0b94203a79
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
119 lines
4.1 KiB
Python
119 lines
4.1 KiB
Python
# Build GodotTools solution
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import os
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from SCons.Script import Dir
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def build_godot_tools(source, target, env):
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# source and target elements are of type SCons.Node.FS.File, hence why we convert them to str
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module_dir = env['module_dir']
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solution_path = os.path.join(module_dir, 'editor/GodotTools/GodotTools.sln')
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build_config = 'Debug' if env['target'] == 'debug' else 'Release'
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from . solution_builder import build_solution, nuget_restore
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nuget_restore(env, solution_path)
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build_solution(env, solution_path, build_config)
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# Copy targets
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solution_dir = os.path.abspath(os.path.join(solution_path, os.pardir))
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src_dir = os.path.join(solution_dir, 'GodotTools', 'bin', build_config)
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dst_dir = os.path.abspath(os.path.join(str(target[0]), os.pardir))
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if not os.path.isdir(dst_dir):
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assert not os.path.isfile(dst_dir)
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os.makedirs(dst_dir)
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def copy_target(target_path):
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from shutil import copy
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filename = os.path.basename(target_path)
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copy(os.path.join(src_dir, filename), target_path)
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for scons_target in target:
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copy_target(str(scons_target))
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def build_godot_tools_project_editor(source, target, env):
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# source and target elements are of type SCons.Node.FS.File, hence why we convert them to str
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module_dir = env['module_dir']
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project_name = 'GodotTools.ProjectEditor'
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csproj_dir = os.path.join(module_dir, 'editor/GodotTools', project_name)
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csproj_path = os.path.join(csproj_dir, project_name + '.csproj')
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build_config = 'Debug' if env['target'] == 'debug' else 'Release'
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from . solution_builder import build_solution, nuget_restore
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# Make sure to restore NuGet packages in the project directory for the project to find it
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nuget_restore(env, os.path.join(csproj_dir, 'packages.config'), '-PackagesDirectory',
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os.path.join(csproj_dir, 'packages'))
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build_solution(env, csproj_path, build_config)
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# Copy targets
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src_dir = os.path.join(csproj_dir, 'bin', build_config)
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dst_dir = os.path.abspath(os.path.join(str(target[0]), os.pardir))
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if not os.path.isdir(dst_dir):
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assert not os.path.isfile(dst_dir)
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os.makedirs(dst_dir)
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def copy_target(target_path):
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from shutil import copy
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filename = os.path.basename(target_path)
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copy(os.path.join(src_dir, filename), target_path)
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for scons_target in target:
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copy_target(str(scons_target))
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def build(env_mono):
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assert env_mono['tools']
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output_dir = Dir('#bin').abspath
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editor_tools_dir = os.path.join(output_dir, 'GodotSharp', 'Tools')
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editor_api_dir = os.path.join(output_dir, 'GodotSharp', 'Api', 'Debug')
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source_filenames = ['GodotSharp.dll', 'GodotSharpEditor.dll']
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sources = [os.path.join(editor_api_dir, filename) for filename in source_filenames]
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target_filenames = [
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'GodotTools.dll', 'GodotTools.IdeConnection.dll', 'GodotTools.BuildLogger.dll',
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'GodotTools.ProjectEditor.dll', 'DotNet.Glob.dll', 'GodotTools.Core.dll'
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]
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if env_mono['target'] == 'debug':
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target_filenames += [
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'GodotTools.pdb', 'GodotTools.IdeConnection.pdb', 'GodotTools.BuildLogger.pdb',
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'GodotTools.ProjectEditor.pdb', 'GodotTools.Core.pdb'
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]
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targets = [os.path.join(editor_tools_dir, filename) for filename in target_filenames]
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cmd = env_mono.CommandNoCache(targets, sources, build_godot_tools, module_dir=os.getcwd())
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env_mono.AlwaysBuild(cmd)
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def build_project_editor_only(env_mono):
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assert env_mono['tools']
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output_dir = Dir('#bin').abspath
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editor_tools_dir = os.path.join(output_dir, 'GodotSharp', 'Tools')
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target_filenames = ['GodotTools.ProjectEditor.dll', 'DotNet.Glob.dll', 'GodotTools.Core.dll']
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if env_mono['target'] == 'debug':
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target_filenames += ['GodotTools.ProjectEditor.pdb', 'GodotTools.Core.pdb']
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targets = [os.path.join(editor_tools_dir, filename) for filename in target_filenames]
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cmd = env_mono.CommandNoCache(targets, [], build_godot_tools_project_editor, module_dir=os.getcwd())
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env_mono.AlwaysBuild(cmd)
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