Remove last editor code dependencies in template build
SConstruct change also makes it possible to outright delete the `editor` folder in a `tools=no` build, which we use in CI to ensure no invalid cross-dependencies are added.
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1ae8b2de38
commit
45ec0e31c3
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@ -33,5 +33,6 @@ runs:
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SCONS_CACHE_LIMIT: ${{ inputs.scons-cache-limit }}
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run: |
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echo "Building with flags:" ${{ env.SCONSFLAGS }}
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if ! ${{ inputs.tools }}; then rm -rf editor; fi # Ensure we don't include editor code.
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scons p=${{ inputs.platform }} target=${{ inputs.target }} tools=${{ inputs.tools }} tests=${{ inputs.tests }} --jobs=2 ${{ env.SCONSFLAGS }}
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ls -l bin/
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@ -48,8 +48,6 @@ _helper_module("methods", "methods.py")
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_helper_module("platform_methods", "platform_methods.py")
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_helper_module("version", "version.py")
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_helper_module("core.core_builders", "core/core_builders.py")
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_helper_module("editor.editor_builders", "editor/editor_builders.py")
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_helper_module("editor.template_builders", "editor/template_builders.py")
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_helper_module("main.main_builders", "main/main_builders.py")
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_helper_module("modules.modules_builders", "modules/modules_builders.py")
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@ -58,6 +56,10 @@ import methods
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import glsl_builders
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import gles3_builders
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if methods.get_cmdline_bool("tools", True):
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_helper_module("editor.editor_builders", "editor/editor_builders.py")
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_helper_module("editor.template_builders", "editor/template_builders.py")
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# Scan possible build platforms
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platform_list = [] # list of platforms
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@ -58,7 +58,6 @@
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#include "core/variant/variant.h"
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#include "core/version.h"
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#include "drivers/png/png_driver_common.h"
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#include "editor/import/resource_importer_scene.h"
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#include "scene/2d/node_2d.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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@ -79,6 +78,9 @@
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#include "modules/gridmap/grid_map.h"
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#endif // MODULE_GRIDMAP_ENABLED
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// FIXME: Hardcoded to avoid editor dependency.
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#define GLTF_IMPORT_USE_NAMED_SKIN_BINDS 16
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#include <stdio.h>
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#include <stdlib.h>
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#include <cstdint>
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@ -5748,7 +5750,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scen
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}
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template <class T>
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struct EditorSceneFormatImporterGLTFInterpolate {
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struct SceneFormatImporterGLTFInterpolate {
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T lerp(const T &a, const T &b, float c) const {
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return a + (b - a) * c;
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}
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@ -5774,7 +5776,7 @@ struct EditorSceneFormatImporterGLTFInterpolate {
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// thank you for existing, partial specialization
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template <>
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struct EditorSceneFormatImporterGLTFInterpolate<Quaternion> {
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struct SceneFormatImporterGLTFInterpolate<Quaternion> {
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Quaternion lerp(const Quaternion &a, const Quaternion &b, const float c) const {
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ERR_FAIL_COND_V_MSG(!a.is_normalized(), Quaternion(), "The quaternion \"a\" must be normalized.");
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ERR_FAIL_COND_V_MSG(!b.is_normalized(), Quaternion(), "The quaternion \"b\" must be normalized.");
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@ -5813,7 +5815,7 @@ T GLTFDocument::_interpolate_track(const Vector<real_t> &p_times, const Vector<T
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idx++;
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}
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EditorSceneFormatImporterGLTFInterpolate<T> interp;
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SceneFormatImporterGLTFInterpolate<T> interp;
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switch (p_interp) {
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case GLTFAnimation::INTERP_LINEAR: {
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@ -6906,7 +6908,7 @@ Node *GLTFDocument::generate_scene(Ref<GLTFState> state, int32_t p_bake_fps) {
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Error GLTFDocument::append_from_scene(Node *p_node, Ref<GLTFState> state, uint32_t p_flags, int32_t p_bake_fps) {
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ERR_FAIL_COND_V(state.is_null(), FAILED);
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state->use_named_skin_binds =
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p_flags & EditorSceneFormatImporter::IMPORT_USE_NAMED_SKIN_BINDS;
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p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
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_convert_scene_node(state, p_node, -1, -1);
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if (!state->buffers.size()) {
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@ -6926,7 +6928,7 @@ Error GLTFDocument::append_from_buffer(PackedByteArray p_bytes, String p_base_pa
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// TODO Add missing texture and missing .bin file paths to r_missing_deps 2021-09-10 fire
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Error err = FAILED;
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state->use_named_skin_binds =
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p_flags & EditorSceneFormatImporter::IMPORT_USE_NAMED_SKIN_BINDS;
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p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
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FileAccessMemory *file_access = memnew(FileAccessMemory);
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file_access->open_custom(p_bytes.ptr(), p_bytes.size());
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err = _parse(state, p_base_path.get_base_dir(), file_access, p_bake_fps);
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@ -7029,7 +7031,7 @@ Error GLTFDocument::append_from_file(String p_path, Ref<GLTFState> r_state, uint
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}
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r_state->filename = p_path.get_file().get_basename();
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r_state->use_named_skin_binds =
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p_flags & EditorSceneFormatImporter::IMPORT_USE_NAMED_SKIN_BINDS;
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p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
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Error err;
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FileAccess *f = FileAccess::open(p_path, FileAccess::READ, &err);
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ERR_FAIL_COND_V(err != OK, ERR_FILE_CANT_OPEN);
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@ -32,7 +32,6 @@
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#define GLTF_MESH_H
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#include "core/io/resource.h"
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#include "editor/import/resource_importer_scene.h"
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#include "scene/3d/importer_mesh_instance_3d.h"
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#include "scene/resources/importer_mesh.h"
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#include "scene/resources/mesh.h"
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@ -32,7 +32,6 @@
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#include "core/object/message_queue.h"
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#include "core/variant/type_info.h"
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#include "editor/plugins/skeleton_3d_editor_plugin.h"
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#include "scene/3d/physics_body_3d.h"
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#include "scene/resources/skeleton_modification_3d.h"
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#include "scene/resources/surface_tool.h"
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@ -34,7 +34,6 @@
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#include "core/config/project_settings.h"
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#include "core/core_string_names.h"
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#include "core/io/resource_loader.h"
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#include "editor/editor_inspector.h"
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#include "scene/2d/node_2d.h"
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#include "scene/3d/node_3d.h"
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#include "scene/gui/control.h"
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@ -30,6 +30,11 @@
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#include "audio_effect_record.h"
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#ifdef TOOLS_ENABLED
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// FIXME: This file shouldn't depend on editor stuff.
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#include "editor/import/resource_importer_wav.h"
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#endif
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void AudioEffectRecordInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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if (!is_recording) {
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for (int i = 0; i < p_frame_count; i++) {
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@ -250,8 +255,12 @@ Ref<AudioStreamSample> AudioEffectRecord::get_recording() const {
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Vector<uint8_t> bleft;
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Vector<uint8_t> bright;
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#ifdef TOOLS_ENABLED
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ResourceImporterWAV::_compress_ima_adpcm(left, bleft);
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ResourceImporterWAV::_compress_ima_adpcm(right, bright);
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#else
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ERR_PRINT("AudioEffectRecord cannot do IMA ADPCM compression at runtime.");
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#endif
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int dl = bleft.size();
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dst_data.resize(dl * 2);
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@ -35,7 +35,6 @@
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#include "core/io/marshalls.h"
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#include "core/os/os.h"
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#include "core/os/thread.h"
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#include "editor/import/resource_importer_wav.h"
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#include "scene/resources/audio_stream_sample.h"
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#include "servers/audio/audio_effect.h"
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#include "servers/audio_server.h"
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