Merge pull request #84885 from shana/vsproj-for-everyone

New VS proj generation logic that supports any platform that wants to opt in
This commit is contained in:
Rémi Verschelde 2024-02-03 23:17:18 +01:00
commit bbccd95d22
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GPG Key ID: C3336907360768E1
10 changed files with 595 additions and 160 deletions

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@ -28,7 +28,7 @@ jobs:
target: editor target: editor
tests: true tests: true
# Skip debug symbols, they're way too big with MSVC. # Skip debug symbols, they're way too big with MSVC.
sconsflags: debug_symbols=no vsproj=yes windows_subsystem=console sconsflags: debug_symbols=no vsproj=yes vsproj_gen_only=no windows_subsystem=console
bin: "./bin/godot.windows.editor.x86_64.exe" bin: "./bin/godot.windows.editor.x86_64.exe"
- name: Template (target=template_release) - name: Template (target=template_release)

1
.gitignore vendored
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@ -367,3 +367,4 @@ $RECYCLE.BIN/
*.msm *.msm
*.msp *.msp
*.lnk *.lnk
*.generated.props

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@ -1000,9 +1000,6 @@ if selected_platform in platform_list:
# Microsoft Visual Studio Project Generation # Microsoft Visual Studio Project Generation
if env["vsproj"]: if env["vsproj"]:
if os.name != "nt":
print("Error: The `vsproj` option is only usable on Windows with Visual Studio.")
Exit(255)
env["CPPPATH"] = [Dir(path) for path in env["CPPPATH"]] env["CPPPATH"] = [Dir(path) for path in env["CPPPATH"]]
methods.generate_vs_project(env, ARGUMENTS, env["vsproj_name"]) methods.generate_vs_project(env, ARGUMENTS, env["vsproj_name"])
methods.generate_cpp_hint_file("cpp.hint") methods.generate_cpp_hint_file("cpp.hint")

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@ -774,161 +774,6 @@ def add_to_vs_project(env, sources):
env.vs_srcs += [basename + ".cpp"] env.vs_srcs += [basename + ".cpp"]
def generate_vs_project(env, original_args, project_name="godot"):
batch_file = find_visual_c_batch_file(env)
filtered_args = original_args.copy()
# Ignore the "vsproj" option to not regenerate the VS project on every build
filtered_args.pop("vsproj", None)
# The "platform" option is ignored because only the Windows platform is currently supported for VS projects
filtered_args.pop("platform", None)
# The "target" option is ignored due to the way how targets configuration is performed for VS projects (there is a separate project configuration for each target)
filtered_args.pop("target", None)
# The "progress" option is ignored as the current compilation progress indication doesn't work in VS
filtered_args.pop("progress", None)
if batch_file:
class ModuleConfigs(Mapping):
# This version information (Win32, x64, Debug, Release) seems to be
# required for Visual Studio to understand that it needs to generate an NMAKE
# project. Do not modify without knowing what you are doing.
PLATFORMS = ["Win32", "x64"]
PLATFORM_IDS = ["x86_32", "x86_64"]
CONFIGURATIONS = ["editor", "template_release", "template_debug"]
DEV_SUFFIX = ".dev" if env["dev_build"] else ""
@staticmethod
def for_every_variant(value):
return [value for _ in range(len(ModuleConfigs.CONFIGURATIONS) * len(ModuleConfigs.PLATFORMS))]
def __init__(self):
shared_targets_array = []
self.names = []
self.arg_dict = {
"variant": [],
"runfile": shared_targets_array,
"buildtarget": shared_targets_array,
"cpppaths": [],
"cppdefines": [],
"cmdargs": [],
}
self.add_mode() # default
def add_mode(
self,
name: str = "",
includes: str = "",
cli_args: str = "",
defines=None,
):
if defines is None:
defines = []
self.names.append(name)
self.arg_dict["variant"] += [
f'{config}{f"_[{name}]" if name else ""}|{platform}'
for config in ModuleConfigs.CONFIGURATIONS
for platform in ModuleConfigs.PLATFORMS
]
self.arg_dict["runfile"] += [
f'bin\\godot.windows.{config}{ModuleConfigs.DEV_SUFFIX}{".double" if env["precision"] == "double" else ""}.{plat_id}{f".{name}" if name else ""}.exe'
for config in ModuleConfigs.CONFIGURATIONS
for plat_id in ModuleConfigs.PLATFORM_IDS
]
self.arg_dict["cpppaths"] += ModuleConfigs.for_every_variant(env["CPPPATH"] + [includes])
self.arg_dict["cppdefines"] += ModuleConfigs.for_every_variant(list(env["CPPDEFINES"]) + defines)
self.arg_dict["cmdargs"] += ModuleConfigs.for_every_variant(cli_args)
def build_commandline(self, commands):
configuration_getter = (
"$(Configuration"
+ "".join([f'.Replace("{name}", "")' for name in self.names[1:]])
+ '.Replace("_[]", "")'
+ ")"
)
common_build_prefix = [
'cmd /V /C set "plat=$(PlatformTarget)"',
'(if "$(PlatformTarget)"=="x64" (set "plat=x86_amd64"))',
'call "' + batch_file + '" !plat!',
]
# Windows allows us to have spaces in paths, so we need
# to double quote off the directory. However, the path ends
# in a backslash, so we need to remove this, lest it escape the
# last double quote off, confusing MSBuild
common_build_postfix = [
"--directory=\"$(ProjectDir.TrimEnd('\\'))\"",
"platform=windows",
f"target={configuration_getter}",
"progress=no",
]
for arg, value in filtered_args.items():
common_build_postfix.append(f"{arg}={value}")
result = " ^& ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
return result
# Mappings interface definitions
def __iter__(self) -> Iterator[str]:
for x in self.arg_dict:
yield x
def __len__(self) -> int:
return len(self.names)
def __getitem__(self, k: str):
return self.arg_dict[k]
add_to_vs_project(env, env.core_sources)
add_to_vs_project(env, env.drivers_sources)
add_to_vs_project(env, env.main_sources)
add_to_vs_project(env, env.modules_sources)
add_to_vs_project(env, env.scene_sources)
add_to_vs_project(env, env.servers_sources)
if env["tests"]:
add_to_vs_project(env, env.tests_sources)
if env.editor_build:
add_to_vs_project(env, env.editor_sources)
for header in glob_recursive("**/*.h"):
env.vs_incs.append(str(header))
module_configs = ModuleConfigs()
if env.get("module_mono_enabled"):
mono_defines = [("GD_MONO_HOT_RELOAD",)] if env.editor_build else []
module_configs.add_mode(
"mono",
cli_args="module_mono_enabled=yes",
defines=mono_defines,
)
scons_cmd = "scons"
path_to_venv = os.getenv("VIRTUAL_ENV")
path_to_scons_exe = Path(str(path_to_venv)) / "Scripts" / "scons.exe"
if path_to_venv and path_to_scons_exe.exists():
scons_cmd = str(path_to_scons_exe)
env["MSVSBUILDCOM"] = module_configs.build_commandline(scons_cmd)
env["MSVSREBUILDCOM"] = module_configs.build_commandline(f"{scons_cmd} vsproj=yes")
env["MSVSCLEANCOM"] = module_configs.build_commandline(f"{scons_cmd} --clean")
if not env.get("MSVS"):
env["MSVS"]["PROJECTSUFFIX"] = ".vcxproj"
env["MSVS"]["SOLUTIONSUFFIX"] = ".sln"
env.MSVSProject(
target=["#" + project_name + env["MSVSPROJECTSUFFIX"]],
incs=env.vs_incs,
srcs=env.vs_srcs,
auto_build_solution=1,
**module_configs,
)
else:
print("Could not locate Visual Studio batch file to set up the build environment. Not generating VS project.")
def precious_program(env, program, sources, **args): def precious_program(env, program, sources, **args):
program = env.ProgramOriginal(program, sources, **args) program = env.ProgramOriginal(program, sources, **args)
env.Precious(program) env.Precious(program)
@ -1229,3 +1074,456 @@ def dump(env):
with open(".scons_env.json", "w") as f: with open(".scons_env.json", "w") as f:
dump(env.Dictionary(), f, indent=4, default=non_serializable) dump(env.Dictionary(), f, indent=4, default=non_serializable)
# Custom Visual Studio project generation logic that supports any platform that has a msvs.py
# script, so Visual Studio can be used to run scons for any platform, with the right defines per target.
# Invoked with scons vsproj=yes
#
# Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included.
# Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch
# will have a build configuration generated, because we only know what the right defines/includes/flags/etc are
# on the active build target.
#
# Platforms that don't support an editor target will have a dummy editor target that won't do anything on build,
# but will have the files and configuration for the windows editor target.
#
# To generate build configuration files for all platforms+targets+arch combinations, users can call
# scons vsproj=yes
# for each combination of platform+target+arch. This will generate the relevant vs project files but
# skip the build process. This lets project files be quickly generated even if there are build errors.
#
# To generate AND build from the command line:
# scons vsproj=yes vsproj_gen_only=yes
def generate_vs_project(env, original_args, project_name="godot"):
# Augmented glob_recursive that also fills the dirs argument with traversed directories that have content.
def glob_recursive_2(pattern, dirs, node="."):
from SCons import Node
from SCons.Script import Glob
results = []
for f in Glob(str(node) + "/*", source=True):
if type(f) is Node.FS.Dir:
results += glob_recursive_2(pattern, dirs, f)
r = Glob(str(node) + "/" + pattern, source=True)
if len(r) > 0 and not str(node) in dirs:
d = ""
for part in str(node).split("\\"):
d += part
if not d in dirs:
dirs.append(d)
d += "\\"
results += r
return results
def get_bool(args, option, default):
from SCons.Variables.BoolVariable import _text2bool
val = args.get(option, default)
if val is not None:
try:
return _text2bool(val)
except:
return default
else:
return default
def format_key_value(v):
if type(v) in [tuple, list]:
return v[0] if len(v) == 1 else f"{v[0]}={v[1]}"
return v
filtered_args = original_args.copy()
# Ignore the "vsproj" option to not regenerate the VS project on every build
filtered_args.pop("vsproj", None)
# This flag allows users to regenerate the proj files but skip the building process.
# This lets projects be regenerated even if there are build errors.
filtered_args.pop("vsproj_gen_only", None)
# The "progress" option is ignored as the current compilation progress indication doesn't work in VS
filtered_args.pop("progress", None)
# We add these three manually because they might not be explicitly passed in, and it's important to always set them.
filtered_args.pop("platform", None)
filtered_args.pop("target", None)
filtered_args.pop("arch", None)
platform = env["platform"]
target = env["target"]
arch = env["arch"]
vs_configuration = {}
common_build_prefix = []
confs = []
for x in sorted(glob.glob("platform/*")):
# Only platforms that opt in to vs proj generation are included.
if not os.path.isdir(x) or not os.path.exists(x + "/msvs.py"):
continue
tmppath = "./" + x
sys.path.insert(0, tmppath)
import msvs
vs_plats = []
vs_confs = []
try:
platform_name = x[9:]
vs_plats = msvs.get_platforms()
vs_confs = msvs.get_configurations()
val = []
for plat in vs_plats:
val += [{"platform": plat[0], "architecture": plat[1]}]
vsconf = {"platform": platform_name, "targets": vs_confs, "arches": val}
confs += [vsconf]
# Save additional information about the configuration for the actively selected platform,
# so we can generate the platform-specific props file with all the build commands/defines/etc
if platform == platform_name:
common_build_prefix = msvs.get_build_prefix(env)
vs_configuration = vsconf
except Exception:
pass
sys.path.remove(tmppath)
sys.modules.pop("msvs")
headers = []
headers_dirs = []
for file in glob_recursive_2("*.h", headers_dirs):
headers.append(str(file).replace("/", "\\"))
for file in glob_recursive_2("*.hpp", headers_dirs):
headers.append(str(file).replace("/", "\\"))
sources = []
sources_dirs = []
for file in glob_recursive_2("*.cpp", sources_dirs):
sources.append(str(file).replace("/", "\\"))
for file in glob_recursive_2("*.c", sources_dirs):
sources.append(str(file).replace("/", "\\"))
others = []
others_dirs = []
for file in glob_recursive_2("*.natvis", others_dirs):
others.append(str(file).replace("/", "\\"))
for file in glob_recursive_2("*.glsl", others_dirs):
others.append(str(file).replace("/", "\\"))
skip_filters = False
import hashlib
import json
md5 = hashlib.md5(
json.dumps(headers + headers_dirs + sources + sources_dirs + others + others_dirs, sort_keys=True).encode(
"utf-8"
)
).hexdigest()
if os.path.exists(f"{project_name}.vcxproj.filters"):
existing_filters = open(f"{project_name}.vcxproj.filters", "r").read()
match = re.search(r"(?ms)^<!-- CHECKSUM$.([0-9a-f]{32})", existing_filters)
if match is not None and md5 == match.group(1):
skip_filters = True
import uuid
# Don't regenerate the filters file if nothing has changed, so we keep the existing UUIDs.
if not skip_filters:
print(f"Regenerating {project_name}.vcxproj.filters")
filters_template = open("misc/msvs/vcxproj.filters.template", "r").read()
for i in range(1, 10):
filters_template = filters_template.replace(f"%%UUID{i}%%", str(uuid.uuid4()))
filters = ""
for d in headers_dirs:
filters += f'<Filter Include="Header Files\\{d}"><UniqueIdentifier>{{{str(uuid.uuid4())}}}</UniqueIdentifier></Filter>\n'
for d in sources_dirs:
filters += f'<Filter Include="Source Files\\{d}"><UniqueIdentifier>{{{str(uuid.uuid4())}}}</UniqueIdentifier></Filter>\n'
for d in others_dirs:
filters += f'<Filter Include="Other Files\\{d}"><UniqueIdentifier>{{{str(uuid.uuid4())}}}</UniqueIdentifier></Filter>\n'
filters_template = filters_template.replace("%%FILTERS%%", filters)
filters = ""
for file in headers:
filters += (
f'<ClInclude Include="{file}"><Filter>Header Files\\{os.path.dirname(file)}</Filter></ClInclude>\n'
)
filters_template = filters_template.replace("%%INCLUDES%%", filters)
filters = ""
for file in sources:
filters += (
f'<ClCompile Include="{file}"><Filter>Source Files\\{os.path.dirname(file)}</Filter></ClCompile>\n'
)
filters_template = filters_template.replace("%%COMPILES%%", filters)
filters = ""
for file in others:
filters += f'<None Include="{file}"><Filter>Other Files\\{os.path.dirname(file)}</Filter></None>\n'
filters_template = filters_template.replace("%%OTHERS%%", filters)
filters_template = filters_template.replace("%%HASH%%", md5)
with open(f"{project_name}.vcxproj.filters", "w") as f:
f.write(filters_template)
envsources = []
envsources += env.core_sources
envsources += env.drivers_sources
envsources += env.main_sources
envsources += env.modules_sources
envsources += env.scene_sources
envsources += env.servers_sources
if env.editor_build:
envsources += env.editor_sources
envsources += env.platform_sources
headers_active = []
sources_active = []
others_active = []
for x in envsources:
fname = ""
if type(x) == type(""):
fname = env.File(x).path
else:
# Some object files might get added directly as a File object and not a list.
try:
fname = env.File(x)[0].path
except:
fname = x.path
pass
if fname:
fname = fname.replace("\\\\", "/")
parts = os.path.splitext(fname)
basename = parts[0]
ext = parts[1]
idx = fname.find(env["OBJSUFFIX"])
if ext in [".h", ".hpp"]:
headers_active += [fname]
elif ext in [".c", ".cpp"]:
sources_active += [fname]
elif idx > 0:
basename = fname[:idx]
if os.path.isfile(basename + ".h"):
headers_active += [basename + ".h"]
elif os.path.isfile(basename + ".hpp"):
headers_active += [basename + ".hpp"]
elif basename.endswith(".gen") and os.path.isfile(basename[:-4] + ".h"):
headers_active += [basename[:-4] + ".h"]
if os.path.isfile(basename + ".c"):
sources_active += [basename + ".c"]
elif os.path.isfile(basename + ".cpp"):
sources_active += [basename + ".cpp"]
else:
fname = os.path.relpath(os.path.abspath(fname), env.Dir("").abspath)
others_active += [fname]
all_items = []
properties = []
activeItems = []
extraItems = []
set_headers = set(headers_active)
set_sources = set(sources_active)
set_others = set(others_active)
for file in headers:
all_items.append(f'<ClInclude Include="{file}">')
all_items.append(
f" <ExcludedFromBuild Condition=\"!$(ActiveProjectItemList.Contains(';{file};'))\">true</ExcludedFromBuild>"
)
all_items.append("</ClInclude>")
if file in set_headers:
activeItems.append(file)
for file in sources:
all_items.append(f'<ClCompile Include="{file}">')
all_items.append(
f" <ExcludedFromBuild Condition=\"!$(ActiveProjectItemList.Contains(';{file};'))\">true</ExcludedFromBuild>"
)
all_items.append("</ClCompile>")
if file in set_sources:
activeItems.append(file)
for file in others:
all_items.append(f'<None Include="{file}">')
all_items.append(
f" <ExcludedFromBuild Condition=\"!$(ActiveProjectItemList.Contains(';{file};'))\">true</ExcludedFromBuild>"
)
all_items.append("</None>")
if file in set_others:
activeItems.append(file)
if vs_configuration:
vsconf = ""
for a in vs_configuration["arches"]:
if arch == a["architecture"]:
vsconf = f'{target}|{a["platform"]}'
break
condition = "'$(Configuration)|$(Platform)'=='" + vsconf + "'"
properties.append("<ActiveProjectItemList>;" + ";".join(activeItems) + ";</ActiveProjectItemList>")
output = f'bin\\godot{env["PROGSUFFIX"]}'
props_template = open("misc/msvs/props.template", "r").read()
props_template = props_template.replace("%%VSCONF%%", vsconf)
props_template = props_template.replace("%%CONDITION%%", condition)
props_template = props_template.replace("%%PROPERTIES%%", "\n ".join(properties))
props_template = props_template.replace("%%EXTRA_ITEMS%%", "\n ".join(extraItems))
props_template = props_template.replace("%%OUTPUT%%", output)
props_template = props_template.replace(
"%%DEFINES%%", ";".join([format_key_value(v) for v in list(env["CPPDEFINES"])])
)
props_template = props_template.replace("%%INCLUDES%%", ";".join([str(j) for j in env["CPPPATH"]]))
props_template = props_template.replace(
"%%OPTIONS%%",
" ".join(env["CCFLAGS"]) + " " + " ".join([x for x in env["CXXFLAGS"] if not x.startswith("$")]),
)
# Windows allows us to have spaces in paths, so we need
# to double quote off the directory. However, the path ends
# in a backslash, so we need to remove this, lest it escape the
# last double quote off, confusing MSBuild
common_build_postfix = [
"--directory=&quot;$(ProjectDir.TrimEnd(&apos;\\&apos;))&quot;",
"progress=no",
f"platform={platform}",
f"target={target}",
f"arch={arch}",
]
for arg, value in filtered_args.items():
common_build_postfix.append(f"{arg}={value}")
cmd_rebuild = [
"vsproj=yes",
f"vsproj_name={project_name}",
] + common_build_postfix
cmd_clean = [
"--clean",
] + common_build_postfix
commands = "scons"
if len(common_build_prefix) == 0:
commands = "echo Starting SCons &amp;&amp; cmd /V /C " + commands
else:
common_build_prefix[0] = "echo Starting SCons &amp;&amp; cmd /V /C " + common_build_prefix[0]
cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
props_template = props_template.replace("%%BUILD%%", cmd)
cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + cmd_rebuild)])
props_template = props_template.replace("%%REBUILD%%", cmd)
cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + cmd_clean)])
props_template = props_template.replace("%%CLEAN%%", cmd)
with open(f"{project_name}.{platform}.{target}.{arch}.generated.props", "w") as f:
f.write(props_template)
proj_uuid = str(uuid.uuid4())
sln_uuid = str(uuid.uuid4())
if os.path.exists(f"{project_name}.sln"):
for line in open(f"{project_name}.sln", "r").read().splitlines():
if line.startswith('Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}")'):
proj_uuid = re.search(
r"\"{(\b[0-9a-fA-F]{8}\b-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-\b[0-9a-fA-F]{12}\b)}\"$",
line,
).group(1)
elif line.strip().startswith("SolutionGuid ="):
sln_uuid = re.search(
r"{(\b[0-9a-fA-F]{8}\b-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-\b[0-9a-fA-F]{12}\b)}", line
).group(1)
break
configurations = []
imports = []
properties = []
section1 = []
section2 = []
for conf in confs:
godot_platform = conf["platform"]
for p in conf["arches"]:
sln_plat = p["platform"]
proj_plat = sln_plat
godot_arch = p["architecture"]
# Redirect editor configurations for non-Windows platforms to the Windows one, so the solution has all the permutations
# and VS doesn't complain about missing project configurations.
# These configurations are disabled, so they show up but won't build.
if godot_platform != "windows":
section1 += [f"editor|{sln_plat} = editor|{proj_plat}"]
section2 += [
f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{proj_plat}",
]
for t in conf["targets"]:
godot_target = t
# Windows x86 is a special little flower that requires a project platform == Win32 but a solution platform == x86.
if godot_platform == "windows" and godot_target == "editor" and godot_arch == "x86_32":
sln_plat = "x86"
configurations += [
f'<ProjectConfiguration Include="{godot_target}|{proj_plat}">',
f" <Configuration>{godot_target}</Configuration>",
f" <Platform>{proj_plat}</Platform>",
"</ProjectConfiguration>",
]
if godot_platform != "windows":
configurations += [
f'<ProjectConfiguration Include="editor|{proj_plat}">',
f" <Configuration>editor</Configuration>",
f" <Platform>{proj_plat}</Platform>",
"</ProjectConfiguration>",
]
p = f"{project_name}.{godot_platform}.{godot_target}.{godot_arch}.generated.props"
imports += [
f'<Import Project="$(MSBuildProjectDirectory)\\{p}" Condition="Exists(\'$(MSBuildProjectDirectory)\\{p}\')"/>'
]
section1 += [f"{godot_target}|{sln_plat} = {godot_target}|{sln_plat}"]
section2 += [
f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.ActiveCfg = {godot_target}|{proj_plat}",
f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.Build.0 = {godot_target}|{proj_plat}",
]
section1 = sorted(section1)
section2 = sorted(section2)
proj_template = open("misc/msvs/vcxproj.template", "r").read()
proj_template = proj_template.replace("%%UUID%%", proj_uuid)
proj_template = proj_template.replace("%%CONFS%%", "\n ".join(configurations))
proj_template = proj_template.replace("%%IMPORTS%%", "\n ".join(imports))
proj_template = proj_template.replace("%%DEFAULT_ITEMS%%", "\n ".join(all_items))
proj_template = proj_template.replace("%%PROPERTIES%%", "\n ".join(properties))
with open(f"{project_name}.vcxproj", "w") as f:
f.write(proj_template)
sln_template = open("misc/msvs/sln.template", "r").read()
sln_template = sln_template.replace("%%NAME%%", project_name)
sln_template = sln_template.replace("%%UUID%%", proj_uuid)
sln_template = sln_template.replace("%%SLNUUID%%", sln_uuid)
sln_template = sln_template.replace("%%SECTION1%%", "\n ".join(section1))
sln_template = sln_template.replace("%%SECTION2%%", "\n ".join(section2))
with open(f"{project_name}.sln", "w") as f:
f.write(sln_template)
if get_bool(original_args, "vsproj_gen_only", True):
sys.exit()

21
misc/msvs/props.template Normal file
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@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="17.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='%%VSCONF%%'">
<NMakeBuildCommandLine>%%BUILD%%</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>%%REBUILD%%</NMakeReBuildCommandLine>
<NMakeCleanCommandLine>%%CLEAN%%</NMakeCleanCommandLine>
<NMakeOutput>%%OUTPUT%%</NMakeOutput>
<NMakePreprocessorDefinitions>%%DEFINES%%</NMakePreprocessorDefinitions>
<NMakeIncludeSearchPath>%%INCLUDES%%</NMakeIncludeSearchPath>
<NMakeForcedIncludes>$(NMakeForcedIncludes)</NMakeForcedIncludes>
<NMakeAssemblySearchPath>$(NMakeAssemblySearchPath)</NMakeAssemblySearchPath>
<NMakeForcedUsingAssemblies>$(NMakeForcedUsingAssemblies)</NMakeForcedUsingAssemblies>
<AdditionalOptions>%%OPTIONS%%</AdditionalOptions>
</PropertyGroup>
<PropertyGroup Condition="%%CONDITION%%">
%%PROPERTIES%%
</PropertyGroup>
<ItemGroup Condition="%%CONDITION%%">
%%EXTRA_ITEMS%%
</ItemGroup>
</Project>

20
misc/msvs/sln.template Normal file
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@ -0,0 +1,20 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.7.34221.43
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "%%NAME%%", "%%NAME%%.vcxproj", "{%%UUID%%}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
%%SECTION1%%
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
%%SECTION2%%
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {%%SLNUUID%%}
EndGlobalSection
EndGlobal

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@ -0,0 +1,30 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="17.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>%%UUID1%%</UniqueIdentifier>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>%%UUID2%%</UniqueIdentifier>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>%%UUID3%%</UniqueIdentifier>
</Filter>
<Filter Include="Scripts">
<UniqueIdentifier>%%UUID4%%</UniqueIdentifier>
</Filter>
%%FILTERS%%
</ItemGroup>
<ItemGroup>
%%COMPILES%%
</ItemGroup>
<ItemGroup>
%%INCLUDES%%
</ItemGroup>
<ItemGroup>
%%OTHERS%%
</ItemGroup>
</Project>
<!-- CHECKSUM
%%HASH%%
-->

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@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
%%CONFS%%
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{%%UUID%%}</ProjectGuid>
<RootNamespace>godot</RootNamespace>
<Keyword>MakeFileProj</Keyword>
<VCProjectUpgraderObjectName>NoUpgrade</VCProjectUpgraderObjectName>
</PropertyGroup>
<PropertyGroup>
%%PROPERTIES%%
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Label="Configuration">
<ConfigurationType>Makefile</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v143</PlatformToolset>
<OutDir>$(SolutionDir)\bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>obj\$(Platform)\$(Configuration)\</IntDir>
<LayoutDir>$(OutDir)\Layout</LayoutDir>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<ActiveProjectItemList></ActiveProjectItemList>
</PropertyGroup>
%%IMPORTS%%
<ItemGroup Condition="'$(IncludeListImported)'==''">
%%DEFAULT_ITEMS%%
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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@ -7,6 +7,8 @@ from pathlib import Path
from platform_methods import run_in_subprocess from platform_methods import run_in_subprocess
import platform_windows_builders import platform_windows_builders
sources = []
common_win = [ common_win = [
"godot_windows.cpp", "godot_windows.cpp",
"crash_handler_windows.cpp", "crash_handler_windows.cpp",
@ -43,7 +45,8 @@ res_file = "godot_res.rc"
res_target = "godot_res" + env["OBJSUFFIX"] res_target = "godot_res" + env["OBJSUFFIX"]
res_obj = env.RES(res_target, res_file) res_obj = env.RES(res_target, res_file)
sources = common_win + res_obj env.add_source_files(sources, common_win)
sources += res_obj
prog = env.add_program("#bin/godot", sources, PROGSUFFIX=env["PROGSUFFIX"]) prog = env.add_program("#bin/godot", sources, PROGSUFFIX=env["PROGSUFFIX"])
arrange_program_clean(prog) arrange_program_clean(prog)
@ -65,6 +68,7 @@ if env["windows_subsystem"] == "gui":
prog_wrap = env_wrap.add_program("#bin/godot", common_win_wrap + res_wrap_obj, PROGSUFFIX=env["PROGSUFFIX_WRAP"]) prog_wrap = env_wrap.add_program("#bin/godot", common_win_wrap + res_wrap_obj, PROGSUFFIX=env["PROGSUFFIX_WRAP"])
arrange_program_clean(prog_wrap) arrange_program_clean(prog_wrap)
env_wrap.Depends(prog_wrap, prog) env_wrap.Depends(prog_wrap, prog)
sources += common_win_wrap + res_wrap_obj
# Microsoft Visual Studio Project Generation # Microsoft Visual Studio Project Generation
if env["vsproj"]: if env["vsproj"]:
@ -134,3 +138,5 @@ if not os.getenv("VCINSTALLDIR"):
env.AddPostAction(prog, run_in_subprocess(platform_windows_builders.make_debug_mingw)) env.AddPostAction(prog, run_in_subprocess(platform_windows_builders.make_debug_mingw))
if env["windows_subsystem"] == "gui": if env["windows_subsystem"] == "gui":
env.AddPostAction(prog_wrap, run_in_subprocess(platform_windows_builders.make_debug_mingw)) env.AddPostAction(prog_wrap, run_in_subprocess(platform_windows_builders.make_debug_mingw))
env.platform_sources += sources

20
platform/windows/msvs.py Normal file
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@ -0,0 +1,20 @@
import methods
# Tuples with the name of the arch that will be used in VS, mapped to our internal arch names.
# For Windows platforms, Win32 is what VS wants. For other platforms, it can be different.
def get_platforms():
return [("Win32", "x86_32"), ("x64", "x86_64")]
def get_configurations():
return ["editor", "template_debug", "template_release"]
def get_build_prefix(env):
batch_file = methods.find_visual_c_batch_file(env)
return [
"set &quot;plat=$(PlatformTarget)&quot;",
"(if &quot;$(PlatformTarget)&quot;==&quot;x64&quot; (set &quot;plat=x86_amd64&quot;))",
f"call &quot;{batch_file}&quot; !plat!",
]