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Norrox committed Oct 13, 2024
1 parent b09a5e7 commit cc955bc
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Showing 70 changed files with 155 additions and 155 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -83,7 +83,7 @@ public void multicastLockRelease() {
try {
multicastLock.release();
} catch (RuntimeException e) {
Log.e("Godot", "Exception during multicast lock release: " + e);
Log.e("Blazium", "Exception during multicast lock release: " + e);
}
}

Expand Down Expand Up @@ -112,7 +112,7 @@ public void multicastLockRelease() {
}
return writer.toString();
} catch (Exception e) {
Log.e("Godot", "Exception while reading CA certificates: " + e);
Log.e("Blazium", "Exception while reading CA certificates: " + e);
return "";
}
}
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Original file line number Diff line number Diff line change
Expand Up @@ -107,7 +107,7 @@ internal class VkRenderer {
* Invoked when the render thread is in the process of shutting down.
*/
fun onRenderThreadExiting() {
Log.d(TAG, "Destroying Godot Engine")
Log.d(TAG, "Destroying Blazium Engine")
GodotLib.ondestroy()
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@
package org.godotengine.godot.xr;

/**
* Godot available XR modes.
* Blazium available XR modes.
*/
public enum XRMode {
REGULAR(0, "Regular", "--xr_mode_regular", "Default Android Gamepad"), // Regular/flatscreen
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Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@ import org.junit.runners.Parameterized
import java.io.ByteArrayInputStream
import java.io.InputStream

// Godot saves command line params in the `assets/_cl_` file on exporting an apk. By default,
// Blazium saves command line params in the `assets/_cl_` file on exporting an apk. By default,
// without any other commands specified in `command_line/extra_args` in Export window, the content
// of that _cl_ file consists of only the `--xr_mode_regular` and `--use_immersive` flags.
// The `CL_` prefix here refers to that file
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2 changes: 1 addition & 1 deletion platform/android/java/nativeSrcsConfigs/README.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
## Native sources configs

This is a non-functional Android library used to provide Android Studio editor support to the Godot project native files.
This is a non-functional Android library used to provide Android Studio editor support to the Blazium project native files.
Nothing else should be added to this library.
2 changes: 1 addition & 1 deletion platform/android/java/scripts/publish-module.gradle
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ afterEvaluate {
// Mostly self-explanatory metadata
pom {
name = PUBLISH_ARTIFACT_ID
description = 'Godot Engine Android Library'
description = 'Blazium Engine Android Library'
url = 'https://godotengine.org/'
licenses {
license {
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8 changes: 4 additions & 4 deletions platform/ios/export/export_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -618,7 +618,7 @@ void EditorExportPlatformIOS::_fix_config_file(const Ref<EditorExportPreset> &p_
case 0: {
String logo_path = GLOBAL_GET("application/boot_splash/image");
bool is_on = GLOBAL_GET("application/boot_splash/fullsize");
// If custom logo is not specified, Godot does not scale default one, so we should do the same.
// If custom logo is not specified, Blazium does not scale default one, so we should do the same.
value = (is_on && logo_path.length() > 0) ? "scaleAspectFit" : "center";
} break;
default: {
Expand Down Expand Up @@ -1020,7 +1020,7 @@ Error EditorExportPlatformIOS::_export_loading_screen_file(const Ref<EditorExpor
}

// Using same image for both @2x and @3x
// because Godot's own boot logo uses single image for all resolutions.
// because Blazium's own boot logo uses single image for all resolutions.
// Also not using @1x image, because devices using this image variant
// are not supported by iOS 9, which is minimal target.
const String splash_png_path_2x = p_dest_dir.path_join("splash@2x.png");
Expand Down Expand Up @@ -1497,7 +1497,7 @@ Error EditorExportPlatformIOS::_convert_to_framework(const String &p_source, con
}

void EditorExportPlatformIOS::_add_assets_to_project(const String &p_out_dir, const Ref<EditorExportPreset> &p_preset, Vector<uint8_t> &p_project_data, const Vector<IOSExportAsset> &p_additional_assets) {
// that is just a random number, we just need Godot IDs not to clash with
// that is just a random number, we just need Blazium IDs not to clash with
// existing IDs in the project.
PbxId current_id = { 0x58938401, 0, 0 };
String pbx_files;
Expand Down Expand Up @@ -1977,7 +1977,7 @@ Error EditorExportPlatformIOS::_export_ios_plugins(const Ref<EditorExportPreset>
plugin_format["initialization"] = plugin_initialization_cpp_code;
plugin_format["deinitialization"] = plugin_deinitialization_cpp_code;

String plugin_cpp_code = "\n// Godot Plugins\n"
String plugin_cpp_code = "\n// Blazium Plugins\n"
"void godot_ios_plugins_initialize();\n"
"void godot_ios_plugins_deinitialize();\n"
"// Exported Plugins\n\n"
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2 changes: 1 addition & 1 deletion platform/ios/godot_app_delegate.m
Original file line number Diff line number Diff line change
Expand Up @@ -112,7 +112,7 @@ - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(
return result;
}

/* Can be handled by Info.plist. Not yet supported by Godot.
/* Can be handled by Info.plist. Not yet supported by Blazium.
// MARK: Scene
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2 changes: 1 addition & 1 deletion platform/ios/godot_view.mm
Original file line number Diff line number Diff line change
Expand Up @@ -435,7 +435,7 @@ - (void)handleMotion {
// output

///@TODO Using [[UIApplication sharedApplication] statusBarOrientation]
/// is a bit of a hack. Godot obviously knows the orientation so maybe
/// is a bit of a hack. Blazium obviously knows the orientation so maybe
/// we
// can use that instead? (note that left and right seem swapped)

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4 changes: 2 additions & 2 deletions platform/ios/joypad_ios.mm
Original file line number Diff line number Diff line change
Expand Up @@ -158,7 +158,7 @@ - (void)addiOSJoypad:(GCController *)controller {
controller.playerIndex = [self getFreePlayerIndex];
}

// tell Godot about our new controller
// tell Blazium about our new controller
Input::get_singleton()->joy_connection_changed(joy_id, true, String::utf8([controller.vendorName UTF8String]));

// add it to our dictionary, this will retain our controllers
Expand Down Expand Up @@ -196,7 +196,7 @@ - (void)controllerWasDisconnected:(NSNotification *)notification {

NSArray *keys = [self.connectedJoypads allKeysForObject:controller];
for (NSNumber *key in keys) {
// tell Godot this joystick is no longer there
// tell Blazium this joystick is no longer there
int joy_id = [key intValue];
Input::get_singleton()->joy_connection_changed(joy_id, false, "");

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2 changes: 1 addition & 1 deletion platform/linuxbsd/detect.py
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@ def get_opts():
EnumVariable("linker", "Linker program", "default", ("default", "bfd", "gold", "lld", "mold")),
BoolVariable("use_llvm", "Use the LLVM compiler", False),
BoolVariable("use_static_cpp", "Link libgcc and libstdc++ statically for better portability", True),
BoolVariable("use_coverage", "Test Godot coverage", False),
BoolVariable("use_coverage", "Test Blazium coverage", False),
BoolVariable("use_ubsan", "Use LLVM/GCC compiler undefined behavior sanitizer (UBSAN)", False),
BoolVariable("use_asan", "Use LLVM/GCC compiler address sanitizer (ASAN)", False),
BoolVariable("use_lsan", "Use LLVM/GCC compiler leak sanitizer (LSAN)", False),
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4 changes: 2 additions & 2 deletions platform/linuxbsd/freedesktop_screensaver.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -61,9 +61,9 @@ void FreeDesktopScreenSaver::inhibit() {

String app_name_string = GLOBAL_GET("application/config/name");
CharString app_name_utf8 = app_name_string.utf8();
const char *app_name = app_name_string.is_empty() ? "Godot Engine" : app_name_utf8.get_data();
const char *app_name = app_name_string.is_empty() ? "Blazium Engine" : app_name_utf8.get_data();

const char *reason = "Running Godot Engine project";
const char *reason = "Running Blazium Engine project";

DBusMessage *message = dbus_message_new_method_call(
BUS_OBJECT_NAME, BUS_OBJECT_PATH, BUS_INTERFACE,
Expand Down
6 changes: 3 additions & 3 deletions platform/linuxbsd/os_linuxbsd.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -687,7 +687,7 @@ Vector<String> OS_LinuxBSD::get_system_fonts() const {
}
return ret;
#else
ERR_FAIL_V_MSG(Vector<String>(), "Godot was compiled without fontconfig, system font support is disabled.");
ERR_FAIL_V_MSG(Vector<String>(), "Blazium was compiled without fontconfig, system font support is disabled.");
#endif
}

Expand Down Expand Up @@ -793,7 +793,7 @@ Vector<String> OS_LinuxBSD::get_system_font_path_for_text(const String &p_font_n

return ret;
#else
ERR_FAIL_V_MSG(Vector<String>(), "Godot was compiled without fontconfig, system font support is disabled.");
ERR_FAIL_V_MSG(Vector<String>(), "Blazium was compiled without fontconfig, system font support is disabled.");
#endif
}

Expand Down Expand Up @@ -849,7 +849,7 @@ String OS_LinuxBSD::get_system_font_path(const String &p_font_name, int p_weight

return String();
#else
ERR_FAIL_V_MSG(String(), "Godot was compiled without fontconfig, system font support is disabled.");
ERR_FAIL_V_MSG(String(), "Blazium was compiled without fontconfig, system font support is disabled.");
#endif
}

Expand Down
6 changes: 3 additions & 3 deletions platform/linuxbsd/wayland/display_server_wayland.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -68,7 +68,7 @@ String DisplayServerWayland::_get_app_id_from_context(Context p_context) {
if (config_name.length() != 0) {
app_id = config_name;
} else {
app_id = "org.godotengine.Godot";
app_id = "org.godotengine.Blazium";
}
}
}
Expand Down Expand Up @@ -1413,7 +1413,7 @@ DisplayServerWayland::DisplayServerWayland(const String &p_rendering_driver, Win

if (prime_idx) {
print_line(vformat("Found discrete GPU, setting DRI_PRIME=%d to use it.", prime_idx));
print_line("Note: Set DRI_PRIME=0 in the environment to disable Godot from using the discrete GPU.");
print_line("Note: Set DRI_PRIME=0 in the environment to disable Blazium from using the discrete GPU.");
setenv("DRI_PRIME", itos(prime_idx).utf8().ptr(), 1);
}
}
Expand Down Expand Up @@ -1462,7 +1462,7 @@ DisplayServerWayland::DisplayServerWayland(const String &p_rendering_driver, Win
wd.flags = p_flags;
wd.vsync_mode = p_vsync_mode;
wd.rect.size = p_resolution;
wd.title = "Godot";
wd.title = "Blazium";

_show_window();

Expand Down
6 changes: 3 additions & 3 deletions platform/linuxbsd/wayland/key_mapping_xkb.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@
#include "key_mapping_xkb.h"

void KeyMappingXKB::initialize() {
// XKB keycode to Godot Key map.
// XKB keycode to Blazium Key map.

xkb_keycode_map[XKB_KEY_Escape] = Key::ESCAPE;
xkb_keycode_map[XKB_KEY_Tab] = Key::TAB;
Expand Down Expand Up @@ -191,7 +191,7 @@ void KeyMappingXKB::initialize() {
xkb_keycode_map[XKB_KEY_XF86LaunchC] = Key::LAUNCHE;
xkb_keycode_map[XKB_KEY_XF86LaunchD] = Key::LAUNCHF;

// Scancode to Godot Key map.
// Scancode to Blazium Key map.
scancode_map[0x09] = Key::ESCAPE;
scancode_map[0x0A] = Key::KEY_1;
scancode_map[0x0B] = Key::KEY_2;
Expand Down Expand Up @@ -349,7 +349,7 @@ void KeyMappingXKB::initialize() {
scancode_map[0xD4] = Key::F34;
scancode_map[0xD5] = Key::F35;

// Godot to scancode map.
// Blazium to scancode map.
for (const KeyValue<unsigned int, Key> &E : scancode_map) {
scancode_map_inv[E.value] = E.key;
}
Expand Down
10 changes: 5 additions & 5 deletions platform/linuxbsd/wayland/wayland_thread.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1896,7 +1896,7 @@ void WaylandThread::_wl_data_device_on_enter(void *data, struct wl_data_device *
ss->dnd_enter_serial = serial;
ss->wl_data_offer_dnd = id;

// Godot only supports DnD file copying for now.
// Blazium only supports DnD file copying for now.
wl_data_offer_accept(id, serial, "text/uri-list");
wl_data_offer_set_actions(id, WL_DATA_DEVICE_MANAGER_DND_ACTION_COPY, WL_DATA_DEVICE_MANAGER_DND_ACTION_COPY);
}
Expand Down Expand Up @@ -2501,7 +2501,7 @@ void WaylandThread::_wp_tablet_tool_on_frame(void *data, struct zwp_tablet_tool_
mm->set_position(td.position);
mm->set_global_position(td.position);

// NOTE: The Godot API expects normalized values and we store them raw,
// NOTE: The Blazium API expects normalized values and we store them raw,
// straight from the compositor, so we have to normalize them here.

// According to the tablet proto spec, tilt is expressed in degrees relative
Expand Down Expand Up @@ -2871,7 +2871,7 @@ int WaylandThread::window_state_get_preferred_buffer_scale(WindowState *p_ws) {
int max_size = 1;

// ================================ IMPORTANT =================================
// NOTE: Due to a Godot limitation, we can't really rescale the whole UI yet.
// NOTE: Due to a Blazium limitation, we can't really rescale the whole UI yet.
// Because of this reason, all platforms have resorted to forcing the highest
// scale possible of a system on any window, despite of what screen it's onto.
// On this backend everything's already in place for dynamic window scale
Expand Down Expand Up @@ -4032,7 +4032,7 @@ Vector<uint8_t> WaylandThread::selection_get_mime(const String &p_mime) const {

if (ss->wl_data_source_selection) {
// We have a source so the stuff we're pasting is ours. We'll have to pass the
// data directly or we'd stall waiting for Godot (ourselves) to send us the
// data directly or we'd stall waiting for Blazium (ourselves) to send us the
// data :P

OfferState *os = wl_data_offer_get_offer_state(ss->wl_data_offer_selection);
Expand Down Expand Up @@ -4075,7 +4075,7 @@ Vector<uint8_t> WaylandThread::primary_get_mime(const String &p_mime) const {

if (ss->wp_primary_selection_source) {
// We have a source so the stuff we're pasting is ours. We'll have to pass the
// data directly or we'd stall waiting for Godot (ourselves) to send us the
// data directly or we'd stall waiting for Blazium (ourselves) to send us the
// data :P

OfferState *os = wp_primary_selection_offer_get_offer_state(ss->wp_primary_selection_offer);
Expand Down
4 changes: 2 additions & 2 deletions platform/linuxbsd/wayland/wayland_thread.h
Original file line number Diff line number Diff line change
Expand Up @@ -83,7 +83,7 @@

class WaylandThread {
public:
// Messages used for exchanging information between Godot's and Wayland's thread.
// Messages used for exchanging information between Blazium's and Wayland's thread.
class Message : public RefCounted {
public:
Message() {}
Expand Down Expand Up @@ -259,7 +259,7 @@ class WaylandThread {
WaylandThread *wayland_thread;
};

// "High level" Godot-side screen data.
// "High level" Blazium-side screen data.
struct ScreenData {
// Geometry data.
Point2i position;
Expand Down
20 changes: 10 additions & 10 deletions platform/linuxbsd/x11/display_server_x11.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3607,7 +3607,7 @@ void DisplayServerX11::_handle_key_event(WindowID p_window, XKeyEvent *p_event,
#endif
}

/* Phase 2, obtain a Godot keycode from the keysym */
/* Phase 2, obtain a Blazium keycode from the keysym */

// KeyMappingX11 just translated the X11 keysym to a PIGUI
// keysym, so it works in all platforms the same.
Expand Down Expand Up @@ -4087,7 +4087,7 @@ void DisplayServerX11::_set_input_focus(Window p_window, int p_revert_to) {
XGetInputFocus(x11_display, &focused_window, &focus_ret_state);

// Only attempt to change focus if the window isn't already focused, in order to
// prevent issues with Godot stealing input focus with alternative window managers.
// prevent issues with Blazium stealing input focus with alternative window managers.
if (p_window != focused_window) {
XSetInputFocus(x11_display, p_window, p_revert_to, CurrentTime);
}
Expand Down Expand Up @@ -4537,7 +4537,7 @@ void DisplayServerX11::process_events() {
xi.state[index] = pos;
if (xi.state.size() == 1) {
// X11 may send a motion event when a touch gesture begins, that would result
// in a spurious mouse motion event being sent to Godot; remember it to be able to filter it out
// in a spurious mouse motion event being sent to Blazium; remember it to be able to filter it out
xi.mouse_pos_to_filter = pos;
}
Input::get_singleton()->parse_input_event(st);
Expand Down Expand Up @@ -5228,26 +5228,26 @@ void DisplayServerX11::_update_context(WindowData &wd) {
CharString name_str;
switch (context) {
case CONTEXT_EDITOR:
name_str = "Godot_Editor";
name_str = "Blazium_Editor";
break;
case CONTEXT_PROJECTMAN:
name_str = "Godot_ProjectList";
name_str = "Blazium_ProjectList";
break;
case CONTEXT_ENGINE:
name_str = "Godot_Engine";
name_str = "Blazium_Engine";
break;
}

CharString class_str;
if (context == CONTEXT_ENGINE) {
String config_name = GLOBAL_GET("application/config/name");
if (config_name.length() == 0) {
class_str = "Godot_Engine";
class_str = "Blazium_Engine";
} else {
class_str = config_name.utf8();
}
} else {
class_str = "Godot";
class_str = "Blazium";
}

classHint->res_class = class_str.ptrw();
Expand Down Expand Up @@ -5638,7 +5638,7 @@ DisplayServerX11::WindowID DisplayServerX11::_create_window(WindowMode p_mode, V
}

/* set the titlebar name */
XStoreName(x11_display, wd.x11_window, "Godot");
XStoreName(x11_display, wd.x11_window, "Blazium");
XSetWMProtocols(x11_display, wd.x11_window, &wm_delete, 1);
if (xdnd_aware != None) {
XChangeProperty(x11_display, wd.x11_window, xdnd_aware, XA_ATOM, 32, PropModeReplace, (unsigned char *)&xdnd_version, 1);
Expand Down Expand Up @@ -6217,7 +6217,7 @@ DisplayServerX11::DisplayServerX11(const String &p_rendering_driver, WindowMode

if (use_prime) {
print_line("Found discrete GPU, setting DRI_PRIME=1 to use it.");
print_line("Note: Set DRI_PRIME=0 in the environment to disable Godot from using the discrete GPU.");
print_line("Note: Set DRI_PRIME=0 in the environment to disable Blazium from using the discrete GPU.");
setenv("DRI_PRIME", "1", 1);
}
}
Expand Down
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