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[4.0] [iOS] iOS Plugins Migration #45252

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merged 1 commit into from
Jan 26, 2021

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naithar
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@naithar naithar commented Jan 17, 2021

A follow up commit for #41230 that removes iOS plugins from modules.
WIP until I finish tests and scons build setup for plugins in separate repo.

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naithar commented Jan 17, 2021

rsync -a -m -R --include '*/' --include '*.h' --exclude '*' ./ extracted_headers seems to be the best way to extract headers from Godot's sources.

@akien-mga is there any way to make scons only generate headers, so there would be no need to actually run and cancel a compilation?

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naithar commented Jan 17, 2021

@akien-mga I've temporary made repository on my account: https://github.com/naithar/godot_plugins_ios for all plugins.
Everything seems to be working fine, but I'll double check on the week just to be sure.
Should I create a plugins repo on team account when everything is ready?

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I've temporary made repository on my account: https://github.com/naithar/godot_plugins_ios for all plugins.
Everything seems to be working fine, but I'll double check on the week just to be sure.
Should I create a plugins repo on team account when everything is ready?

Yeah you should be able to transfer your repo to @godotengine (you might lose Write access to it in the process, but I can fix that up once transferred). I'd suggest renaming it godot-ios-plugins as we tend to use kebab-case for repo names (with the exception of godot_headers for GDNative but that should be fixed).

is there any way to make scons only generate headers, so there would be no need to actually run and cancel a compilation?

There's no option for that currently no. That's something that could likely be implemented if we go ahead with Meson port though #45093.

What headers do you need exactly though? Should it be the whole Godot tree? If so, isn't it simpler to just use the godot repo directly and have as a requirement to do a build once to generate the headers for the desired Godot commit/tag?

Or alternatively, have the Godot build generate a source archive like done for Android (CC @m4gr3d).

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naithar commented Jan 18, 2021

What headers do you need exactly though? Should it be the whole Godot tree? If so, isn't it simpler to just use the godot repo directly and have as a requirement to do a build once to generate the headers for the desired Godot commit/tag?

Yeah, the whole Godot tree headers are needed, including generated inc files.
You may be right. Using Godot whole source (with submodules or whatever) should be simplier - I did it with plugins example template, so maybe I shouldn't overcomplicate things with header extraction.

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naithar commented Jan 18, 2021

iOS plugins should now be testable: https://github.com/naithar/godot-ios-plugins/releases
I'll run some more tests and transfer the repo once everything is ready.

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naithar commented Jan 18, 2021

@akien-mga cleaned up and transferred repo to https://github.com/godotengine/godot-ios-plugins.
Not sure about read/write access rights though.

From what I've tested everything seems to be working correctly.

@naithar naithar marked this pull request as ready for review January 18, 2021 17:29
@naithar naithar changed the title [WIP] [iOS] iOS Plugins Migration [4.0] [iOS] iOS Plugins Migration Jan 18, 2021
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@akien-mga cleaned up and transferred repo to https://github.com/godotengine/godot-ios-plugins.
Not sure about read/write access rights though.

From what I've tested everything seems to be working correctly.

Looks good! I gave Write permissions to @godotengine/ios there.

@akien-mga akien-mga requested a review from a team January 26, 2021 13:42
@akien-mga akien-mga merged commit de9c900 into godotengine:master Jan 26, 2021
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Thanks!

@naithar naithar deleted the feature/plugins-migration branch February 9, 2021 08:31
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3 participants