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syntaxerror247 committed Jan 9, 2025
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2 changes: 2 additions & 0 deletions .gitattributes
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf
53 changes: 53 additions & 0 deletions .github/file_format.sh
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#!/usr/bin/env bash

# This script ensures proper POSIX text file formatting and a few other things.

set -uo pipefail
IFS=$'\n\t'

# Loops through all text files tracked by Git.
git grep -zIl '' |
while IFS= read -rd '' f; do
# Exclude some types of files.
if [[ "$f" == *"svg" ]]; then
continue
fi
# Ensure that files are UTF-8 formatted.
recode UTF-8 "$f" 2> /dev/null
# Ensure that files have LF line endings and do not contain a BOM.
dos2unix "$f" 2> /dev/null
# Remove trailing space characters and ensure that files end
# with newline characters. -l option handles newlines conveniently.
perl -i -ple 's/ *$//g' "$f"
# Remove the character sequence "== true" if it has a leading space.
perl -i -pe 's/\x20== true//g' "$f"
# We don't want to change lines around braces in godot/tscn files.
if [[ "$f" == *"godot" ]]; then
continue
elif [[ "$f" == *"tscn" ]]; then
continue
fi
# Disallow empty lines after the opening brace.
sed -z -i 's/\x7B\x0A\x0A/\x7B\x0A/g' "$f"
# Disallow some empty lines before the closing brace.
sed -z -i 's/\x0A\x0A\x7D/\x0A\x7D/g' "$f"
done

git diff > patch.patch
FILESIZE="$(stat -c%s patch.patch)"
MAXSIZE=5

# If no patch has been generated all is OK, clean up, and exit.
if (( FILESIZE < MAXSIZE )); then
printf "Files in this commit comply with the formatting rules.\n"
rm -f patch.patch
exit 0
fi

# A patch has been created, notify the user, clean up, and exit.
printf "\n*** The following differences were found between the code "
printf "and the formatting rules:\n\n"
cat patch.patch
printf "\n*** Aborting, please fix the formatting issue(s).'\n"
rm -f patch.patch
exit 1
150 changes: 150 additions & 0 deletions .github/workflows/build.yml
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name: build

on:
workflow_dispatch:
push:
branches: [ main ]
pull_request:
branches: [ main ]

env:
# Which godot version to use for exporting.
GODOT_VERSION: 4.3
# Which godot release to use for exporting. (stable/rc/beta/alpha)
GODOT_RELEASE: stable
# Used in the editor config file name. Do not change this for patch releases.
GODOT_FEATURE_VERSION: 4.3
# Commit hash
GODOT_COMMIT_HASH: 77dcf97
PROJECT_NAME: GodSVG
GODOT_REPO: https://github.com/godotengine/godot.git
BUILD_OPTIONS: target=template_release lto=full production=yes deprecated=no minizip=no brotli=no vulkan=no openxr=no use_volk=no disable_3d=yes modules_enabled_by_default=no module_freetype_enabled=yes module_gdscript_enabled=yes module_svg_enabled=yes module_jpg_enabled=yes module_text_server_adv_enabled=yes graphite=no module_webp_enabled=yes

jobs:
format:
name: File formatting (file_format.sh)
runs-on: ubuntu-24.04
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0

- name: Install dependencies
run: sudo apt-get update -qq && sudo apt-get install -yq --no-install-recommends dos2unix recode

- name: File formatting checks (file_format.sh)
run: bash ./.github/file_format.sh

build-android:
name: Export for Android
runs-on: ubuntu-latest
env:
PLATFORM: "Android"
steps:
- name: Cache Template
id: cache-template
uses: actions/cache@v3
with:
key: template-${{ env.PLATFORM }}-${{ env.GODOT_VERSION }}-${{ env.GODOT_RELEASE }}-${{ env.BUILD_OPTIONS }}
path: |
~/.local/share/godot/export_templates/
- name: Set up JDK 17
uses: actions/setup-java@v4
with:
java-version: 17
distribution: temurin

- name: Set up Android SDK
uses: android-actions/setup-android@v3

- name: Check Installed Android SDK Packages
run: |
echo "Checking installed Android SDK packages..."
/usr/local/lib/android/sdk/cmdline-tools/latest/bin/sdkmanager --list_installed
- name: Set up Godot Editor
run: |
mkdir -p ~/godot-editor
cd ~/godot-editor
wget -q https://github.com/godotengine/godot-builds/releases/download/${GODOT_VERSION}-${GODOT_RELEASE}/Godot_v${GODOT_VERSION}-${GODOT_RELEASE}_linux.x86_64.zip
unzip Godot_v${GODOT_VERSION}-${GODOT_RELEASE}_linux.x86_64.zip
mv ./Godot_v${GODOT_VERSION}-${GODOT_RELEASE}_linux.x86_64 ~/godot-editor/godot
echo "~/godot-editor" >> $GITHUB_PATH
- if: ${{ steps.cache-template.outputs.cache-hit != 'true' }}
name: Install dependencies
run: sudo apt-get install -y scons python3

- if: ${{ steps.cache-template.outputs.cache-hit != 'true' }}
name: Clone Godot repository
run: git clone $GODOT_REPO godot

- if: ${{ steps.cache-template.outputs.cache-hit != 'true' }}
name: Checkout specific commit
run: |
cd godot
git fetch
git checkout $GODOT_COMMIT_HASH
- if: ${{ steps.cache-template.outputs.cache-hit != 'true' }}
name: Build Godot template for Android
run: |
cd godot
scons p=android arch=arm64 generate_apk=yes ${BUILD_OPTIONS} target=template_debug
mkdir -p ~/.local/share/godot/export_templates/${GODOT_VERSION}.${GODOT_RELEASE}/
mv ./bin/android_debug.apk ~/.local/share/godot/export_templates/${GODOT_VERSION}.${GODOT_RELEASE}/android_debug.apk
mv ./bin/android_source.zip ~/.local/share/godot/export_templates/${GODOT_VERSION}.${GODOT_RELEASE}/android_source.zip
- if: ${{ steps.cache-template.outputs.cache-hit != 'true' && github.event_name == 'workflow_dispatch' }}
name: Build Godot release template for Android
run: |
cd godot
scons p=android arch=arm64 generate_apk=yes ${BUILD_OPTIONS} target=template_release
mkdir -p ~/.local/share/godot/export_templates/${GODOT_VERSION}.${GODOT_RELEASE}/
mv ./bin/android_debug.apk ~/.local/share/godot/export_templates/${GODOT_VERSION}.${GODOT_RELEASE}/android_release.apk
mv ./bin/android_source.zip ~/.local/share/godot/export_templates/${GODOT_VERSION}.${GODOT_RELEASE}/android_source.zip
- name: Checkout repository
uses: actions/checkout@v4
with:
path: godsvg

- name: Export debug project
env:
GODOT_ANDROID_KEYSTORE_DEBUG_PATH: "./godot_only/debug.keystore"
GODOT_ANDROID_KEYSTORE_DEBUG_USER: "androiddebugkey"
GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD: "android"
run: |
cd godsvg
mkdir -p build/android
godot --headless --export-debug "Android" build/android/GodSVG-debug.apk
- name: Export release project
if: github.event_name == 'workflow_dispatch'
env:
GODOT_ANDROID_KEYSTORE_RELEASE_PATH: "/tmp/release.keystore"
GODOT_ANDROID_KEYSTORE_RELEASE_USER: ${{ secrets.KEY_ALIAS }}
GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD: ${{ secrets.KEYSTORE_PASSWORD }}
run: |
cd godsvg
mkdir -p build/android
echo "${{ secrets.KEYSTORE }}" | base64 -d > /tmp/release.keystore
godot --headless --export-release "Android" build/android/GodSVG.apk
- name: Upload debug artifact
uses: actions/upload-artifact@v4
with:
name: ${{ env.PROJECT_NAME }}.debug.Android
path: godsvg/build/android/GodSVG-debug.apk
if-no-files-found: error
retention-days: 28

- name: Upload release artifact
uses: actions/upload-artifact@v4
with:
name: ${{ env.PROJECT_NAME }}.release.Android
path: godsvg/build/android/GodSVG.apk
if-no-files-found: ignore
retention-days: 28
7 changes: 7 additions & 0 deletions .gitignore
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# Godot 4+ specific ignores
.godot/
.DS_Store

# Imported translations (automatically generated from CSV files)
*.translation
.~lock.*
52 changes: 52 additions & 0 deletions CONTRIBUTING.md
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## Governance

Your contribution is always appreciated!

Contributions don't need to be perfect, but they must move GodSVG in the right direction. If you are planning to implement a feature or overhaul a system, it's important to write a proposal and discuss your ideas. I will try to quickly accept or decline them. Please do understand that PRs with a large maintenance cost may be under high scrutiny because of their long-term responsibility, even in the absence of the original contributor.

## Setup

GodSVG is made in Godot using its GDScript language. Refer to the [README](https://github.com/MewPurPur/GodSVG?tab=readme-ov-file#how-to-get-it) on how to get GodSVG running.

Git must be configured, then you can clone the repository to your local machine: `git clone [email protected]:MewPurPur/GodSVG.git`

The documentation won't go into detail about how to use Git. Refer to outside resources if you are unfamiliar with it.

## PR workflow

Look through the list of issues to see if your contribution would resolve any of them. If said issue is not assigned to anyone and you don't want anyone else to work on it, ask to be assigned to the issue. If an issue doesn't exist and you want to fix a bug, then it's a good practice, but not required, to make an issue for it.

1. Fork the repository.
2. Create a new branch: `git checkout -b implement-gradients`
3. Make your modifications, add them with `git add .`
4. Commit your changes: `git commit -m "Implement linear gradients"`
5. Push to the branch: `git push origin implement-gradients`
6. Create a new pull request with a clear and informative title and describe your changes.

This is the preferred workflow, but tidiness is not as important as work being done, so feel free to do something different you may be comfortable with.

After submitting your pull request, I (MewPurPur) will review your changes and may provide feedback or request modifications. Be responsive to any comments or suggestions. Once your pull request is approved, it will be merged. Afterward, you can delete your branch from your fork.

## Translation

Editing translations is explained [here](translations/README.md)

## Code guidelines

To document some quirks of our code that we've decided on:

- StringNames are avoided when possible. We do this because it makes the codebase simpler, although if something is actually shown to be performance-critical, it can be reconsidered.
- Nodes may only be exported if their runtime structure isn't known.
- Translating is done via `TranslationServer.translate()` rather than `tr()`. We've decided to stick to this everywhere because `tr()` doesn't work in static contexts.

## Code style

For scripts, only GDScript code is allowed. Follow the [GDScript style guide](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html). Most of its rules are enforced here. Additionally:

- Static typing is predominantly used.
- Comments are normally written like sentences with punctuation.
- Two spaces are used to separate code and inline comments.
- For empty lines in the middle of indented blocks, the scope's indentation is kept.
- Class names use `class_name X extends Y` syntax.

Don't make pull requests for code style changes without discussing them first (unless it's for corrections to abide by the ones described here). Pull requests may also get production tweaks to fix their style before being merged.
23 changes: 23 additions & 0 deletions GodSVG CONTRIBUTORS.md
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# GodSVG Contributors

This project is made possible by the contributions of the following individuals:

### Original Author
- **MewPurPur** - Project Founder and Manager

### Contributors
- Aaron Franke (aaronfranke)
- ajreckof
- aladvs
- Alex2782
- DevPoodle
- ilikefrogs101
- itycodes
- Kiisu-Master
- MewPurPur
- Qainguin
- Serem Titus (SeremTitus)
- Swarkin
- thiagola92
- Tom Blackwell (Volts-s)
- WeaverSong
23 changes: 23 additions & 0 deletions LICENSE
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MIT License

Copyright (c) 2025 Anish Mishra
Copyright (c) 2023 MewPurPur
Copyright (c) 2023-present GodSVG contributors

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
20 changes: 20 additions & 0 deletions README.md
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# GodSVG Mobile

<p align="center">
<img src="godot_only/source_assets/splash.svg" width="480" alt="GodSVG logo">
</p>

**GodSVG Mobile** brings the power of the **GodSVG** to your Android device, allowing you to edit Scalable Vector Graphics (SVG) files directly on mobile. This version is optimized for touch-based interaction, providing an intuitive and mobile-friendly interface for editing SVG files.

For the desktop version of GodSVG, please visit the [GodSVG repository](https://github.com/MewPurPur/GodSVG).

>[!IMPORTANT]
>This is still in development and may have bugs. Your feedback is appreciated!
## Installation

Download the latest release of the Android version from the [releases](https://github.com/syntaxerror247/GodSVG-Mobile/releases).

## License

This project is licensed under the MIT License. See the [LICENSE](LICENSE) file for more details.
16 changes: 16 additions & 0 deletions app_info.json
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{
"project_founder_and_manager": [],
"authors": [],
"donors": [],
"anonymous_donors": 0,
"golden_donors": [],
"anonymous_golden_donors": 0,
"diamond_donors": [],
"anonymous_diamond_donors": 0,
"past_donors": [],
"past_anonymous_donors": 0,
"past_golden_donors": [],
"past_anonymous_golden_donors": 0,
"past_diamond_donors": [],
"past_anonymous_diamond_donors": 0
}
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