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:
commit
bbccd95d22
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@ -28,7 +28,7 @@ jobs:
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target: editor
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tests: true
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# Skip debug symbols, they're way too big with MSVC.
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sconsflags: debug_symbols=no vsproj=yes windows_subsystem=console
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sconsflags: debug_symbols=no vsproj=yes vsproj_gen_only=no windows_subsystem=console
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bin: "./bin/godot.windows.editor.x86_64.exe"
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- name: Template (target=template_release)
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@ -367,3 +367,4 @@ $RECYCLE.BIN/
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*.msm
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*.msp
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*.lnk
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*.generated.props
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@ -1000,9 +1000,6 @@ if selected_platform in platform_list:
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# Microsoft Visual Studio Project Generation
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if env["vsproj"]:
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if os.name != "nt":
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print("Error: The `vsproj` option is only usable on Windows with Visual Studio.")
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Exit(255)
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env["CPPPATH"] = [Dir(path) for path in env["CPPPATH"]]
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methods.generate_vs_project(env, ARGUMENTS, env["vsproj_name"])
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methods.generate_cpp_hint_file("cpp.hint")
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608
methods.py
608
methods.py
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@ -774,161 +774,6 @@ def add_to_vs_project(env, sources):
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env.vs_srcs += [basename + ".cpp"]
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def generate_vs_project(env, original_args, project_name="godot"):
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batch_file = find_visual_c_batch_file(env)
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filtered_args = original_args.copy()
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# Ignore the "vsproj" option to not regenerate the VS project on every build
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filtered_args.pop("vsproj", None)
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# The "platform" option is ignored because only the Windows platform is currently supported for VS projects
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filtered_args.pop("platform", None)
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# 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)
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filtered_args.pop("target", None)
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# The "progress" option is ignored as the current compilation progress indication doesn't work in VS
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filtered_args.pop("progress", None)
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if batch_file:
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class ModuleConfigs(Mapping):
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# This version information (Win32, x64, Debug, Release) seems to be
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# required for Visual Studio to understand that it needs to generate an NMAKE
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# project. Do not modify without knowing what you are doing.
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PLATFORMS = ["Win32", "x64"]
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PLATFORM_IDS = ["x86_32", "x86_64"]
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CONFIGURATIONS = ["editor", "template_release", "template_debug"]
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DEV_SUFFIX = ".dev" if env["dev_build"] else ""
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@staticmethod
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def for_every_variant(value):
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return [value for _ in range(len(ModuleConfigs.CONFIGURATIONS) * len(ModuleConfigs.PLATFORMS))]
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def __init__(self):
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shared_targets_array = []
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self.names = []
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self.arg_dict = {
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"variant": [],
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"runfile": shared_targets_array,
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"buildtarget": shared_targets_array,
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"cpppaths": [],
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"cppdefines": [],
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"cmdargs": [],
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}
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self.add_mode() # default
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def add_mode(
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self,
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name: str = "",
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includes: str = "",
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cli_args: str = "",
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defines=None,
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):
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if defines is None:
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defines = []
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self.names.append(name)
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self.arg_dict["variant"] += [
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f'{config}{f"_[{name}]" if name else ""}|{platform}'
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for config in ModuleConfigs.CONFIGURATIONS
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for platform in ModuleConfigs.PLATFORMS
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]
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self.arg_dict["runfile"] += [
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f'bin\\godot.windows.{config}{ModuleConfigs.DEV_SUFFIX}{".double" if env["precision"] == "double" else ""}.{plat_id}{f".{name}" if name else ""}.exe'
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for config in ModuleConfigs.CONFIGURATIONS
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for plat_id in ModuleConfigs.PLATFORM_IDS
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]
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self.arg_dict["cpppaths"] += ModuleConfigs.for_every_variant(env["CPPPATH"] + [includes])
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self.arg_dict["cppdefines"] += ModuleConfigs.for_every_variant(list(env["CPPDEFINES"]) + defines)
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self.arg_dict["cmdargs"] += ModuleConfigs.for_every_variant(cli_args)
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def build_commandline(self, commands):
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configuration_getter = (
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"$(Configuration"
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+ "".join([f'.Replace("{name}", "")' for name in self.names[1:]])
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+ '.Replace("_[]", "")'
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+ ")"
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)
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common_build_prefix = [
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'cmd /V /C set "plat=$(PlatformTarget)"',
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'(if "$(PlatformTarget)"=="x64" (set "plat=x86_amd64"))',
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'call "' + batch_file + '" !plat!',
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]
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# Windows allows us to have spaces in paths, so we need
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# to double quote off the directory. However, the path ends
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# in a backslash, so we need to remove this, lest it escape the
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# last double quote off, confusing MSBuild
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common_build_postfix = [
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"--directory=\"$(ProjectDir.TrimEnd('\\'))\"",
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"platform=windows",
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f"target={configuration_getter}",
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"progress=no",
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]
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for arg, value in filtered_args.items():
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common_build_postfix.append(f"{arg}={value}")
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result = " ^& ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
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return result
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# Mappings interface definitions
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def __iter__(self) -> Iterator[str]:
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for x in self.arg_dict:
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yield x
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def __len__(self) -> int:
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return len(self.names)
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def __getitem__(self, k: str):
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return self.arg_dict[k]
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add_to_vs_project(env, env.core_sources)
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add_to_vs_project(env, env.drivers_sources)
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add_to_vs_project(env, env.main_sources)
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add_to_vs_project(env, env.modules_sources)
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add_to_vs_project(env, env.scene_sources)
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add_to_vs_project(env, env.servers_sources)
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if env["tests"]:
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add_to_vs_project(env, env.tests_sources)
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if env.editor_build:
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add_to_vs_project(env, env.editor_sources)
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for header in glob_recursive("**/*.h"):
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env.vs_incs.append(str(header))
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module_configs = ModuleConfigs()
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if env.get("module_mono_enabled"):
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mono_defines = [("GD_MONO_HOT_RELOAD",)] if env.editor_build else []
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module_configs.add_mode(
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"mono",
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cli_args="module_mono_enabled=yes",
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defines=mono_defines,
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)
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scons_cmd = "scons"
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path_to_venv = os.getenv("VIRTUAL_ENV")
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path_to_scons_exe = Path(str(path_to_venv)) / "Scripts" / "scons.exe"
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if path_to_venv and path_to_scons_exe.exists():
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scons_cmd = str(path_to_scons_exe)
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env["MSVSBUILDCOM"] = module_configs.build_commandline(scons_cmd)
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env["MSVSREBUILDCOM"] = module_configs.build_commandline(f"{scons_cmd} vsproj=yes")
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env["MSVSCLEANCOM"] = module_configs.build_commandline(f"{scons_cmd} --clean")
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if not env.get("MSVS"):
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env["MSVS"]["PROJECTSUFFIX"] = ".vcxproj"
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env["MSVS"]["SOLUTIONSUFFIX"] = ".sln"
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env.MSVSProject(
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target=["#" + project_name + env["MSVSPROJECTSUFFIX"]],
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incs=env.vs_incs,
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srcs=env.vs_srcs,
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auto_build_solution=1,
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**module_configs,
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)
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else:
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print("Could not locate Visual Studio batch file to set up the build environment. Not generating VS project.")
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def precious_program(env, program, sources, **args):
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program = env.ProgramOriginal(program, sources, **args)
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env.Precious(program)
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@ -1229,3 +1074,456 @@ def dump(env):
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with open(".scons_env.json", "w") as f:
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dump(env.Dictionary(), f, indent=4, default=non_serializable)
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# Custom Visual Studio project generation logic that supports any platform that has a msvs.py
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# script, so Visual Studio can be used to run scons for any platform, with the right defines per target.
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# Invoked with scons vsproj=yes
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#
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# Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included.
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# Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch
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# will have a build configuration generated, because we only know what the right defines/includes/flags/etc are
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# on the active build target.
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#
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# Platforms that don't support an editor target will have a dummy editor target that won't do anything on build,
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# but will have the files and configuration for the windows editor target.
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#
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# To generate build configuration files for all platforms+targets+arch combinations, users can call
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# scons vsproj=yes
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# for each combination of platform+target+arch. This will generate the relevant vs project files but
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# skip the build process. This lets project files be quickly generated even if there are build errors.
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#
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# To generate AND build from the command line:
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# scons vsproj=yes vsproj_gen_only=yes
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def generate_vs_project(env, original_args, project_name="godot"):
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# Augmented glob_recursive that also fills the dirs argument with traversed directories that have content.
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def glob_recursive_2(pattern, dirs, node="."):
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from SCons import Node
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from SCons.Script import Glob
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results = []
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for f in Glob(str(node) + "/*", source=True):
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if type(f) is Node.FS.Dir:
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results += glob_recursive_2(pattern, dirs, f)
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r = Glob(str(node) + "/" + pattern, source=True)
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if len(r) > 0 and not str(node) in dirs:
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d = ""
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for part in str(node).split("\\"):
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d += part
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if not d in dirs:
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dirs.append(d)
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d += "\\"
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results += r
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return results
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def get_bool(args, option, default):
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from SCons.Variables.BoolVariable import _text2bool
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val = args.get(option, default)
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if val is not None:
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try:
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return _text2bool(val)
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except:
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return default
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else:
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return default
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def format_key_value(v):
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if type(v) in [tuple, list]:
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return v[0] if len(v) == 1 else f"{v[0]}={v[1]}"
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return v
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filtered_args = original_args.copy()
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# Ignore the "vsproj" option to not regenerate the VS project on every build
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filtered_args.pop("vsproj", None)
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# This flag allows users to regenerate the proj files but skip the building process.
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# This lets projects be regenerated even if there are build errors.
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filtered_args.pop("vsproj_gen_only", None)
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# The "progress" option is ignored as the current compilation progress indication doesn't work in VS
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filtered_args.pop("progress", None)
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# We add these three manually because they might not be explicitly passed in, and it's important to always set them.
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filtered_args.pop("platform", None)
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filtered_args.pop("target", None)
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filtered_args.pop("arch", None)
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platform = env["platform"]
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target = env["target"]
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arch = env["arch"]
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vs_configuration = {}
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common_build_prefix = []
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confs = []
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for x in sorted(glob.glob("platform/*")):
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# Only platforms that opt in to vs proj generation are included.
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if not os.path.isdir(x) or not os.path.exists(x + "/msvs.py"):
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continue
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tmppath = "./" + x
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sys.path.insert(0, tmppath)
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import msvs
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vs_plats = []
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vs_confs = []
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try:
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platform_name = x[9:]
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vs_plats = msvs.get_platforms()
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vs_confs = msvs.get_configurations()
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val = []
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for plat in vs_plats:
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val += [{"platform": plat[0], "architecture": plat[1]}]
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vsconf = {"platform": platform_name, "targets": vs_confs, "arches": val}
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confs += [vsconf]
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# Save additional information about the configuration for the actively selected platform,
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# so we can generate the platform-specific props file with all the build commands/defines/etc
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if platform == platform_name:
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common_build_prefix = msvs.get_build_prefix(env)
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vs_configuration = vsconf
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except Exception:
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pass
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sys.path.remove(tmppath)
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sys.modules.pop("msvs")
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headers = []
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headers_dirs = []
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for file in glob_recursive_2("*.h", headers_dirs):
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headers.append(str(file).replace("/", "\\"))
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for file in glob_recursive_2("*.hpp", headers_dirs):
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headers.append(str(file).replace("/", "\\"))
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sources = []
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sources_dirs = []
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for file in glob_recursive_2("*.cpp", sources_dirs):
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sources.append(str(file).replace("/", "\\"))
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for file in glob_recursive_2("*.c", sources_dirs):
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sources.append(str(file).replace("/", "\\"))
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others = []
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others_dirs = []
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for file in glob_recursive_2("*.natvis", others_dirs):
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others.append(str(file).replace("/", "\\"))
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for file in glob_recursive_2("*.glsl", others_dirs):
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others.append(str(file).replace("/", "\\"))
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skip_filters = False
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import hashlib
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import json
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md5 = hashlib.md5(
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json.dumps(headers + headers_dirs + sources + sources_dirs + others + others_dirs, sort_keys=True).encode(
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"utf-8"
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)
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).hexdigest()
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if os.path.exists(f"{project_name}.vcxproj.filters"):
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existing_filters = open(f"{project_name}.vcxproj.filters", "r").read()
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match = re.search(r"(?ms)^<!-- CHECKSUM$.([0-9a-f]{32})", existing_filters)
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if match is not None and md5 == match.group(1):
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skip_filters = True
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import uuid
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# Don't regenerate the filters file if nothing has changed, so we keep the existing UUIDs.
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if not skip_filters:
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print(f"Regenerating {project_name}.vcxproj.filters")
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filters_template = open("misc/msvs/vcxproj.filters.template", "r").read()
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for i in range(1, 10):
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filters_template = filters_template.replace(f"%%UUID{i}%%", str(uuid.uuid4()))
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filters = ""
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for d in headers_dirs:
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filters += f'<Filter Include="Header Files\\{d}"><UniqueIdentifier>{{{str(uuid.uuid4())}}}</UniqueIdentifier></Filter>\n'
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for d in sources_dirs:
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filters += f'<Filter Include="Source Files\\{d}"><UniqueIdentifier>{{{str(uuid.uuid4())}}}</UniqueIdentifier></Filter>\n'
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for d in others_dirs:
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filters += f'<Filter Include="Other Files\\{d}"><UniqueIdentifier>{{{str(uuid.uuid4())}}}</UniqueIdentifier></Filter>\n'
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filters_template = filters_template.replace("%%FILTERS%%", filters)
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filters = ""
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for file in headers:
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filters += (
|
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f'<ClInclude Include="{file}"><Filter>Header Files\\{os.path.dirname(file)}</Filter></ClInclude>\n'
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)
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filters_template = filters_template.replace("%%INCLUDES%%", filters)
|
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filters = ""
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for file in sources:
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filters += (
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f'<ClCompile Include="{file}"><Filter>Source Files\\{os.path.dirname(file)}</Filter></ClCompile>\n'
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)
|
||||
|
||||
filters_template = filters_template.replace("%%COMPILES%%", filters)
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|
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filters = ""
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for file in others:
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filters += f'<None Include="{file}"><Filter>Other Files\\{os.path.dirname(file)}</Filter></None>\n'
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filters_template = filters_template.replace("%%OTHERS%%", filters)
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||||
filters_template = filters_template.replace("%%HASH%%", md5)
|
||||
|
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with open(f"{project_name}.vcxproj.filters", "w") as f:
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f.write(filters_template)
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envsources = []
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|
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envsources += env.core_sources
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envsources += env.drivers_sources
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envsources += env.main_sources
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envsources += env.modules_sources
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envsources += env.scene_sources
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envsources += env.servers_sources
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if env.editor_build:
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envsources += env.editor_sources
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envsources += env.platform_sources
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||||
|
||||
headers_active = []
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||||
sources_active = []
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||||
others_active = []
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for x in envsources:
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fname = ""
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if type(x) == type(""):
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fname = env.File(x).path
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||||
else:
|
||||
# Some object files might get added directly as a File object and not a list.
|
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try:
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||||
fname = env.File(x)[0].path
|
||||
except:
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||||
fname = x.path
|
||||
pass
|
||||
|
||||
if fname:
|
||||
fname = fname.replace("\\\\", "/")
|
||||
parts = os.path.splitext(fname)
|
||||
basename = parts[0]
|
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ext = parts[1]
|
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idx = fname.find(env["OBJSUFFIX"])
|
||||
if ext in [".h", ".hpp"]:
|
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headers_active += [fname]
|
||||
elif ext in [".c", ".cpp"]:
|
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sources_active += [fname]
|
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elif idx > 0:
|
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basename = fname[:idx]
|
||||
if os.path.isfile(basename + ".h"):
|
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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"):
|
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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="$(ProjectDir.TrimEnd('\\'))"",
|
||||
"progress=no",
|
||||
f"platform={platform}",
|
||||
f"target={target}",
|
||||
f"arch={arch}",
|
||||
]
|
||||
|
||||
for arg, value in filtered_args.items():
|
||||
common_build_postfix.append(f"{arg}={value}")
|
||||
|
||||
cmd_rebuild = [
|
||||
"vsproj=yes",
|
||||
f"vsproj_name={project_name}",
|
||||
] + common_build_postfix
|
||||
|
||||
cmd_clean = [
|
||||
"--clean",
|
||||
] + common_build_postfix
|
||||
|
||||
commands = "scons"
|
||||
if len(common_build_prefix) == 0:
|
||||
commands = "echo Starting SCons && cmd /V /C " + commands
|
||||
else:
|
||||
common_build_prefix[0] = "echo Starting SCons && cmd /V /C " + common_build_prefix[0]
|
||||
|
||||
cmd = " ^& ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
|
||||
props_template = props_template.replace("%%BUILD%%", cmd)
|
||||
|
||||
cmd = " ^& ".join(common_build_prefix + [" ".join([commands] + cmd_rebuild)])
|
||||
props_template = props_template.replace("%%REBUILD%%", cmd)
|
||||
|
||||
cmd = " ^& ".join(common_build_prefix + [" ".join([commands] + cmd_clean)])
|
||||
props_template = props_template.replace("%%CLEAN%%", cmd)
|
||||
|
||||
with open(f"{project_name}.{platform}.{target}.{arch}.generated.props", "w") as f:
|
||||
f.write(props_template)
|
||||
|
||||
proj_uuid = str(uuid.uuid4())
|
||||
sln_uuid = str(uuid.uuid4())
|
||||
|
||||
if os.path.exists(f"{project_name}.sln"):
|
||||
for line in open(f"{project_name}.sln", "r").read().splitlines():
|
||||
if line.startswith('Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}")'):
|
||||
proj_uuid = re.search(
|
||||
r"\"{(\b[0-9a-fA-F]{8}\b-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-\b[0-9a-fA-F]{12}\b)}\"$",
|
||||
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()
|
||||
|
|
|
@ -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>
|
|
@ -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
|
|
@ -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%%
|
||||
-->
|
|
@ -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>
|
|
@ -7,6 +7,8 @@ from pathlib import Path
|
|||
from platform_methods import run_in_subprocess
|
||||
import platform_windows_builders
|
||||
|
||||
sources = []
|
||||
|
||||
common_win = [
|
||||
"godot_windows.cpp",
|
||||
"crash_handler_windows.cpp",
|
||||
|
@ -43,7 +45,8 @@ res_file = "godot_res.rc"
|
|||
res_target = "godot_res" + env["OBJSUFFIX"]
|
||||
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"])
|
||||
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"])
|
||||
arrange_program_clean(prog_wrap)
|
||||
env_wrap.Depends(prog_wrap, prog)
|
||||
sources += common_win_wrap + res_wrap_obj
|
||||
|
||||
# Microsoft Visual Studio Project Generation
|
||||
if env["vsproj"]:
|
||||
|
@ -134,3 +138,5 @@ if not os.getenv("VCINSTALLDIR"):
|
|||
env.AddPostAction(prog, run_in_subprocess(platform_windows_builders.make_debug_mingw))
|
||||
if env["windows_subsystem"] == "gui":
|
||||
env.AddPostAction(prog_wrap, run_in_subprocess(platform_windows_builders.make_debug_mingw))
|
||||
|
||||
env.platform_sources += sources
|
||||
|
|
|
@ -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 "plat=$(PlatformTarget)"",
|
||||
"(if "$(PlatformTarget)"=="x64" (set "plat=x86_amd64"))",
|
||||
f"call "{batch_file}" !plat!",
|
||||
]
|
Loading…
Reference in New Issue