap/windows10" IgnorableNamespaces="uap mp build" xmlns:build="http://schemas.microsoft.com/developer/appx/2015/build"> <Package xmlns="http://schemas.microsoft.com/appx/manifest/foundation/windows10" xmlns:mp="http://schemas.microsoft.com/appx/2014/phone/manifest" xmlns:uap="http://schemas.microsoft.com/appx/manifest/uap/windows10" IgnorableNamespaces="uap mp build" xmlns:build="http://schemas.microsoft.com/developer/appx/2015/build">
<Identity Name="$identity_name$" Publisher="$publisher$" Version="$version_string$" ProcessorArchitecture="$architecture$" /> <Identity Name="$identity_name$" Publisher="$publisher$" Version="$version_string$" ProcessorArchitecture="$architecture$" />
<mp:PhoneIdentity PhoneProductId="$product_guid$" PhonePublisherId="$publisher_guid$" /> <mp:PhoneIdentity PhoneProductId="$product_guid$" PhonePublisherId="$publisher_guid$" />
<Properties> <Properties>
<DisplayName>$display_name$</DisplayName> <DisplayName>$display_name$</DisplayName>
<PublisherDisplayName>$publisher_display_name$</PublisherDisplayName> <PublisherDisplayName>$publisher_display_name$</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo> <Logo>Assets\StoreLogo.png</Logo>
</Properties> </Properties>
<Dependencies> <Dependencies>
<TargetDeviceFamily Name="Windows.Universal" MinVersion="10.0.10240.0" MaxVersionTested="10.0.14393.0" /> <TargetDeviceFamily Name="Windows.Universal" MinVersion="10.0.10240.0" MaxVersionTested="10.0.14393.0" />
<PackageDependency Name="Microsoft.VCLibs.140.00" MinVersion="14.0.24123.0" Publisher="CN=Microsoft Corporation, O=Microsoft Corporation, L=Redmond, S=Washington, C=US" /> <PackageDependency Name="Microsoft.VCLibs.140.00" MinVersion="14.0.24123.0" Publisher="CN=Microsoft Corporation, O=Microsoft Corporation, L=Redmond, S=Washington, C=US" />
</Dependencies> </Dependencies>
<Resources> <Resources>
<Resource Language="EN-US" /> <Resource Language="EN-US" />
</Resources> </Resources>
<Applications> <Applications>
<Application Id="App" Executable="godot.uwp.exe" EntryPoint="GodotUWP.App"> <Application Id="App" Executable="godot.uwp.exe" EntryPoint="GodotUWP.App">
<uap:VisualElements DisplayName="$display_name$" Square150x150Logo="Assets\Square150x150Logo.png" Square44x44Logo="Assets\Square44x44Logo.png" Description="$app_description$" BackgroundColor="$bg_color$"> <uap:VisualElements DisplayName="$display_name$" Square150x150Logo="Assets\Square150x150Logo.png" Square44x44Logo="Assets\Square44x44Logo.png" Description="$app_description$" BackgroundColor="$bg_color$">
<uap:DefaultTile Wide310x150Logo="Assets\Wide310x150Logo.png" Square310x310Logo="Assets\Square310x310Logo.png" Square71x71Logo="Assets\Square71x71Logo.png" ShortName="$short_name$"> <uap:DefaultTile Wide310x150Logo="Assets\Wide310x150Logo.png" Square310x310Logo="Assets\Square310x310Logo.png" Square71x71Logo="Assets\Square71x71Logo.png" ShortName="$short_name$">
$name_on_tiles$ $name_on_tiles$
</uap:DefaultTile> </uap:DefaultTile>
<uap:SplashScreen Image="Assets\SplashScreen.png" /> <uap:SplashScreen Image="Assets\SplashScreen.png" />
$rotation_preference$ $rotation_preference$
</uap:VisualElements> </uap:VisualElements>
</Application> </Application>
</Applications> </Applications>
$capabilities_place$ $capabilities_place$
<build:Metadata> <build:Metadata>
<build:Item Name="GodotEngine" Version="$godot_version$" /> <build:Item Name="GodotEngine" Version="$godot_version$" />
</build:Metadata> </build:Metadata>
</Package> </Package>
\ No newline at end of file

Microsoft Visual Studio Solution File, Format Version 12.00 Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012 # Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GodotSharpTools", "GodotSharpTools.csproj", "{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GodotSharpTools", "GodotSharpTools.csproj", "{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}"
EndProject EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU Release|Any CPU = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution GlobalSection(ProjectConfigurationPlatforms) = postSolution
{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Debug|Any CPU.Build.0 = Debug|Any CPU {A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Release|Any CPU.ActiveCfg = Release|Any CPU {A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Release|Any CPU.ActiveCfg = Release|Any CPU
{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Release|Any CPU.Build.0 = Release|Any CPU {A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection EndGlobalSection
EndGlobal EndGlobal
using System; using System;
namespace Godot namespace Godot
{ {
......
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
namespace Godot namespace Godot
......
using System; using System;
namespace Godot namespace Godot
{ {
......
@if "%DEBUG%" == "" @echo off @if "%DEBUG%" == "" @echo off
@rem ########################################################################## @rem ##########################################################################
@rem @rem
@rem Gradle startup script for Windows @rem Gradle startup script for Windows
@rem @rem
@rem ########################################################################## @rem ##########################################################################
@rem Set local scope for the variables with windows NT shell @rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal if "%OS%"=="Windows_NT" setlocal
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script. @rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS= set DEFAULT_JVM_OPTS=
set DIRNAME=%~dp0 set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=. if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0 set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME% set APP_HOME=%DIRNAME%
@rem Find java.exe @rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1 %JAVA_EXE% -version >NUL 2>&1
if "%ERRORLEVEL%" == "0" goto init if "%ERRORLEVEL%" == "0" goto init
echo. echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo. echo.
echo Please set the JAVA_HOME variable in your environment to match the echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation. echo location of your Java installation.
goto fail goto fail
:findJavaFromJavaHome :findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=% set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto init if exist "%JAVA_EXE%" goto init
echo. echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo. echo.
echo Please set the JAVA_HOME variable in your environment to match the echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation. echo location of your Java installation.
goto fail goto fail
:init :init
@rem Get command-line arguments, handling Windowz variants @rem Get command-line arguments, handling Windowz variants
if not "%OS%" == "Windows_NT" goto win9xME_args if not "%OS%" == "Windows_NT" goto win9xME_args
if "%@eval[2+2]" == "4" goto 4NT_args if "%@eval[2+2]" == "4" goto 4NT_args
:win9xME_args :win9xME_args
@rem Slurp the command line arguments. @rem Slurp the command line arguments.
set CMD_LINE_ARGS= set CMD_LINE_ARGS=
set _SKIP=2 set _SKIP=2
:win9xME_args_slurp :win9xME_args_slurp
if "x%~1" == "x" goto execute if "x%~1" == "x" goto execute
set CMD_LINE_ARGS=%* set CMD_LINE_ARGS=%*
goto execute goto execute
:4NT_args :4NT_args
@rem Get arguments from the 4NT Shell from JP Software @rem Get arguments from the 4NT Shell from JP Software
set CMD_LINE_ARGS=%$ set CMD_LINE_ARGS=%$
:execute :execute
@rem Setup the command line @rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle @rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS% "%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
:end :end
@rem End local scope for the variables with windows NT shell @rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="0" goto mainEnd if "%ERRORLEVEL%"=="0" goto mainEnd
:fail :fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code! rem the _cmd.exe /c_ return code!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1 if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1 exit /b 1
:mainEnd :mainEnd
if "%OS%"=="Windows_NT" endlocal if "%OS%"=="Windows_NT" endlocal
:omega :omega
# This is the list of Etc2Comp authors for copyright purposes. # This is the list of Etc2Comp authors for copyright purposes.
# #
# This does not necessarily list everyone who has contributed code, since in # This does not necessarily list everyone who has contributed code, since in
# some cases, their employer may be the copyright holder. To see the full list # some cases, their employer may be the copyright holder. To see the full list
# of contributors, see the revision history in source control. # of contributors, see the revision history in source control.
Google Inc. Google Inc.
Blue Shift Inc. Blue Shift Inc.
Copyright (c) 2013-14 Mikko Mononen memon@inside.org Copyright (c) 2013-14 Mikko Mononen memon@inside.org
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
arising from the use of this software. arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions: freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not 1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be in a product, an acknowledgment in the product documentation would be
appreciated but is not required. appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be 2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software. misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution. 3. This notice may not be removed or altered from any source distribution.
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