godot/modules/mono/editor/godotsharp_builds.h
Ignacio Etcheverry 9f469887fc Buildsystem improvements for the Mono module
- Make sure to search the mono installation directory for the right architecture in the windows registry.
- Do not build GodotSharpTools directly to #bin dir. Instead build to the default output path and copy it. This way we avoid MSBuild adding files we don't want to #bin.
- Add hint path for MSBuild in OSX.
- Copy shared library on Unix if not statically linking.
- Use vswhere to search MSBuild and search for 14.0 tools version in the registry instead of 4.0.
- SCons will only fallback xbuild when msbuild is not found if 'xbuild_fallback=yes' is passed to the command.
- Use mono's assembly path as FrameworkPathOverride if using with system's MSBuild (not mono's fork).
- Cleanup.
2017-10-29 04:26:13 +01:00

100 lines
3.9 KiB
C++

/*************************************************************************/
/* godotsharp_builds.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOTSHARP_BUILDS_H
#define GODOTSHARP_BUILDS_H
#include "mono_bottom_panel.h"
#include "mono_build_info.h"
typedef void (*GodotSharpBuild_ExitCallback)(int);
class GodotSharpBuilds {
private:
struct BuildProcess {
Ref<MonoGCHandle> build_instance;
MonoBuildInfo build_info;
MonoBuildTab *build_tab;
GodotSharpBuild_ExitCallback exit_callback;
bool exited;
int exit_code;
void on_exit(int p_exit_code);
void start(bool p_blocking = false);
BuildProcess() {}
BuildProcess(const MonoBuildInfo &p_build_info, GodotSharpBuild_ExitCallback p_callback = NULL);
};
HashMap<MonoBuildInfo, BuildProcess, MonoBuildInfo::Hasher> builds;
static GodotSharpBuilds *singleton;
friend class GDMono;
static void _register_internal_calls();
public:
enum APIType {
API_CORE,
API_EDITOR
};
enum BuildTool {
MSBUILD_MONO,
#ifdef WINDOWS_ENABLED
MSBUILD
#else
XBUILD // Deprecated
#endif
};
_FORCE_INLINE_ static GodotSharpBuilds *get_singleton() { return singleton; }
static void show_build_error_dialog(const String &p_message);
void build_exit_callback(const MonoBuildInfo &p_build_info, int p_exit_code);
void restart_build(MonoBuildTab *p_build_tab);
void stop_build(MonoBuildTab *p_build_tab);
bool build(const MonoBuildInfo &p_build_info);
bool build_async(const MonoBuildInfo &p_build_info, GodotSharpBuild_ExitCallback p_callback = NULL);
static bool build_api_sln(const String &p_name, const String &p_api_sln_dir, const String &p_config);
static bool copy_api_assembly(const String &p_src_dir, const String &p_dst_dir, const String &p_assembly_name);
static bool make_api_sln(APIType p_api_type);
GodotSharpBuilds();
~GodotSharpBuilds();
};
#endif // GODOTSHARP_BUILDS_H