Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
var ( ErrMissingInput = errors.New("missing input") ErrUnimplemented = errors.New("unimplemented") )
var ErrInvalidInput = errors.New("invalid input")
Functions ¶
This section is empty.
Types ¶
type Android ¶
type Android struct { *Base // PathGradle is the path to a Gradle wrapper executable. PathGradlew build.Path `toml:"gradlew_path"` // PathSDK is the path to the Android SDK root. PathSDK build.Path `toml:"sdk_path"` }
Android contains 'Android'-specific settings for constructing a custom Godot export template.
type Base ¶
type Base struct { // Arch is the CPU architecture of the Godot export template. Arch build.Arch `toml:"arch"` // CustomModules is a list of paths to custom modules to include in the // template build. CustomModules []build.Path `toml:"custom_modules"` // DoublePrecision enables double floating-point precision. DoublePrecision *bool `toml:"double_precision"` // Env is a map of environment variables to set during the build step. Env map[string]string `toml:"env"` // Hook defines commands to be run before or after a build step. Hook build.Hook `toml:"hook"` // Optimize is the specific optimization level for the template. Optimize build.Optimize `toml:"optimize"` // PathCustomPy is a path to a 'custom.py' file which defines export // template build options. PathCustomPy build.Path `toml:"custom_py_path"` // SCons contains build command-related settings. SCons build.SCons `toml:"scons"` // Shell is a shell name to run the commands with. Defaults to 'sh' on Unix // hosts and 'PowerShell' on Windows. Shell exec.Shell `toml:"shell"` // Invocation contains invocation-specific properties. These must be set // manually prior to executing a template build. build.Invocation // Godot contains a specification of which Godot version to use. build.Godot }
Base contains platform-agnostic settings for constructing a custom Godot export template.
type IOS ¶
type IOS struct { *Base // PathSDK is the path to the IOS SDK root. PathSDK build.Path `toml:"sdk_path"` // Simulator denotes whether to build for the iOS simulator. Simulator *bool `toml:"use_simulator"` }
IOS contains 'IOS'-specific settings for constructing a custom Godot export template.
type Linux ¶
type Linux struct { *Base // UseLLVM determines whether the LLVM compiler is used. UseLLVM bool `toml:"use_llvm"` }
Linux contains 'linux'-specific settings for constructing a custom Godot export template.
type MacOS ¶
type MacOS struct { *Base // LipoCommand contains arguments used to invoke 'lipo'. Defaults to // ["lipo"]. Only used if 'arch' is set to 'build.ArchUniversal'. LipoCommand []string `toml:"lipo_command"` // Vulkan defines Vulkan-related configuration. Vulkan Vulkan `toml:"vulkan"` }
MacOS contains 'macos'-specific settings for constructing a custom Godot export template.
type Vulkan ¶
type Vulkan struct { // Dynamic enables dynamically linking Vulkan to the template. Dynamic *bool `toml:"dynamic"` // PathSDK is the path to the Vulkan SDK root. PathSDK build.Path `toml:"sdk_path"` }
Vulkan defines the settings required by the MacOS template for including Vulkan support.
type Web ¶
type Web struct { *Base // EnableEval defines whether to enable Javascript "eval()" calls. EnableEval *bool `toml:"enable_eval"` }
Web contains 'Web'-specific settings for constructing a custom Godot export template.
type Windows ¶
type Windows struct { *Base // UseMinGW determines whether the MinGW compiler is used. UseMinGW bool `toml:"use_mingw"` // PathIcon is a path to a Windows application icon. PathIcon build.Path `toml:"icon_path"` }
Windows contains 'Windows'-specific settings for constructing a custom Godot export template.