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Rename build symlink to cef_artifacts to avoid confusion for beginners
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Lecrapouille committed Jan 13, 2024
1 parent 0926289 commit bfc8025
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Showing 12 changed files with 32 additions and 32 deletions.
2 changes: 1 addition & 1 deletion .gitignore
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Expand Up @@ -2,7 +2,7 @@
godot-cpp/
thirdparty/
build/
addons/gdcef/demos/*/build
addons/gdcef/demos/*/cef_artifacts
GPUCache
demo/build
DawnCache
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2 changes: 1 addition & 1 deletion addons/gdcef/README.md
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Expand Up @@ -70,7 +70,7 @@ describing the given demos.
- In the case you dislike the folder name holding CEF artifacts `build`, you can change it.
Search in [build.py](../build.py) script the line `CEF_ARTIFACTS_FOLDER = "build"`
and rename it. Rerun the `build.py`. This will force Godot knowing default path.
Else you can refer it explictely when calling `initialize({"artifacts": "res://build/", ... })`.
Else you can refer it explictely when calling `initialize({"artifacts": "res://cef_artifacts/", ... })`.
- Copy and adapt the `gdcef.gdns` and `gdcef.gdnlib` inside your Godot
project and adapt the path to shared libraries. See more information in the last
section of this [document](doc/detailsdesign.md).
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2 changes: 1 addition & 1 deletion addons/gdcef/build.py
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Expand Up @@ -57,7 +57,7 @@
# CEF_ARTIFACTS_BUILD_PATH. If you modify this variable, do not forget to also change
# Godot .gdns and .gdnlib files inside the libs folders in GDCEF_EXAMPLES_PATH the
# demos folder.
CEF_ARTIFACTS_FOLDER_NAME = "build"
CEF_ARTIFACTS_FOLDER_NAME = "cef_artifacts"

###############################################################################
### Project internal paths local from this script. Do not change them!
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8 changes: 4 additions & 4 deletions addons/gdcef/demos/2D/CEF.tscn
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Expand Up @@ -121,10 +121,10 @@ window_title = "Javascript Injection Example: Color Picker"
[node name="ColorPicker" type="ColorPicker" parent="ColorPopup"]
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = 24.0
margin_top = 24.0
margin_right = 24.0
margin_bottom = 24.0
margin_left = 40.0
margin_top = 40.0
margin_right = 40.0
margin_bottom = 40.0
edit_alpha = false
presets_enabled = false
presets_visible = false
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8 changes: 4 additions & 4 deletions addons/gdcef/demos/2D/libs/gdcef.gdnlib
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Expand Up @@ -8,11 +8,11 @@ reloadable=false
[entry]

OSX.64="res://Frameworks/Chromium\ Embedded\ Framework.framework/Libraries/libgdcef.dylib"
Windows.64="res://build/libgdcef.dll"
X11.64="res://build/libgdcef.so"
Windows.64="res://cef_artifacts/libgdcef.dll"
X11.64="res://cef_artifacts/libgdcef.so"

[dependencies]

OSX.64=[ ]
Windows.64=[ "res://build/libcef.dll" ]
X11.64=[ "res://build/libcef.so" ]
Windows.64=[ "res://cef_artifacts/libcef.dll" ]
X11.64=[ "res://cef_artifacts/libcef.so" ]
4 changes: 2 additions & 2 deletions addons/gdcef/demos/3D/GUI.gd
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Expand Up @@ -133,10 +133,10 @@ func _ready():
# Configurate CEF. In incognito mode cache directories not used and in-memory
# caches are used instead and no data is persisted to disk.
#
# artifacts: allows path such as "build" or "res://build/". Note that "res://"
# artifacts: allows path such as "cef_artifacts" or "res://cef_artifacts/". Note that "res://"
# will use ProjectSettings.globalize_path but exported projects don't support globalize_path:
# https://docs.godotengine.org/en/3.5/classes/class_projectsettings.html#class-projectsettings-method-globalize-path
var resource_path = "res://build/"
var resource_path = "res://cef_artifacts/"
if !$CEF.initialize({"artifacts":resource_path, "incognito":true, "locale":"en-US"}):
push_error($CEF.get_error())
get_tree().quit()
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8 changes: 4 additions & 4 deletions addons/gdcef/demos/3D/libs/gdcef.gdnlib
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Expand Up @@ -8,11 +8,11 @@ reloadable=false
[entry]

OSX.64="res://Frameworks/Chromium\ Embedded\ Framework.framework/Libraries/libgdcef.dylib"
Windows.64="res://build/libgdcef.dll"
X11.64="res://build/libgdcef.so"
Windows.64="res://cef_artifacts/libgdcef.dll"
X11.64="res://cef_artifacts/libgdcef.so"

[dependencies]

OSX.64=[ ]
Windows.64=[ "res://build/libcef.dll" ]
X11.64=[ "res://build/libcef.so" ]
Windows.64=[ "res://cef_artifacts/libcef.dll" ]
X11.64=[ "res://cef_artifacts/libcef.so" ]
4 changes: 2 additions & 2 deletions addons/gdcef/demos/HelloCEF/CEF.gd
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Expand Up @@ -134,10 +134,10 @@ func _ready():
# Configurate CEF. In incognito mode cache directories not used and in-memory
# caches are used instead and no data is persisted to disk.
#
# artifacts: allows path such as "build" or "res://build/". Note that "res://"
# artifacts: allows path such as "build" or "res://cef_artifacts/". Note that "res://"
# will use ProjectSettings.globalize_path but exported projects don't support globalize_path:
# https://docs.godotengine.org/en/3.5/classes/class_projectsettings.html#class-projectsettings-method-globalize-path
var resource_path = "res://build/"
var resource_path = "res://cef_artifacts/"
if !$CEF.initialize({"artifacts":resource_path, "incognito":true, "locale":"en-US"}):
push_error($CEF.get_error())
get_tree().quit()
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4 changes: 2 additions & 2 deletions addons/gdcef/demos/HelloCEF/Control.gd
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Expand Up @@ -120,10 +120,10 @@ func _ready():
# Configurate CEF. In incognito mode cache directories not used and in-memory
# caches are used instead and no data is persisted to disk.
#
# artifacts: allows path such as "build" or "res://build/". Note that "res://"
# artifacts: allows path such as "cef_artifacts" or "res://cef_artifacts/". Note that "res://"
# will use ProjectSettings.globalize_path but exported projects don't support globalize_path:
# https://docs.godotengine.org/en/3.5/classes/class_projectsettings.html#class-projectsettings-method-globalize-path
var resource_path = "res://build/"
var resource_path = "res://cef_artifacts/"
if !$CEF.initialize({"artifacts":resource_path, "incognito":true, "locale":"en-US"}):
push_error("Failed initializing CEF")
get_tree().quit()
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8 changes: 4 additions & 4 deletions addons/gdcef/demos/HelloCEF/libs/gdcef.gdnlib
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Expand Up @@ -8,11 +8,11 @@ reloadable=false
[entry]

OSX.64="res://Frameworks/Chromium\ Embedded\ Framework.framework/Libraries/libgdcef.dylib"
Windows.64="res://build/libgdcef.dll"
X11.64="res://build/libgdcef.so"
Windows.64="res://cef_artifacts/libgdcef.dll"
X11.64="res://cef_artifacts/libgdcef.so"

[dependencies]

OSX.64=[ ]
Windows.64=[ "res://build/libcef.dll" ]
X11.64=[ "res://build/libcef.so" ]
Windows.64=[ "res://cef_artifacts/libcef.dll" ]
X11.64=[ "res://cef_artifacts/libcef.so" ]
12 changes: 6 additions & 6 deletions addons/gdcef/doc/detailsdesign.md
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Expand Up @@ -290,15 +290,15 @@ reloadable=false
[entry]
OSX.64="res://build/libgdcef.dylib"
Windows.64="res://build/libgdcef.dll"
X11.64="res://build/libgdcef.so"
OSX.64="res://cef_artifacts/libgdcef.dylib"
Windows.64="res://cef_artifacts/libgdcef.dll"
X11.64="res://cef_artifacts/libgdcef.so"
[dependencies]
OSX.64=[ "res://build/libcef.dylib" ]
Windows.64=[ "res://build/libcef.dll" ]
X11.64=[ "res://build/libcef.so" ]
OSX.64=[ "res://cef_artifacts/libcef.dylib" ]
Windows.64=[ "res://cef_artifacts/libcef.dll" ]
X11.64=[ "res://cef_artifacts/libcef.so" ]
```

This file holds information on how to find your gdnative library and the library
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2 changes: 1 addition & 1 deletion addons/gdcef/doc/installation.md
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Expand Up @@ -132,5 +132,5 @@ default path. Alternatively, adapt the code of your gdscript for
passing the path (see the API for more information):

```
$CEF.initialize({"artifacts": "res://build/", ... })
$CEF.initialize({"artifacts": "res://cef_artifacts/", ... })
```

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