Sfoglia il codice sorgente

Rename all instances of the `x11` platform to `linuxbsd`

Export template binaries haven't been renamed yet, so their names
were left as-is.
Hugo Locurcio 5 anni fa
parent
commit
6fb8d9b5de

+ 2 - 2
about/faq.rst

@@ -37,13 +37,13 @@ Which platforms are supported by Godot?
 
 * Windows
 * macOS
-* X11 (Linux, \*BSD)
+* Linux, \*BSD
 
 **For exporting your games:**
 
 * Windows (and UWP)
 * macOS
-* X11 (Linux, \*BSD)
+* Linux, \*BSD
 * Android
 * iOS
 * Web

+ 1 - 1
community/contributing/updating_the_class_reference.rst

@@ -122,7 +122,7 @@ When classes are modified in the source code, the documentation template might b
 
 ::
 
-    ./bin/godot.x11.tools.64 --doctool .
+    ./bin/godot.linuxbsd.tools.64 --doctool .
 
 The xml files in doc/classes should then be up-to-date with current Godot Engine features. You can then check what changed using the ``git diff`` command. If there are changes to other classes than the one you are planning to document, please commit those changes first before starting to edit the template:
 

+ 12 - 12
development/compiling/compiling_for_x11.rst → development/compiling/compiling_for_linuxbsd.rst

@@ -1,7 +1,7 @@
-.. _doc_compiling_for_x11:
+.. _doc_compiling_for_linuxbsd:
 
-Compiling for X11 (Linux, \*BSD)
-================================
+Compiling for Linux, \*BSD
+==========================
 
 .. highlight:: shell
 
@@ -92,7 +92,7 @@ Start a terminal, go to the root dir of the engine source code and type:
 
 ::
 
-    user@host:~/godot$ scons -j8 platform=x11
+    user@host:~/godot$ scons -j8 platform=linuxbsd
 
 A good rule of thumb for the ``-j`` (*jobs*) flag, is to have at least as many
 threads compiling Godot as you have cores in your CPU, if not one or two more.
@@ -109,7 +109,7 @@ manager.
 
     ::
 
-        user@host:~/godot$ scons platform=x11 use_llvm=yes
+        user@host:~/godot$ scons platform=linuxbsd use_llvm=yes
 
     Using Clang appears to be a requirement for OpenBSD, otherwise fonts
     would not build.
@@ -134,22 +134,22 @@ Building export templates
              build environment.
 
 
-To build X11 (Linux, \*BSD) export templates, run the build system with the
+To build Linux or \*BSD export templates, run the build system with the
 following parameters:
 
 -  (32 bits)
 
 ::
 
-    user@host:~/godot$ scons platform=x11 tools=no target=release bits=32
-    user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=32
+    user@host:~/godot$ scons platform=linuxbsd tools=no target=release bits=32
+    user@host:~/godot$ scons platform=linuxbsd tools=no target=release_debug bits=32
 
 -  (64 bits)
 
 ::
 
-    user@host:~/godot$ scons platform=x11 tools=no target=release bits=64
-    user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=64
+    user@host:~/godot$ scons platform=linuxbsd tools=no target=release bits=64
+    user@host:~/godot$ scons platform=linuxbsd tools=no target=release_debug bits=64
 
 Note that cross-compiling for the opposite bits (64/32) as your host
 platform is not always straight-forward and might need a chroot environment.
@@ -160,7 +160,7 @@ To create standard export templates, the resulting files must be copied to:
 
     $HOME/.local/share/godot/templates/[gd-version]/
 
-and named like this (even for \*BSD which is seen as "Linux X11" by Godot):
+and named like this (even for \*BSD which is seen as "Linux/X11" by Godot):
 
 ::
 
@@ -192,7 +192,7 @@ the default GCC + GNU ld setup:
 To do so, install Clang and the ``lld`` package from your distribution's package manager
 then use the following SCons command::
 
-    user@host:~/godot$ scons platform=x11 use_llvm=yes use_lld=yes
+    user@host:~/godot$ scons platform=linuxbsd use_llvm=yes use_lld=yes
 
 It's still recommended to use GCC for production builds as they can be compiled using
 link-time optimization, making the resulting binaries smaller and faster.

+ 9 - 9
development/compiling/compiling_with_mono.rst

@@ -68,7 +68,7 @@ without having to repeat this process.
 ``<godot_binary>`` refers to the tools binary you compiled above with the Mono
 module enabled. Its exact name will differ based on your system and
 configuration, but should be of the form
-``bin/godot.<platform>.tools.<bits>.mono``, e.g. ``bin/godot.x11.tools.64.mono``
+``bin/godot.<platform>.tools.<bits>.mono``, e.g. ``bin/godot.linuxbsd.tools.64.mono``
 or ``bin/godot.windows.tools.64.exe``. Be especially aware of the **.mono**
 suffix! If you've previously compiled Godot without Mono support, you might have
 similarly named binaries without this suffix. These binaries can't be used to
@@ -135,21 +135,21 @@ Example (Windows)
     scons p=windows target=release_debug tools=no module_mono_enabled=yes
     scons p=windows target=release tools=no module_mono_enabled=yes
 
-Example (X11)
-^^^^^^^^^^^^^
+Example (Linux, \*BSD)
+^^^^^^^^^^^^^^^^^^^^^^
 ::
 
     # Build temporary binary
-    scons p=x11 tools=yes module_mono_enabled=yes mono_glue=no
+    scons p=linuxbsd tools=yes module_mono_enabled=yes mono_glue=no
     # Generate glue sources
-    bin/godot.x11.tools.64.mono --generate-mono-glue modules/mono/glue
+    bin/godot.linuxbsd.tools.64.mono --generate-mono-glue modules/mono/glue
 
     ### Build binaries normally
     # Editor
-    scons p=x11 target=release_debug tools=yes module_mono_enabled=yes
+    scons p=linuxbsd target=release_debug tools=yes module_mono_enabled=yes
     # Export templates
-    scons p=x11 target=release_debug tools=no module_mono_enabled=yes
-    scons p=x11 target=release tools=no module_mono_enabled=yes
+    scons p=linuxbsd target=release_debug tools=no module_mono_enabled=yes
+    scons p=linuxbsd target=release tools=no module_mono_enabled=yes
 
 .. _compiling_with_mono_data_directory:
 
@@ -168,7 +168,7 @@ Export templates
 
 The name of the data directory for an export template differs based on the
 configuration it was built with. The format is
-``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.x11.32.release_debug`` or
+``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.linuxbsd.32.release_debug`` or
 ``data.mono.windows.64.release``.
 
 This directory must be placed with its original name next to the Godot export

+ 1 - 1
development/compiling/index.rst

@@ -8,7 +8,7 @@ Compiling
    getting_source
    introduction_to_the_buildsystem
    compiling_for_windows
-   compiling_for_x11
+   compiling_for_linuxbsd
    compiling_for_osx
    compiling_for_android
    compiling_for_ios

+ 10 - 10
development/compiling/introduction_to_the_buildsystem.rst

@@ -40,9 +40,9 @@ Setup
 -----
 
 Please refer to the documentation for :ref:`doc_compiling_for_android`,
-:ref:`doc_compiling_for_ios`, :ref:`doc_compiling_for_osx`,
-:ref:`doc_compiling_for_uwp`, :ref:`doc_compiling_for_web`,
-:ref:`doc_compiling_for_windows` and :ref:`doc_compiling_for_x11`.
+:ref:`doc_compiling_for_ios`,  :ref:`doc_compiling_for_linuxbsd`,
+:ref:`doc_compiling_for_osx`, :ref:`doc_compiling_for_uwp`,
+:ref:`doc_compiling_for_web`, and :ref:`doc_compiling_for_windows`.
 
 Note that for **Windows/Visual Studio**, you need to use ``x86_x64 Cross Tools
 Command Prompt for VS 2017`` or similar, depending on your install, instead of
@@ -68,18 +68,18 @@ To list the available target platforms, use ``scons platform=list``::
 
         android
         javascript
+        linuxbsd
         server
         windows
-        x11
 
     Please run SCons again and select a valid platform: platform=<string>
 
-To build for a platform (for example, x11), run with the ``platform=`` (or
-``p=`` to make it short) argument:
+To build for a platform (for example, ``linuxbsd``), run with the ``platform=``
+(or ``p=`` to make it short) argument:
 
 ::
 
-    user@host:~/godot$ scons platform=x11
+    user@host:~/godot$ scons platform=linuxbsd
 
 This will start the build process, which will take a while. If you want
 SCons to build faster, use the ``-j <cores>`` parameter to specify how many
@@ -90,7 +90,7 @@ Example for using 4 cores:
 
 ::
 
-    user@host:~/godot$ scons platform=x11 -j 4
+    user@host:~/godot$ scons platform=linuxbsd -j 4
 
 Resulting binary
 ----------------
@@ -103,9 +103,9 @@ generally with this naming convention::
 For the previous build attempt, the result would look like this::
 
     user@host:~/godot$ ls bin
-    bin/godot.x11.tools.64
+    bin/godot.linuxbsd.tools.64
 
-This means that the binary is for X11, is not optimized, has tools (the
+This means that the binary is for Linux *or* \*BSD (*not* both), is not optimized, has tools (the
 whole editor) compiled in, and is meant for 64 bits.
 
 A Windows binary with the same configuration will look like this::

+ 9 - 8
development/cpp/configuring_an_ide.rst

@@ -64,14 +64,14 @@ Build configuration:
 -  Type ``scons`` in the *Command* field. If it fails with 'Could not start process "scons"',
    it can mean that ``scons`` is not in your ``PATH`` environment variable, so you may have to
    use the full path to the SCons binary.
--  Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 target=debug -j 4``)
+-  Fill the *Arguments* field with your compilation options. (e.g.: ``p=linuxbsd target=debug -j 4``)
 
 .. image:: img/qtcreator-set-scons-command.png
 
 Run configuration:
 
 -  Open the *Run* tab.
--  Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/godot.x11.opt.tools.64``)
+-  Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/godot.linuxbsd.opt.tools.64``)
 -  If you want to run a specific game or project, point *Working directory* to the game directory.
 -  If you want to run the editor, add ``-e`` to the *Command line arguments* field.
 
@@ -146,7 +146,7 @@ Add the following includes/imports:
     core/os/
     core/math/
     drivers/
-    platform/x11/  // make that platform/osx/ if you're using macOS
+    platform/linuxbsd/  // make that platform/osx/ if you're using macOS
 
 .. image:: img/kdevelop_addincludes.png
 
@@ -154,7 +154,7 @@ Apply the changes.
 
 Switch to the "Custom Build System" tab. Add a build configuration
 and keep the build directory blank. Enable build tools and add ``scons``
-as the executable then add ``platform=x11 target=debug`` (``platform=osx``
+as the executable then add ``platform=linuxbsd target=debug`` (``platform=osx``
 if you're on macOS) as the arguments.
 
 .. image:: img/kdevelop_buildconfig.png
@@ -167,7 +167,7 @@ From the "Run" menu, choose "Configure Launches".
 Click "Add" if no launcher exists. Then add the path to your
 executable in the executable section. Your executable should be located
 in the ``bin/`` sub-directory and should be named something like
-``godot.x11.tools.64`` (the name could be different depending on your
+``godot.linuxbsd.tools.64`` (the name could be different depending on your
 platform and depending on your build options).
 
 .. image:: img/kdevelop_configlaunches2.png
@@ -285,7 +285,7 @@ To create them:
 
 .. image:: img/vscode_2_launch.json.png
 
-(Note that *godot.x11.tools.64* in "program" value might be named differently on macOS or Windows)
+(Note that *godot.linuxbsd.tools.64* in "program" value might be named differently on macOS or Windows)
 
 - Create *tasks.json* by starting the Debug process with :kbd:`F5`. VS Code will show a dialog with a *Configure Task* button. Tap it and select *Create tasks.json file from template*, then select *Others*
 
@@ -293,11 +293,12 @@ To create them:
 
 .. image:: img/vscode_3_tasks.json.png
 
-(Note that *platform=x11* will be different for macOX and Windows)
+(Note that *platform=linuxbsd* will be different for macOX and Windows)
 
 - You can now start the Debug process again to test that everything works.
 
-- If the build phase fails, check the console for hints. On Linux it's most likely that some dependencies are missing. Check :ref:`Compiling for X11 (Linux, \*BSD) <doc_compiling_for_x11>`
+- If the build phase fails, check the console for hints. On Linux, it's most
+  likely due to missing dependencies. Check :ref:`doc_compiling_for_linuxbsd`.
 
 
 .. _doc_configuring_an_ide_android_studio:

+ 2 - 2
development/cpp/custom_modules_in_cpp.rst

@@ -374,7 +374,7 @@ library that will be dynamically loaded when starting our game's binary.
 
     # Finally notify the main env it has our shared lirary as a new dependency.
     # To do so, SCons wants the name of the lib with it custom suffixes
-    # (e.g. ".x11.tools.64") but without the final ".so".
+    # (e.g. ".linuxbsd.tools.64") but without the final ".so".
     # We pass this along with the directory of our library to the main env.
     shared_lib_shim = shared_lib[0].name.rsplit('.', 1)[0]
     env.Append(LIBS=[shared_lib_shim])
@@ -433,7 +433,7 @@ shared module as target in the scons command:
 
 ::
 
-    user@host:~/godot$ scons summator_shared=yes platform=x11 bin/libsummator.x11.tools.64.so
+    user@host:~/godot$ scons summator_shared=yes platform=linuxbsd bin/libsummator.linuxbsd.tools.64.so
 
 Writing custom documentation
 ----------------------------

+ 2 - 2
getting_started/editor/unity_to_godot.rst

@@ -22,9 +22,9 @@ Differences
 +===================+====================================================================================+================================================================================================================+
 | License           | Proprietary, closed, free license with revenue caps and usage restrictions         | MIT license, free and fully open source without any restriction                                                |
 +-------------------+------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------+
-| OS (editor)       | Windows, macOS, Linux                                                              | Windows, macOS, X11 (Linux, \*BSD)                                                                             |
+| OS (editor)       | Windows, macOS, Linux                                                              | Windows, macOS, Linux, \*BSD                                                                                   |
 +-------------------+------------------------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------+
-| OS (export)       | * **Desktop:** Windows, macOS, Linux                                               | * **Desktop:** Windows, macOS, X11                                                                             |
+| OS (export)       | * **Desktop:** Windows, macOS, Linux                                               | * **Desktop:** Windows, macOS, Linux                                                                           |
 |                   | * **Mobile:** Android, iOS, Windows Phone, Tizen                                   | * **Mobile:** Android, iOS                                                                                     |
 |                   | * **Web:** WebAssembly or asm.js                                                   | * **Web:** WebAssembly                                                                                         |
 |                   | * **Consoles:** PS4, PS Vita, Xbox One, Xbox 360, Wii U, Nintendo 3DS              | * **Console:** See :ref:`doc_consoles`                                                                         |

+ 1 - 1
getting_started/scripting/c_sharp/c_sharp_features.rst

@@ -222,7 +222,7 @@ Full list of defines
 
 * One of ``GODOT_64`` or ``GODOT_32`` is defined depending on if the architecture is 64-bit or 32-bit.
 
-* One of ``GODOT_X11``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, ``GODOT_HTML5``,
+* One of ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``, ``GODOT_ANDROID``, ``GODOT_HTML5``,
   or ``GODOT_SERVER`` depending on the OS. These names may change in the future.
   These are created from the ``get_name()`` method of the :ref:``OS <class_OS>`` singleton,
   but not every possible OS the method returns is an OS that Godot with Mono runs on.

+ 4 - 2
getting_started/workflow/export/feature_tags.rst

@@ -34,11 +34,15 @@ Here is a list of most feature tags in Godot. Keep in mind they are **case-sensi
 +=================+========================================================+
 | **Android**     | Running on Android                                     |
 +-----------------+--------------------------------------------------------+
+| **BSD**         | Running on \*BSD                                       |
++-----------------+--------------------------------------------------------+
 | **HTML5**       | Running on HTML5                                       |
 +-----------------+--------------------------------------------------------+
 | **JavaScript**  | :ref:`JavaScript singleton <doc_javascript_eval>` is   |
 |                 | available                                              |
 +-----------------+--------------------------------------------------------+
+| **Linux**       | Running on Linux                                       |
++-----------------+--------------------------------------------------------+
 | **OSX**         | Running on macOS                                       |
 +-----------------+--------------------------------------------------------+
 | **iOS**         | Running on iOS                                         |
@@ -47,8 +51,6 @@ Here is a list of most feature tags in Godot. Keep in mind they are **case-sensi
 +-----------------+--------------------------------------------------------+
 | **Windows**     | Running on Windows                                     |
 +-----------------+--------------------------------------------------------+
-| **X11**         | Running on X11 (Linux/BSD desktop)                     |
-+-----------------+--------------------------------------------------------+
 | **Server**      | Running on the headless server platform                |
 +-----------------+--------------------------------------------------------+
 | **debug**       | Running on a debug build (including the editor)        |

+ 4 - 5
tutorials/3d/fps_tutorial/part_four.rst

@@ -79,7 +79,7 @@ In ``process_input``, add the following code just before ``input_movement_vector
 
         if OS.get_name() == "Windows":
             joypad_vec = Vector2(Input.get_joy_axis(0, 0), -Input.get_joy_axis(0, 1))
-        elif OS.get_name() == "X11":
+        elif OS.get_name() == "Linux":
             joypad_vec = Vector2(Input.get_joy_axis(0, 1), Input.get_joy_axis(0, 2))
         elif OS.get_name() == "OSX":
             joypad_vec = Vector2(Input.get_joy_axis(0, 1), Input.get_joy_axis(0, 2))
@@ -98,7 +98,7 @@ In ``process_input``, add the following code just before ``input_movement_vector
 
         var joypad_vec = Vector2(0, 0)
 
-        if OS.get_name() == "Windows" or OS.get_name() == "X11":
+        if OS.get_name() == "Windows" or OS.get_name() == "Linux":
             joypad_vec = Vector2(Input.get_joy_axis(0, 0), -Input.get_joy_axis(0, 1))
         elif OS.get_name() == "OSX":
             joypad_vec = Vector2(Input.get_joy_axis(0, 1), Input.get_joy_axis(0, 2))
@@ -159,7 +159,7 @@ Make a new function called ``process_view_input`` and add the following:
 
             if OS.get_name() == "Windows":
                 joypad_vec = Vector2(Input.get_joy_axis(0, 2), Input.get_joy_axis(0, 3))
-            elif OS.get_name() == "X11":
+            elif OS.get_name() == "Linux":
                 joypad_vec = Vector2(Input.get_joy_axis(0, 3), Input.get_joy_axis(0, 4))
             elif OS.get_name() == "OSX":
                 joypad_vec = Vector2(Input.get_joy_axis(0, 3), Input.get_joy_axis(0, 4))
@@ -194,7 +194,7 @@ Make a new function called ``process_view_input`` and add the following:
         var joypad_vec = Vector2()
         if Input.get_connected_joypads().size() > 0:
 
-            if OS.get_name() == "Windows" or OS.get_name() == "X11":
+            if OS.get_name() == "Windows" or OS.get_name() == "Linux":
                 joypad_vec = Vector2(Input.get_joy_axis(0, 2), Input.get_joy_axis(0, 3))
             elif OS.get_name() == "OSX":
                 joypad_vec = Vector2(Input.get_joy_axis(0, 3), Input.get_joy_axis(0, 4))
@@ -787,4 +787,3 @@ add turrets!
 .. warning:: If you ever get lost, be sure to read over the code again!
 
              You can download the finished project for this part here: :download:`Godot_FPS_Part_4.zip <files/Godot_FPS_Part_4.zip>`
-

+ 1 - 2
tutorials/3d/fps_tutorial/part_six.rst

@@ -268,7 +268,7 @@ ______
 
 In ``_ready``, we set the ``OS_Label``'s text to the name provided by :ref:`OS <class_OS>` using the ``get_name`` function. This will return the
 name of the OS (or Operating System) for which Godot was compiled. For example, when you are running Windows, it will return ``Windows``, while when you
-are running Linux, it will return ``X11``.
+are running Linux, it will return ``Linux``.
 
 Then, we set the ``Engine_Label``'s text to the version info provided by ``Engine.get_version_info``. ``Engine.get_version_info`` returns a dictionary full
 of useful information about the version of Godot which is currently running. We only care about the string version, for this label at least, so we get the string
@@ -1038,4 +1038,3 @@ The skybox was converted to a 360 equirectangular image using this tool: https:/
 While no sounds are provided, you can find many game ready sounds at https://gamesounds.xyz/
 
 .. warning:: **OpenGameArt.org, 360toolkit.co, the creator(s) of Titillium-Regular, StumpyStrust, and GameSounds.xyz are in no way involved in this tutorial.**
-

+ 2 - 2
tutorials/misc/jitter_stutter.rst

@@ -64,8 +64,8 @@ won't play games windowed (games that are played in a window, e.g. puzzle games,
 For fullscreen, Windows gives special priority to the game so stutter is no longer visible and very rare.
 This is how most games are played.
 
-Linux (X11)
-^^^^^^^^^^^
+Linux
+^^^^^
 
 Stutter may be visible on Desktop Linux, but this is usually associated with different video drivers and compositors.
 Nouveau drivers often exhibit this, while AMD or NVidia proprietary don't. Some compositors may also trigger this problem

+ 4 - 4
tutorials/plugins/gdnative/files/cpp_example/SConstruct

@@ -8,8 +8,8 @@ env = DefaultEnvironment()
 
 # Define our options
 opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
-opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
-opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
+opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'linuxbsd', 'linux', 'osx']))
+opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'linuxbsd', 'linux', 'osx']))
 opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
 opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'demo/bin/'))
 opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
@@ -56,8 +56,8 @@ if env['platform'] == "osx":
         env.Append(CCFLAGS=['-g', '-O3', '-arch', 'x86_64'])
         env.Append(LINKFLAGS=['-arch', 'x86_64'])
 
-elif env['platform'] in ('x11', 'linux'):
-    env['target_path'] += 'x11/'
+elif env['platform'] in ('linuxbsd', 'linux'):
+    env['target_path'] += 'linuxbsd/'
     cpp_library += '.linux'
     if env['target'] in ('debug', 'd'):
         env.Append(CCFLAGS=['-fPIC', '-g3', '-Og'])

+ 2 - 2
tutorials/plugins/gdnative/gdnative-c-example.rst

@@ -479,17 +479,17 @@ this:
 
     [entry]
 
+    Linux.64="res://bin/libsimple.so"
     OSX.64="res://bin/libsimple.dylib"
     OSX.32="res://bin/libsimple.dylib"
     Windows.64="res://bin/libsimple.dll"
-    X11.64="res://bin/libsimple.so"
 
     [dependencies]
 
+    Linux.64=[  ]
     OSX.64=[  ]
     OSX.32=[  ]
     Windows.64=[  ]
-    X11.64=[  ]
 
 Creating the NativeScript (``.gdns``) file
 ------------------------------------------

+ 2 - 2
tutorials/plugins/gdnative/gdnative-cpp-example.rst

@@ -420,13 +420,13 @@ loaded for each platform and is called ``gdexample.gdnlib``.
 
     [entry]
 
-    X11.64="res://bin/x11/libgdexample.so"
+    Linux.64="res://bin/linux/libgdexample.so"
     Windows.64="res://bin/win64/libgdexample.dll"
     OSX.64="res://bin/osx/libgdexample.dylib"
 
     [dependencies]
 
-    X11.64=[]
+    Linux.64=[]
     Windows.64=[]
     OSX.64=[]