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Merge pull request #496 from aaronfranke/demo-categories
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Categorize demos and add README files
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aaronfranke authored Jul 4, 2020
2 parents c33ce26 + 8dff86d commit 2434876
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8 changes: 8 additions & 0 deletions 2d/README.md
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# 2D Demos

These demos are all 2D, but otherwise do not have a common theme.

Languages: Most have GDScript, some have
[GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html)

Renderers: 6 of them are GLES 3, but most are GLES 2
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2 changes: 1 addition & 1 deletion 2d/screen_space_shaders/README.md
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Expand Up @@ -5,7 +5,7 @@ Many common full-res effects are implemented here for reference.

Language: [GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html) and GDScript

Renderer: GLES 3
Renderer: GLES 3 (the blur effect is not available in GLES 2, the rest work)

## Screenshots

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3 changes: 0 additions & 3 deletions 2d/sdf_font/default_environment.tres

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7 changes: 7 additions & 0 deletions 3d/README.md
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# 3D Demos

These demos are all 3D, but otherwise do not have a common theme.

Languages: All are GDScript

Renderers: Truck Town and Physics Tests are GLES 2, the rest are GLES 3
7 changes: 7 additions & 0 deletions audio/README.md
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# Audio Demos

These demos showcase various audio features.

Languages: All are GDScript

Renderers: All are GLES 2
8 changes: 8 additions & 0 deletions gui/README.md
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# GUI Demos

These demos showcase GUI features and text features via
[`Control`](https://docs.godotengine.org/en/latest/classes/class_control.html) nodes.

Languages: All are GDScript, except SDF has no code

Renderers: All are GLES 2
4 changes: 2 additions & 2 deletions gui/drag_and_drop/drag_drop_script.gd
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extends ColorPickerButton

func get_drag_data(_pos):
# Use another colorpicker as drag preview
# Use another colorpicker as drag preview.
var cpb = ColorPickerButton.new()
cpb.color = color
cpb.rect_size = Vector2(50, 50)
set_drag_preview(cpb)
# Return color as drag data
# Return color as drag data.
return color


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2 changes: 1 addition & 1 deletion gui/rich_text_bbcode/rich_text_bbcode.gd
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Expand Up @@ -2,7 +2,7 @@ extends Panel

func _on_RichTextLabel_meta_clicked(meta):
var err = OS.shell_open(meta)
if (err == OK):
if err == OK:
print("Opened link '%s' successfully!" % meta)
else:
print("Failed opening the link '%s'!" % meta)
2 changes: 1 addition & 1 deletion 2d/sdf_font/README.md → gui/sdf_font/README.md
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Expand Up @@ -4,7 +4,7 @@ This is a demo of Signed Distance Field fonts in Godot.
The technique used allows the text to remain clear
under arbitrary zooms and rotations.

Language: GDScript
Language: This demo contains no code.

Renderer: GLES 3 (this effect is not available in GLES 2)

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1 change: 0 additions & 1 deletion 2d/sdf_font/project.godot → gui/sdf_font/project.godot
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Expand Up @@ -34,4 +34,3 @@ singletons=[ ]
[rendering]

environment/default_clear_color=Color( 0.18, 0.1188, 0.15348, 1 )
environment/default_environment="res://default_environment.tres"
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32 changes: 18 additions & 14 deletions 2d/sdf_font/sdf_font_demo.tscn → gui/sdf_font/sdf_font_demo.tscn
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Expand Up @@ -6,7 +6,7 @@
length = 15.0
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath(".:rotation_degrees")
tracks/0/path = NodePath(".:rect_rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
Expand All @@ -22,7 +22,7 @@ tracks/0/keys = {
length = 10.0
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath(".:scale")
tracks/0/path = NodePath(".:rect_scale")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
Expand All @@ -34,10 +34,18 @@ tracks/0/keys = {
"values": [ Vector2( 1, 1 ), Vector2( 7, 7 ) ]
}

[node name="SDFFontDemo" type="Node2D"]
[node name="SDFFontDemo" type="CenterContainer"]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}

[node name="Base" type="Position2D" parent="."]
position = Vector2( 500, 300 )
[node name="Base" type="Control" parent="."]
margin_left = 512.0
margin_top = 300.0
margin_right = 512.0
margin_bottom = 300.0

[node name="Rotate" type="AnimationPlayer" parent="Base"]
autoplay = "rotate"
Expand All @@ -48,11 +56,11 @@ anims/zoomin_zoomout = SubResource( 2 )
autoplay = "zoomin_zoomout"
anims/zoomin_zoomout = SubResource( 2 )

[node name="Label" type="Label" parent="Base"]
margin_left = -169.0
margin_top = -49.0
margin_right = 172.0
margin_bottom = 56.0
[node name="TextLabel" type="Label" parent="Base"]
margin_left = -128.0
margin_top = -50.0
margin_right = 128.0
margin_bottom = 51.0
custom_fonts/font = ExtResource( 1 )
custom_colors/font_color = Color( 0.853858, 0.771714, 0.753746, 1 )
custom_colors/font_color_shadow = Color( 0.56592, 0.454525, 0.518426, 1 )
Expand All @@ -62,7 +70,3 @@ align = 1
__meta__ = {
"_edit_use_anchors_": false
}

[node name="Camera2D" type="Camera2D" parent="."]
offset = Vector2( 512, 300 )
current = true
7 changes: 7 additions & 0 deletions loading/README.md
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# Loading Demos

These demos demonstrate various ways to load scenes and other data.

Languages: All are GDScript

Renderers: All are GLES 2
10 changes: 10 additions & 0 deletions misc/README.md
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# Miscellaneous Demos

These demos don't fit into any other category, so they go into this folder.

Languages: All have GDScript, OpenSimplexNoise has
[GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html),
OS test has some
[C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html)

Renderers: All are GLES 2
9 changes: 9 additions & 0 deletions mobile/README.md
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# Mobile Demos

These demos depend on features only available in mobile phones or tablets.

The Android IAP demo only runs on Android.

Languages: All are GDScript

Renderers: All are GLES 2
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10 changes: 10 additions & 0 deletions mono/README.md
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# Mono Demos

These demos are written in [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html).
You must have the Mono version of Godot to run these.

Languages: All have [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html),
2.5D has some GDScript

Renderers: Dodge the Creeps is GLES 3, rest are GLES 2

# Note: Godot 3.2.2 or newer is required

While most of the demos work with any 3.2.x version, these demos require
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7 changes: 7 additions & 0 deletions networking/README.md
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# Networking Demos

These demos showcase networking and/or multiplayer features.

Languages: All have GDScript, WebRTC uses some GDNative

Renderers: Multiplayer Bomber is GLES 3, rest are GLES 2
2 changes: 1 addition & 1 deletion networking/multiplayer_bomber/README.md
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Expand Up @@ -6,7 +6,7 @@ should type in his address and press "play".

Language: GDScript

Renderer: GLES 2
Renderer: GLES 3

## Screenshots

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9 changes: 9 additions & 0 deletions viewport/README.md
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# Viewport Demos

These demos showcase various ways to use the
[`Viewport`](https://docs.godotengine.org/en/stable/classes/class_viewport.html) node.

Languages: All have GDScript, Dynamic Split Screen has
[GDSL](https://docs.godotengine.org/en/latest/tutorials/shading/shading_reference/shading_language.html)

Renderers: 3D in 2D and GUI in 3D use GLES 3, the rest are GLES 2
8 changes: 8 additions & 0 deletions visual_script/README.md
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# VisualScript Demos

These demos are written in [VisualScript](https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html).

Languages: All are [VisualScript](https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html),
Multitouch View has some GDScript

Renderers: All are GLES 2

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