diff --git a/community/contributing/bisecting_regressions.rst b/community/contributing/bisecting_regressions.rst index b6a408dd7..c3dee134b 100644 --- a/community/contributing/bisecting_regressions.rst +++ b/community/contributing/bisecting_regressions.rst @@ -106,7 +106,7 @@ Compile Godot. This assumes you've set up a build environment: .. code-block:: shell # is the platform you're targeting for regression testing, - # like "windows", "x11" or "osx". + # like "windows", "x11" or "macos". $ scons platform= -j4 Since building Godot takes a while, you want to dedicate as many CPU threads as diff --git a/development/compiling/compiling_for_ios.rst b/development/compiling/compiling_for_ios.rst index e7cbe6100..a156885a8 100644 --- a/development/compiling/compiling_for_ios.rst +++ b/development/compiling/compiling_for_ios.rst @@ -20,7 +20,7 @@ Requirements If you are building the ``master`` branch: -- Download and follow README instructions to build a static ``.a`` library +- Download and follow README instructions to build a static ``.xcframework`` from the `MoltenVK SDK `__. .. seealso:: To get the Godot source code for compiling, see @@ -36,56 +36,42 @@ Open a Terminal, go to the root dir of the engine source code and type: :: - $ scons p=iphone target=debug + $ scons p=ios target=debug for a debug build, or: :: - $ scons p=iphone target=release + $ scons p=ios target=release -for a release build (check ``platform/iphone/detect.py`` for the compiler +for a release build (check ``platform/ios/detect.py`` for the compiler flags used for each configuration). Alternatively, you can run :: - $ scons p=iphone arch=x86_64 target=debug + $ scons p=ios target=debug ios_simulator=yes arch=x86_64 + $ scons p=ios target=debug ios_simulator=yes arch=arm64 -for a Simulator executable. +for a Simulator libraries. -For recent devices, Apple requires 64-bit versions of application binaries when you are uploading to the Apple Store. -The best way to provide these is to create a bundle in which there are both 32-bit and 64-bit binaries, so every device will be able to run the game. - -It can be done in three steps: first compile the 32-bit version, then compile the 64-bit version and then use ``lipo`` to bundle them into one "universal" binary. -All those steps can be performed with following commands: +To create an Xcode project like in the official builds, you need to use the +template located in ``misc/dist/ios_xcode``. The release and debug libraries +should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.release.xcframework`` respectively. :: - $ scons p=iphone tools=no target=release arch=arm - $ scons p=iphone tools=no target=release arch=arm64 - $ lipo -create bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a -output bin/libgodot.iphone.release.fat.a - $ lipo -create bin/libgodot_camera_module.iphone.opt.arm.a bin/libgodot_camera_module.iphone.opt.arm64.a -output bin/libgodot_camera_module.iphone.release.fat.a - $ lipo -create bin/libgodot_arkit_module.iphone.opt.arm.a bin/libgodot_arkit_module.iphone.opt.arm64.a -output bin/libgodot_arkit_module.iphone.release.fat.a + $ cp -r misc/dist/ios_xcode . -If you also want to provide a simulator build (reduces the chance of any linker errors with dependencies), you'll need to build and lipo the ``x86_64`` architecture as well. + $ cp libgodot.ios.debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a + $ lipo -create libgodot.ios.debug.arm64.simulator.a libgodot.ios.debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a -:: - - $ scons p=iphone tools=no target=release arch=arm - $ scons p=iphone tools=no target=release arch=arm64 - $ scons p=iphone tools=no target=release arch=x86_64 - $ lipo -create bin/libgodot.iphone.opt.arm.a bin/libgodot.iphone.opt.arm64.a bin/libgodot.iphone.opt.x86_64.a -output bin/libgodot.iphone.release.fat.a - $ lipo -create bin/libgodot_camera_module.iphone.opt.arm.a bin/libgodot_camera_module.iphone.opt.arm64.a bin/libgodot_camera_module.iphone.opt.x86_64.a -output bin/libgodot_camera_module.iphone.release.fat.a - $ lipo -create bin/libgodot_arkit_module.iphone.opt.arm.a bin/libgodot_arkit_module.iphone.opt.arm64.a bin/libgodot_arkit_module.iphone.opt.x86_64.a -output bin/libgodot_arkit_module.iphone.release.fat.a + $ cp libgodot.ios.opt.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a + $ lipo -create libgodot.ios.opt.arm64.simulator.a libgodot.ios.opt.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a Run --- To run on a device or simulator, follow these instructions: :ref:`doc_exporting_for_ios`. - -Replace or add your executable to the Xcode project, and change the -"executable name" property on Info.plist accordingly if you use an -alternative build. diff --git a/development/compiling/compiling_for_macos.rst b/development/compiling/compiling_for_macos.rst index 9dcc17f43..b3c55eca6 100644 --- a/development/compiling/compiling_for_macos.rst +++ b/development/compiling/compiling_for_macos.rst @@ -54,15 +54,15 @@ Start a terminal, go to the root directory of the engine source code. To compile for Intel (x86-64) powered Macs, use:: - scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu) + scons platform=macos arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu) To compile for Apple Silicon (ARM64) powered Macs, use:: - scons platform=osx arch=arm64 --jobs=$(sysctl -n hw.logicalcpu) + scons platform=macos arch=arm64 --jobs=$(sysctl -n hw.logicalcpu) To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together:: - lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal + lipo -create bin/godot.macos.tools.x86_64 bin/godot.macos.tools.arm64 -output bin/godot.macos.tools.universal If all goes well, the resulting binary executable will be placed in the ``bin/`` subdirectory. This executable file contains the whole engine and @@ -75,12 +75,12 @@ manager. ``._sc_`` or ``_sc_`` in the ``bin/`` folder. To create an ``.app`` bundle like in the official builds, you need to use the -template located in ``misc/dist/osx_tools.app``. Typically, for an optimized +template located in ``misc/dist/macos_tools.app``. Typically, for an optimized editor binary built with ``target=release_debug``:: - cp -r misc/dist/osx_tools.app ./Godot.app + cp -r misc/dist/macos_tools.app ./Godot.app mkdir -p Godot.app/Contents/MacOS - cp bin/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot + cp bin/godot.macos.opt.tools.universal Godot.app/Contents/MacOS/Godot chmod +x Godot.app/Contents/MacOS/Godot .. note:: @@ -124,32 +124,32 @@ of those two architectures by leaving out the ``lipo`` step below. - For Intel x86_64:: - scons platform=osx tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu) - scons platform=osx tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu) + scons platform=macos tools=no target=release arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu) + scons platform=macos tools=no target=release_debug arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu) - For ARM64 (Apple M1):: - scons platform=osx tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu) - scons platform=osx tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu) + scons platform=macos tools=no target=release arch=arm64 --jobs=$(sysctl -n hw.logicalcpu) + scons platform=macos tools=no target=release_debug arch=arm64 --jobs=$(sysctl -n hw.logicalcpu) To support both architectures in a single "Universal 2" binary, run the above two commands blocks and then use ``lipo`` to bundle them together:: - lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal - lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal + lipo -create bin/godot.macos.opt.x86_64 bin/godot.macos.opt.arm64 -output bin/godot.macos.opt.universal + lipo -create bin/godot.macos.opt.debug.x86_64 bin/godot.macos.opt.debug.arm64 -output bin/godot.macos.opt.debug.universal To create an ``.app`` bundle like in the official builds, you need to use the -template located in ``misc/dist/osx_template.app``. The release and debug -builds should be placed in ``osx_template.app/Contents/MacOS`` with the names -``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. You can do so +template located in ``misc/dist/macos_template.app``. The release and debug +builds should be placed in ``macos_template.app/Contents/MacOS`` with the names +``godot_macos_release.64`` and ``godot_macos_debug.64`` respectively. You can do so with the following commands (assuming a universal build, otherwise replace the ``.universal`` extension with the one of your arch-specific binaries):: - cp -r misc/dist/osx_template.app . - mkdir -p osx_template.app/Contents/MacOS - cp bin/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64 - cp bin/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64 - chmod +x osx_template.app/Contents/MacOS/godot_osx* + cp -r misc/dist/macos_template.app . + mkdir -p macos_template.app/Contents/MacOS + cp bin/godot.macos.opt.universal macos_template.app/Contents/MacOS/godot_macos_release.64 + cp bin/godot.macos.opt.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.64 + chmod +x macos_template.app/Contents/MacOS/godot_macos* .. note:: @@ -158,13 +158,13 @@ with the following commands (assuming a universal build, otherwise replace the building it statically with ``use_static_mvk=yes``, or by including the dynamic library in your ``.app`` bundle:: - mkdir -p osx_template.app/Contents/Frameworks - cp /macOS/libs/libMoltenVK.dylib osx_template.app/Contents/Frameworks/libMoltenVK.dylib + mkdir -p macos_template.app/Contents/Frameworks + cp /macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib -You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip`` +You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip`` template from the official Godot distribution:: - zip -q -9 -r osx.zip osx_template.app + zip -q -9 -r macos.zip macos_template.app Cross-compiling for macOS from Linux ------------------------------------ @@ -193,8 +193,8 @@ repository/extracted the zip), e.g.:: Now you can compile with SCons like you normally would:: - scons platform=osx + scons platform=macos If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument:: - scons platform=osx osxcross_sdk=darwin15 + scons platform=macos osxcross_sdk=darwin15 diff --git a/development/compiling/cross-compiling_for_ios_on_linux.rst b/development/compiling/cross-compiling_for_ios_on_linux.rst index df219e61f..3cc9cf0b7 100644 --- a/development/compiling/cross-compiling_for_ios_on_linux.rst +++ b/development/compiling/cross-compiling_for_ios_on_linux.rst @@ -141,22 +141,4 @@ way, with some additional arguments to provide the correct paths: :: - $ scons -j 4 platform=iphone arch=arm target=release_debug IPHONESDK="/path/to/iPhoneSDK" IPHONEPATH="/path/to/iostoolchain" ios_triple="arm-apple-darwin11-" - $ scons -j 4 platform=iphone arch=arm64 target=release_debug IPHONESDK="/path/to/iPhoneSDK" IPHONEPATH="/path/to/iostoolchain" ios_triple="arm-apple-darwin11-" - -Producing fat binaries -~~~~~~~~~~~~~~~~~~~~~~ - -Apple requires a fat binary with both architectures (``armv7`` and -``arm64``) in a single file. To do this, use the -``arm-apple-darwin11-lipo`` executable. The following example assumes -you are in the root Godot source directory: - -:: - - $ /path/to/iostoolchain/usr/bin/arm-apple-darwin11-lipo -create bin/libgodot.iphone.opt.debug.arm.a bin/libgodot.iphone.opt.debug.arm64.a -output bin/libgodot.iphone.debug.fat.a - $ /path/to/iostoolchain/usr/bin/arm-apple-darwin11-lipo -create bin/libgodot_camera_module.iphone.opt.debug.arm.a bin/libgodot_camera_module.iphone.opt.debug.arm64.a -output bin/libgodot_camera_module.iphone.debug.fat.a - $ /path/to/iostoolchain/usr/bin/arm-apple-darwin11-lipo -create bin/libgodot_arkit_module.iphone.opt.debug.arm.a bin/libgodot_arkit_module.iphone.opt.debug.arm64.a -output bin/libgodot_arkit_module.iphone.debug.fat.a - - -Then you will have iOS fat binaries in ``bin`` directory. + $ scons -j 4 platform=ios arch=arm64 target=release_debug IOS_SDK_PATH="/path/to/iPhoneSDK" IOS_TOOLCHAIN_PATH="/path/to/iostoolchain" ios_triple="arm-apple-darwin11-" diff --git a/development/compiling/introduction_to_the_buildsystem.rst b/development/compiling/introduction_to_the_buildsystem.rst index 5a28e59b1..7010e812e 100644 --- a/development/compiling/introduction_to_the_buildsystem.rst +++ b/development/compiling/introduction_to_the_buildsystem.rst @@ -334,7 +334,7 @@ platform: linux_x11_32_release linux_x11_64_debug linux_x11_64_release - osx.zip + macos.zip version.txt windows_32_debug.exe windows_32_release.exe diff --git a/development/cpp/configuring_an_ide/xcode.rst b/development/cpp/configuring_an_ide/xcode.rst index 9598132b5..b1844d176 100644 --- a/development/cpp/configuring_an_ide/xcode.rst +++ b/development/cpp/configuring_an_ide/xcode.rst @@ -82,7 +82,7 @@ To enable debugging support you need to edit the external build target's build a .. code-block:: shell - ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot + ln -f ${PROJECT_DIR}/godot/bin/godot.macos.tools.64 ${PROJECT_DIR}/godot/bin/godot .. figure:: img/xcode_7_setup_build_post_action.png :figclass: figure-w480 @@ -103,7 +103,7 @@ To enable debugging support you need to edit the external build target's build a tells the executable to open the specified project (must be provided as an *absolute* path to the project root, not the ``project.godot`` file). -To check that everything is working, put a breakpoint in ``platform/osx/godot_main_osx.mm`` and +To check that everything is working, put a breakpoint in ``platform/macos/godot_main_macos.mm`` and run the project. If you run into any issues, ask for help in one of diff --git a/tutorials/scripting/gdnative/gdnative_cpp_example.rst b/tutorials/scripting/gdnative/gdnative_cpp_example.rst index 99e3ab84b..733bdd5c7 100644 --- a/tutorials/scripting/gdnative/gdnative_cpp_example.rst +++ b/tutorials/scripting/gdnative/gdnative_cpp_example.rst @@ -115,7 +115,7 @@ Place the resulting ``api.json`` file in the project folder and add below. To generate and compile the bindings, use this command (replacing ```` -with ``windows``, ``linux`` or ``osx`` depending on your OS): +with ``windows``, ``linux`` or ``macos`` depending on your OS): To speed up compilation, add `-jN` at the end of the SCons command line where `N` is the number of CPU threads you have on your system. The example below uses 4 threads.