godot/modules/mono/SCsub

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#!/usr/bin/env python
Import('env')
Import('env_modules')
env_mono = env_modules.Clone()
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from compat import byte_to_str
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def make_cs_files_header(src, dst):
with open(dst, 'w') as header:
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header.write('/* This is an automatically generated file; DO NOT EDIT! OK THX */\n')
header.write('#ifndef _CS_FILES_DATA_H\n')
header.write('#define _CS_FILES_DATA_H\n\n')
header.write('#include "map.h"\n')
header.write('#include "ustring.h"\n')
inserted_files = ''
import os
for file in os.listdir(src):
if file.endswith('.cs'):
with open(os.path.join(src, file), 'rb') as f:
buf = f.read()
decomp_size = len(buf)
import zlib
buf = zlib.compress(buf)
name = os.path.splitext(file)[0]
header.write('\nstatic const int _cs_' + name + '_compressed_size = ' + str(len(buf)) + ';\n')
header.write('static const int _cs_' + name + '_uncompressed_size = ' + str(decomp_size) + ';\n')
header.write('static const unsigned char _cs_' + name + '_compressed[] = { ')
for i, buf_idx in enumerate(range(len(buf))):
if i > 0:
header.write(', ')
header.write(byte_to_str(buf[buf_idx]))
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inserted_files += '\tr_files.insert(\"' + file + '\", ' \
'CompressedFile(_cs_' + name + '_compressed_size, ' \
'_cs_' + name + '_uncompressed_size, ' \
'_cs_' + name + '_compressed));\n'
header.write(' };\n')
header.write('\nstruct CompressedFile\n' '{\n'
'\tint compressed_size;\n' '\tint uncompressed_size;\n' '\tconst unsigned char* data;\n'
'\n\tCompressedFile(int p_comp_size, int p_uncomp_size, const unsigned char* p_data)\n'
'\t{\n' '\t\tcompressed_size = p_comp_size;\n' '\t\tuncompressed_size = p_uncomp_size;\n'
'\t\tdata = p_data;\n' '\t}\n' '\n\tCompressedFile() {}\n' '};\n'
'\nvoid get_compressed_files(Map<String, CompressedFile>& r_files)\n' '{\n' + inserted_files + '}\n'
)
header.write('#endif // _CS_FILES_DATA_H')
env_mono.add_source_files(env.modules_sources, '*.cpp')
env_mono.add_source_files(env.modules_sources, 'mono_gd/*.cpp')
env_mono.add_source_files(env.modules_sources, 'utils/*.cpp')
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if env['tools']:
env_mono.add_source_files(env.modules_sources, 'editor/*.cpp')
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make_cs_files_header('glue/cs_files', 'glue/cs_compressed.gen.h')
vars = Variables()
vars.Add(BoolVariable('mono_glue', 'Build with the mono glue sources', True))
vars.Add(BoolVariable('xbuild_fallback', 'If MSBuild is not found, fallback to xbuild', False))
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vars.Update(env)
# Glue sources
if env['mono_glue']:
env_mono.add_source_files(env.modules_sources, 'glue/*.cpp')
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else:
env_mono.Append(CPPDEFINES=['MONO_GLUE_DISABLED'])
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if ARGUMENTS.get('yolo_copy', False):
env_mono.Append(CPPDEFINES=['YOLO_COPY'])
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# Build GodotSharpTools solution
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import os
def find_msbuild_unix(filename):
import os.path
import sys
hint_dirs = ['/opt/novell/mono/bin']
if sys.platform == "darwin":
hint_dirs = ['/Library/Frameworks/Mono.framework/Versions/Current/bin'] + hint_dirs
for hint_dir in hint_dirs:
hint_path = os.path.join(hint_dir, filename)
if os.path.isfile(hint_path):
return hint_path
elif os.path.isfile(hint_path + ".exe"):
return hint_path + ".exe"
for hint_dir in os.environ["PATH"].split(os.pathsep):
hint_dir = hint_dir.strip('"')
hint_path = os.path.join(hint_dir, filename)
if os.path.isfile(hint_path) and os.access(hint_path, os.X_OK):
return hint_path
if os.path.isfile(hint_path + ".exe") and os.access(hint_path + ".exe", os.X_OK):
return hint_path + ".exe"
return None
def find_msbuild_windows():
import mono_reg_utils as monoreg
bits = env['bits']
if bits == '32':
if os.getenv('MONO32_PREFIX'):
mono_root = os.getenv('MONO32_PREFIX')
else:
mono_root = monoreg.find_mono_root_dir(bits)
else:
if os.getenv('MONO64_PREFIX'):
mono_root = os.getenv('MONO64_PREFIX')
else:
mono_root = monoreg.find_mono_root_dir(bits)
if not mono_root:
raise RuntimeError('Cannot find mono root directory')
msbuild_tools_path = monoreg.find_msbuild_tools_path_reg()
if msbuild_tools_path:
return (os.path.join(msbuild_tools_path, 'MSBuild.exe'), os.path.join(mono_root, 'lib', 'mono', '4.5'))
else:
msbuild_mono = os.path.join(mono_root, 'bin', 'msbuild.bat')
if os.path.isfile(msbuild_mono):
return (msbuild_mono, '')
return None
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def mono_build_solution(source, target, env):
import subprocess
import mono_reg_utils as monoreg
from shutil import copyfile
framework_path_override = ''
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if os.name == 'nt':
msbuild_info = find_msbuild_windows()
if msbuild_info is None:
raise RuntimeError('Cannot find MSBuild executable')
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msbuild_path = msbuild_info[0]
framework_path_override = msbuild_info[1]
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else:
msbuild_path = find_msbuild_unix('msbuild')
if msbuild_path is None:
xbuild_fallback = env['xbuild_fallback']
if xbuild_fallback and os.name == 'nt':
print("Option 'xbuild_fallback' not supported on Windows")
xbuild_fallback = False
if xbuild_fallback:
print('Cannot find MSBuild executable, trying with xbuild')
print('Warning: xbuild is deprecated')
msbuild_path = find_msbuild_unix('xbuild')
if msbuild_path is None:
raise RuntimeError('Cannot find xbuild executable')
else:
raise RuntimeError('Cannot find MSBuild executable')
print('MSBuild path: ' + msbuild_path)
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build_config = 'Release'
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msbuild_args = [
msbuild_path,
os.path.abspath(str(source[0])),
'/p:Configuration=' + build_config,
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]
if framework_path_override:
msbuild_args += ['/p:FrameworkPathOverride=' + framework_path_override]
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msbuild_env = os.environ.copy()
# Needed when running from Developer Command Prompt for VS
if 'PLATFORM' in msbuild_env:
del msbuild_env['PLATFORM']
try:
subprocess.check_call(msbuild_args, env=msbuild_env)
except subprocess.CalledProcessError:
raise RuntimeError('GodotSharpTools build failed')
src_dir = os.path.abspath(os.path.join(str(source[0]), os.pardir, 'bin', build_config))
dst_dir = os.path.abspath(os.path.join(str(target[0]), os.pardir))
if not os.path.isdir(dst_dir):
if os.path.exists(dst_dir):
raise RuntimeError('Target directory is a file')
os.makedirs(dst_dir)
asm_file = 'GodotSharpTools.dll'
copyfile(os.path.join(src_dir, asm_file), os.path.join(dst_dir, asm_file))
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mono_sln_builder = Builder(action = mono_build_solution)
env_mono.Append(BUILDERS={'MonoBuildSolution': mono_sln_builder})
env_mono.MonoBuildSolution(
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os.path.join(Dir('#bin').abspath, 'GodotSharpTools.dll'),
'editor/GodotSharpTools/GodotSharpTools.sln'
)