godot/main/main_builders.py

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"""Functions used to generate source files during build time
All such functions are invoked in a subprocess on Windows to prevent build flakiness.
"""
from platform_methods import subprocess_main
def make_splash(target, source, env):
src = source[0]
dst = target[0]
with open(src, "rb") as f:
buf = f.read()
with open(dst, "w") as g:
g.write("/* THIS FILE IS GENERATED DO NOT EDIT */\n")
g.write("#ifndef BOOT_SPLASH_H\n")
g.write("#define BOOT_SPLASH_H\n")
# Use a neutral gray color to better fit various kinds of projects.
g.write("static const Color boot_splash_bg_color = Color(0.14, 0.14, 0.14);\n")
g.write("static const unsigned char boot_splash_png[] = {\n")
for i in range(len(buf)):
g.write(str(buf[i]) + ",\n")
g.write("};\n")
g.write("#endif")
def make_splash_editor(target, source, env):
src = source[0]
dst = target[0]
with open(src, "rb") as f:
buf = f.read()
with open(dst, "w") as g:
g.write("/* THIS FILE IS GENERATED DO NOT EDIT */\n")
g.write("#ifndef BOOT_SPLASH_EDITOR_H\n")
g.write("#define BOOT_SPLASH_EDITOR_H\n")
# The editor splash background color is taken from the default editor theme's background color.
# This helps achieve a visually "smoother" transition between the splash screen and the editor.
g.write("static const Color boot_splash_editor_bg_color = Color(0.125, 0.145, 0.192);\n")
g.write("static const unsigned char boot_splash_editor_png[] = {\n")
for i in range(len(buf)):
g.write(str(buf[i]) + ",\n")
g.write("};\n")
g.write("#endif")
def make_app_icon(target, source, env):
src = source[0]
dst = target[0]
with open(src, "rb") as f:
buf = f.read()
with open(dst, "w") as g:
g.write("/* THIS FILE IS GENERATED DO NOT EDIT */\n")
g.write("#ifndef APP_ICON_H\n")
g.write("#define APP_ICON_H\n")
g.write("static const unsigned char app_icon_png[] = {\n")
for i in range(len(buf)):
g.write(str(buf[i]) + ",\n")
g.write("};\n")
g.write("#endif")
if __name__ == "__main__":
subprocess_main(globals())