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Rebrand scenes patform folders v2 #8

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2 changes: 1 addition & 1 deletion platform/android/detect.py
Original file line number Diff line number Diff line change
Expand Up @@ -180,7 +180,7 @@ def configure(env: "SConsEnvironment"):
env.Append(CPPDEFINES=[("_FILE_OFFSET_BITS", 64)])

if env["arch"] == "x86_32":
# The NDK adds this if targeting API < 24, so we can drop it when Godot targets it at least
# The NDK adds this if targeting API < 24, so we can drop it when Blazium targets it at least
env.Append(CCFLAGS=["-mstackrealign"])
elif env["arch"] == "arm32":
env.Append(CCFLAGS="-march=armv7-a -mfloat-abi=softfp".split())
Expand Down
2 changes: 1 addition & 1 deletion platform/android/display_server_android.h
Original file line number Diff line number Diff line change
Expand Up @@ -44,7 +44,7 @@ class DisplayServerAndroid : public DisplayServer {
String rendering_driver;

// https://developer.android.com/reference/android/view/PointerIcon
// mapping between Godot's cursor shape to Android's'
// mapping between Blazium's cursor shape to Android's'
int android_cursors[CURSOR_MAX] = {
1000, //CURSOR_ARROW
1008, //CURSOR_IBEAM
Expand Down
4 changes: 2 additions & 2 deletions platform/android/export/export_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -593,7 +593,7 @@ bool EditorExportPlatformAndroid::_should_compress_asset(const String &p_path, c
".rtttl", ".imy", ".xmf", ".mp4", ".m4a",
".m4v", ".3gp", ".3gpp", ".3g2", ".3gpp2",
".amr", ".awb", ".wma", ".wmv",
// Godot-specific:
// Blazium-specific:
".webp", // Same reasoning as .png
".cfb", // Don't let small config files slow-down startup
".scn", // Binary scenes are usually already compressed
Expand Down Expand Up @@ -1782,7 +1782,7 @@ String EditorExportPlatformAndroid::get_export_option_warning(const EditorExport
} else {
min_sdk_int = min_sdk_str.to_int();
if (min_sdk_int < OPENGL_MIN_SDK_VERSION) {
return vformat(TTR("\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot library."), OPENGL_MIN_SDK_VERSION);
return vformat(TTR("\"Min SDK\" cannot be lower than %d, which is the version needed by the Blazium library."), OPENGL_MIN_SDK_VERSION);
}
}
}
Expand Down
2 changes: 1 addition & 1 deletion platform/android/java/app/AndroidManifest.xml
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@
android:enabled="true"
tools:targetApi="29" />

<!-- Records the version of the Godot editor used for building -->
<!-- Records the version of the Blazium editor used for building -->
<meta-data
android:name="org.godotengine.editor.version"
android:value="${godotEditorVersion}" />
Expand Down
24 changes: 12 additions & 12 deletions platform/android/java/app/build.gradle
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
// Gradle build config for Godot Engine's Android port.
// Gradle build config for Blazium Engine's Android port.
plugins {
id 'com.android.application'
id 'org.jetbrains.kotlin.android'
Expand All @@ -13,7 +13,7 @@ allprojects {
gradlePluginPortal()
maven { url "https://plugins.gradle.org/m2/" }

// Godot user plugins custom maven repos
// Blazium user plugins custom maven repos
String[] mavenRepos = getGodotPluginsMavenRepos()
if (mavenRepos != null && mavenRepos.size() > 0) {
for (String repoUrl : mavenRepos) {
Expand All @@ -39,22 +39,22 @@ dependencies {
} else if (rootProject.findProject(":godot:lib")) {
implementation project(":godot:lib")
} else {
// Godot gradle build mode. In this scenario this project is the only one around and the Godot
// Blazium gradle build mode. In this scenario this project is the only one around and the Blazium
// library is available through the pre-generated godot-lib.*.aar android archive files.
debugImplementation fileTree(dir: 'libs/debug', include: ['*.jar', '*.aar'])
devImplementation fileTree(dir: 'libs/dev', include: ['*.jar', '*.aar'])
releaseImplementation fileTree(dir: 'libs/release', include: ['*.jar', '*.aar'])
}

// Godot user plugins remote dependencies
// Blazium user plugins remote dependencies
String[] remoteDeps = getGodotPluginsRemoteBinaries()
if (remoteDeps != null && remoteDeps.size() > 0) {
for (String dep : remoteDeps) {
implementation dep
}
}

// Godot user plugins local dependencies
// Blazium user plugins local dependencies
String[] pluginsBinaries = getGodotPluginsLocalBinaries()
if (pluginsBinaries != null && pluginsBinaries.size() > 0) {
implementation files(pluginsBinaries)
Expand All @@ -80,7 +80,7 @@ android {
namespace = 'com.godot.game'

defaultConfig {
// The default ignore pattern for the 'assets' directory includes hidden files and directories which are used by Godot projects.
// The default ignore pattern for the 'assets' directory includes hidden files and directories which are used by Blazium projects.
aaptOptions {
ignoreAssetsPattern "!.svn:!.git:!.gitignore:!.ds_store:!*.scc:<dir>_*:!CVS:!thumbs.db:!picasa.ini:!*~"
}
Expand Down Expand Up @@ -126,7 +126,7 @@ android {
useLegacyPackaging shouldUseLegacyPackaging()
}

// Always select Godot's version of libc++_shared.so in case deps have their own
// Always select Blazium's version of libc++_shared.so in case deps have their own
pickFirst 'lib/x86/libc++_shared.so'
pickFirst 'lib/x86_64/libc++_shared.so'
pickFirst 'lib/armeabi-v7a/libc++_shared.so'
Expand Down Expand Up @@ -158,7 +158,7 @@ android {

debug {
// Signing and zip-aligning are skipped for prebuilt builds, but
// performed for Godot gradle builds.
// performed for Blazium gradle builds.
zipAlignEnabled shouldZipAlign()
if (shouldSign()) {
signingConfig signingConfigs.debug
Expand All @@ -170,7 +170,7 @@ android {
dev {
initWith debug
// Signing and zip-aligning are skipped for prebuilt builds, but
// performed for Godot gradle builds.
// performed for Blazium gradle builds.
zipAlignEnabled shouldZipAlign()
if (shouldSign()) {
signingConfig signingConfigs.debug
Expand All @@ -181,7 +181,7 @@ android {

release {
// Signing and zip-aligning are skipped for prebuilt builds, but
// performed for Godot gradle builds.
// performed for Blazium gradle builds.
zipAlignEnabled shouldZipAlign()
if (shouldSign()) {
signingConfig signingConfigs.release
Expand Down Expand Up @@ -278,11 +278,11 @@ task copyAndRenameReleaseAab(type: Copy) {
}

/**
* Used to validate the version of the Java SDK used for the Godot gradle builds.
* Used to validate the version of the Java SDK used for the Blazium gradle builds.
*/
task validateJavaVersion {
if (JavaVersion.current() != versions.javaVersion) {
throw new GradleException("Invalid Java version ${JavaVersion.current()}. Version ${versions.javaVersion} is the required Java version for Godot gradle builds.")
throw new GradleException("Invalid Java version ${JavaVersion.current()}. Version ${versions.javaVersion} is the required Java version for Blazium gradle builds.")
}
}

Expand Down
6 changes: 3 additions & 3 deletions platform/android/java/app/config.gradle
Original file line number Diff line number Diff line change
Expand Up @@ -17,11 +17,11 @@ ext.versions = [
]

ext.getExportPackageName = { ->
// Retrieve the app id from the project property set by the Godot build command.
// Retrieve the app id from the project property set by the Blazium build command.
String appId = project.hasProperty("export_package_name") ? project.property("export_package_name") : ""
// Check if the app id is valid, otherwise use the default.
if (appId == null || appId.isEmpty()) {
appId = "com.godot.game"
appId = "com.blazium.game"
}
return appId
}
Expand Down Expand Up @@ -219,7 +219,7 @@ ext.getExportPath = {
ext.getExportFilename = {
String exportFilename = project.hasProperty("export_filename") ? project.property("export_filename") : ""
if (exportFilename == null || exportFilename.isEmpty()) {
exportFilename = "godot_android"
exportFilename = "blazium_android"
}
return exportFilename
}
Expand Down
4 changes: 2 additions & 2 deletions platform/android/java/app/gradle.properties
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
# Godot gradle build settings.
# These properties apply when running a gradle build from the Godot editor.
# Blazium gradle build settings.
# These properties apply when running a gradle build from the Blazium editor.
# NOTE: This should be kept in sync with 'godot/platform/android/java/gradle.properties' except
# where otherwise specified.

Expand Down
2 changes: 1 addition & 1 deletion platform/android/java/app/settings.gradle
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
// This is the root directory of the Godot Android gradle build.
// This is the root directory of the Blazium Android gradle build.
pluginManagement {
apply from: 'config.gradle'

Expand Down
2 changes: 1 addition & 1 deletion platform/android/java/app/src/com/godot/game/GodotApp.java
Original file line number Diff line number Diff line change
Expand Up @@ -37,7 +37,7 @@
import androidx.core.splashscreen.SplashScreen;

/**
* Template activity for Godot Android builds.
* Template activity for Blazium Android builds.
* Feel free to extend and modify this class for your custom logic.
*/
public class GodotApp extends GodotActivity {
Expand Down
14 changes: 7 additions & 7 deletions platform/android/java/build.gradle
Original file line number Diff line number Diff line change
Expand Up @@ -147,12 +147,12 @@ task copyReleaseAARToBin(type: Copy) {
/**
* Generate Godot gradle build template by zipping the source files from the app directory, as well
* as the AAR files generated by 'copyDebugAAR', 'copyDevAAR' and 'copyReleaseAAR'.
* The zip file also includes some gradle tools to enable gradle builds from the Godot Editor.
* The zip file also includes some gradle tools to enable gradle builds from the Blazium Editor.
*/
task zipGradleBuild(type: Zip) {
onlyIf { generateGodotTemplates.state.executed || generateDevTemplate.state.executed }
doFirst {
logger.lifecycle("Generating Godot gradle build template")
logger.lifecycle("Generating Blazium gradle build template")
}
from(fileTree(dir: 'app', excludes: ['**/build/**', '**/.gradle/**', '**/*.iml']), fileTree(dir: '.', includes: ['gradlew', 'gradlew.bat', 'gradle/**']))
include '**/*'
Expand All @@ -161,7 +161,7 @@ task zipGradleBuild(type: Zip) {
}

/**
* Returns true if the scons build tasks responsible for generating the Godot native shared
* Returns true if the scons build tasks responsible for generating the Blazium native shared
* libraries should be excluded.
*/
def excludeSconsBuildTasks() {
Expand Down Expand Up @@ -277,7 +277,7 @@ task copyEditorDevAabToBin(type: Copy) {
/**
* Generate the Godot Editor Android apk.
*
* Note: Unless the 'generateNativeLibs` argument is specified, the Godot 'tools' shared libraries
* Note: Unless the 'generateNativeLibs` argument is specified, the Blazium 'tools' shared libraries
* must have been generated (via scons) prior to running this gradle task.
* The task will only build the apk(s) for which the shared libraries is available.
*/
Expand All @@ -287,7 +287,7 @@ task generateGodotEditor {
}

/**
* Master task used to coordinate the tasks defined above to generate the set of Godot templates.
* Master task used to coordinate the tasks defined above to generate the set of Blazium templates.
*/
task generateGodotTemplates {
gradle.startParameter.excludedTaskNames += templateExcludedBuildTask()
Expand Down Expand Up @@ -330,7 +330,7 @@ task cleanGodotEditor(type: Delete) {
// Delete the generated aab binaries
delete("editor/build/outputs/bundle")

// Delete the Godot editor apks & aabs in the Godot bin directory
// Delete the Blazium editor apks & aabs in the Blazium bin directory
delete(androidEditorBuildsDir)
}

Expand All @@ -350,7 +350,7 @@ task cleanGodotTemplates(type: Delete) {
// Delete the generated binary apks
delete("app/build/outputs/apk")

// Delete the Godot templates in the Godot bin directory
// Delete the Blazium templates in the Blazium bin directory
delete("$binDir/android_debug.apk")
delete("$binDir/android_dev.apk")
delete("$binDir/android_release.apk")
Expand Down
8 changes: 4 additions & 4 deletions platform/android/java/editor/build.gradle
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
// Gradle build config for Godot Engine's Android port.
// Gradle build config for Blazium Engine's Android port.
plugins {
id 'com.android.application'
id 'org.jetbrains.kotlin.android'
Expand Down Expand Up @@ -30,7 +30,7 @@ ext {

return buildNumber
}
// Value by which the Godot version code should be offset by to make room for the build number
// Value by which the Blazium version code should be offset by to make room for the build number
editorBuildNumberOffset = 100

// Return the keystore file used for signing the release build.
Expand Down Expand Up @@ -86,7 +86,7 @@ android {
namespace = "org.godotengine.editor"

defaultConfig {
// The 'applicationId' suffix allows to install Godot 3.x(v3) and 4.x(v4) on the same device
// The 'applicationId' suffix allows to install Blazium 3.x(v3) and 4.x(v4) on the same device
applicationId "org.godotengine.editor.v4"
versionCode generateVersionCode()
versionName generateVersionName()
Expand All @@ -95,7 +95,7 @@ android {

missingDimensionStrategy 'products', 'editor'
manifestPlaceholders += [
editorAppName: "Godot Editor 4",
editorAppName: "Blazium Editor 4",
editorBuildSuffix: ""
]
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@ import java.util.*
import kotlin.math.min

/**
* Base class for the Godot Android Editor activities.
* Base class for the Blazium Android Editor activities.
*
* This provides the basic templates for the activities making up this application.
* Each derived activity runs in its own process, which enable up to have several instances of
Expand Down Expand Up @@ -234,7 +234,7 @@ open class GodotEditor : GodotActivity() {
for (runningProcess in runningProcesses) {
if (runningProcess.processName == processName) {
// Killing process directly
Log.v(TAG, "Killing Godot process ${runningProcess.processName}")
Log.v(TAG, "Killing Blazium process ${runningProcess.processName}")
Process.killProcess(runningProcess.pid)
return true
}
Expand Down Expand Up @@ -265,18 +265,18 @@ open class GodotEditor : GodotActivity() {
}

/**
* The Godot Android Editor sets its own orientation via its AndroidManifest
* The Blazium Android Editor sets its own orientation via its AndroidManifest
*/
protected open fun overrideOrientationRequest() = true

/**
* Enable long press gestures for the Godot Android editor.
* Enable long press gestures for the Blazium Android editor.
*/
protected open fun enableLongPressGestures() =
java.lang.Boolean.parseBoolean(GodotLib.getEditorSetting("interface/touchscreen/enable_long_press_as_right_click"))

/**
* Enable pan and scale gestures for the Godot Android editor.
* Enable pan and scale gestures for the Blazium Android editor.
*/
protected open fun enablePanAndScaleGestures() =
java.lang.Boolean.parseBoolean(GodotLib.getEditorSetting("interface/touchscreen/enable_pan_and_scale_gestures"))
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@ package org.godotengine.editor
import org.godotengine.godot.GodotLib

/**
* Drives the 'run project' window of the Godot Editor.
* Drives the 'run project' window of the Blazium Editor.
*/
class GodotGame : GodotEditor() {

Expand Down
2 changes: 1 addition & 1 deletion platform/android/java/gradle.properties
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ org.gradle.jvmargs=-Xmx4536m
org.gradle.warning.mode=all

# Disable resource optimizations for template release build.
# NOTE: This is turned on for Godot Editor's gradle builds in order to improve the release build.
# NOTE: This is turned on for Blazium Editor's gradle builds in order to improve the release build.
android.enableResourceOptimizations=false

# Fix gradle build errors when the build path contains non-ASCII characters
Expand Down
2 changes: 1 addition & 1 deletion platform/android/java/lib/AndroidManifest.xml
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@

<application>

<!-- Records the version of the Godot library -->
<!-- Records the version of the Blazium library -->
<meta-data
android:name="org.godotengine.library.version"
android:value="${godotLibraryVersion}" />
Expand Down
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