godot/methods.py

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2014-02-10 09:10:30 +08:00
import os
import sys
import re
import glob
import subprocess
from collections import OrderedDict
from collections.abc import Mapping
from typing import Iterator
from pathlib import Path
from os.path import normpath, basename
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# Get the "Godot" folder name ahead of time
base_folder_path = str(os.path.abspath(Path(__file__).parent)) + "/"
base_folder_only = os.path.basename(os.path.normpath(base_folder_path))
# Listing all the folders we have converted
# for SCU in scu_builders.py
_scu_folders = set()
def set_scu_folders(scu_folders):
global _scu_folders
_scu_folders = scu_folders
def add_source_files_orig(self, sources, files, allow_gen=False):
# Convert string to list of absolute paths (including expanding wildcard)
if isinstance(files, (str, bytes)):
# Keep SCons project-absolute path as they are (no wildcard support)
if files.startswith("#"):
if "*" in files:
print("ERROR: Wildcards can't be expanded in SCons project-absolute path: '{}'".format(files))
return
files = [files]
else:
# Exclude .gen.cpp files from globbing, to avoid including obsolete ones.
# They should instead be added manually.
skip_gen_cpp = "*" in files
dir_path = self.Dir(".").abspath
files = sorted(glob.glob(dir_path + "/" + files))
if skip_gen_cpp and not allow_gen:
files = [f for f in files if not f.endswith(".gen.cpp")]
# Add each path as compiled Object following environment (self) configuration
for path in files:
obj = self.Object(path)
if obj in sources:
print('WARNING: Object "{}" already included in environment sources.'.format(obj))
continue
sources.append(obj)
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# The section name is used for checking
# the hash table to see whether the folder
# is included in the SCU build.
# It will be something like "core/math".
def _find_scu_section_name(subdir):
section_path = os.path.abspath(subdir) + "/"
folders = []
folder = ""
for i in range(8):
folder = os.path.dirname(section_path)
folder = os.path.basename(folder)
if folder == base_folder_only:
break
folders += [folder]
section_path += "../"
section_path = os.path.abspath(section_path) + "/"
section_name = ""
for n in range(len(folders)):
# section_name += folders[len(folders) - n - 1] + " "
section_name += folders[len(folders) - n - 1]
if n != (len(folders) - 1):
section_name += "/"
return section_name
def add_source_files_scu(self, sources, files, allow_gen=False):
if self["scu_build"] and isinstance(files, str):
if "*." not in files:
return False
# If the files are in a subdirectory, we want to create the scu gen
# files inside this subdirectory.
subdir = os.path.dirname(files)
if subdir != "":
subdir += "/"
section_name = _find_scu_section_name(subdir)
# if the section name is in the hash table?
# i.e. is it part of the SCU build?
global _scu_folders
if section_name not in (_scu_folders):
return False
# Add all the gen.cpp files in the SCU directory
add_source_files_orig(self, sources, subdir + "scu/scu_*.gen.cpp", True)
return True
return False
# Either builds the folder using the SCU system,
# or reverts to regular build.
def add_source_files(self, sources, files, allow_gen=False):
if not add_source_files_scu(self, sources, files, allow_gen):
# Wraps the original function when scu build is not active.
add_source_files_orig(self, sources, files, allow_gen)
return False
return True
def disable_warnings(self):
# 'self' is the environment
if self.msvc:
# We have to remove existing warning level defines before appending /w,
# otherwise we get: "warning D9025 : overriding '/W3' with '/w'"
self["CCFLAGS"] = [x for x in self["CCFLAGS"] if not (x.startswith("/W") or x.startswith("/w"))]
self["CFLAGS"] = [x for x in self["CFLAGS"] if not (x.startswith("/W") or x.startswith("/w"))]
self["CXXFLAGS"] = [x for x in self["CXXFLAGS"] if not (x.startswith("/W") or x.startswith("/w"))]
self.AppendUnique(CCFLAGS=["/w"])
else:
self.AppendUnique(CCFLAGS=["-w"])
def force_optimization_on_debug(self):
# 'self' is the environment
if self["target"] == "template_release":
return
if self.msvc:
# We have to remove existing optimization level defines before appending /O2,
# otherwise we get: "warning D9025 : overriding '/0d' with '/02'"
self["CCFLAGS"] = [x for x in self["CCFLAGS"] if not x.startswith("/O")]
self["CFLAGS"] = [x for x in self["CFLAGS"] if not x.startswith("/O")]
self["CXXFLAGS"] = [x for x in self["CXXFLAGS"] if not x.startswith("/O")]
self.AppendUnique(CCFLAGS=["/O2"])
else:
self.AppendUnique(CCFLAGS=["-O3"])
def add_module_version_string(self, s):
self.module_version_string += "." + s
def get_version_info(module_version_string="", silent=False):
build_name = "custom_build"
if os.getenv("BUILD_NAME") != None:
build_name = str(os.getenv("BUILD_NAME"))
if not silent:
print(f"Using custom build name: '{build_name}'.")
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import version
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version_info = {
"short_name": str(version.short_name),
"name": str(version.name),
"major": int(version.major),
"minor": int(version.minor),
"patch": int(version.patch),
"status": str(version.status),
"build": str(build_name),
"module_config": str(version.module_config) + module_version_string,
"website": str(version.website),
"docs_branch": str(version.docs),
}
# For dev snapshots (alpha, beta, RC, etc.) we do not commit status change to Git,
# so this define provides a way to override it without having to modify the source.
if os.getenv("GODOT_VERSION_STATUS") != None:
version_info["status"] = str(os.getenv("GODOT_VERSION_STATUS"))
if not silent:
print(f"Using version status '{version_info['status']}', overriding the original '{version.status}'.")
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# Parse Git hash if we're in a Git repo.
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githash = ""
gitfolder = ".git"
if os.path.isfile(".git"):
module_folder = open(".git", "r").readline().strip()
if module_folder.startswith("gitdir: "):
gitfolder = module_folder[8:]
if os.path.isfile(os.path.join(gitfolder, "HEAD")):
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head = open(os.path.join(gitfolder, "HEAD"), "r", encoding="utf8").readline().strip()
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if head.startswith("ref: "):
ref = head[5:]
# If this directory is a Git worktree instead of a root clone.
parts = gitfolder.split("/")
if len(parts) > 2 and parts[-2] == "worktrees":
gitfolder = "/".join(parts[0:-2])
head = os.path.join(gitfolder, ref)
packedrefs = os.path.join(gitfolder, "packed-refs")
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if os.path.isfile(head):
githash = open(head, "r").readline().strip()
elif os.path.isfile(packedrefs):
# Git may pack refs into a single file. This code searches .git/packed-refs file for the current ref's hash.
# https://mirrors.edge.kernel.org/pub/software/scm/git/docs/git-pack-refs.html
for line in open(packedrefs, "r").read().splitlines():
if line.startswith("#"):
continue
(line_hash, line_ref) = line.split(" ")
if ref == line_ref:
githash = line_hash
break
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else:
githash = head
version_info["git_hash"] = githash
return version_info
def generate_version_header(module_version_string=""):
version_info = get_version_info(module_version_string)
# NOTE: It is safe to generate these files here, since this is still executed serially.
f = open("core/version_generated.gen.h", "w")
f.write(
"""/* THIS FILE IS GENERATED DO NOT EDIT */
#ifndef VERSION_GENERATED_GEN_H
#define VERSION_GENERATED_GEN_H
#define VERSION_SHORT_NAME "{short_name}"
#define VERSION_NAME "{name}"
#define VERSION_MAJOR {major}
#define VERSION_MINOR {minor}
#define VERSION_PATCH {patch}
#define VERSION_STATUS "{status}"
#define VERSION_BUILD "{build}"
#define VERSION_MODULE_CONFIG "{module_config}"
#define VERSION_WEBSITE "{website}"
#define VERSION_DOCS_BRANCH "{docs_branch}"
#define VERSION_DOCS_URL "https://docs.godotengine.org/en/" VERSION_DOCS_BRANCH
#endif // VERSION_GENERATED_GEN_H
""".format(
**version_info
)
)
f.close()
fhash = open("core/version_hash.gen.cpp", "w")
fhash.write(
"""/* THIS FILE IS GENERATED DO NOT EDIT */
#include "core/version.h"
const char *const VERSION_HASH = "{git_hash}";
""".format(
**version_info
)
)
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fhash.close()
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def parse_cg_file(fname, uniforms, sizes, conditionals):
fs = open(fname, "r")
line = fs.readline()
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while line:
if re.match(r"^\s*uniform", line):
res = re.match(r"uniform ([\d\w]*) ([\d\w]*)")
type = res.groups(1)
name = res.groups(2)
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uniforms.append(name)
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if type.find("texobj") != -1:
sizes.append(1)
else:
t = re.match(r"float(\d)x(\d)", type)
if t:
sizes.append(int(t.groups(1)) * int(t.groups(2)))
else:
t = re.match(r"float(\d)", type)
sizes.append(int(t.groups(1)))
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if line.find("[branch]") != -1:
conditionals.append(name)
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line = fs.readline()
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fs.close()
def get_cmdline_bool(option, default):
"""We use `ARGUMENTS.get()` to check if options were manually overridden on the command line,
and SCons' _text2bool helper to convert them to booleans, otherwise they're handled as strings.
"""
from SCons.Script import ARGUMENTS
from SCons.Variables.BoolVariable import _text2bool
cmdline_val = ARGUMENTS.get(option)
if cmdline_val is not None:
return _text2bool(cmdline_val)
else:
return default
def detect_modules(search_path, recursive=False):
"""Detects and collects a list of C++ modules at specified path
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`search_path` - a directory path containing modules. The path may point to
a single module, which may have other nested modules. A module must have
"register_types.h", "SCsub", "config.py" files created to be detected.
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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`recursive` - if `True`, then all subdirectories are searched for modules as
specified by the `search_path`, otherwise collects all modules under the
`search_path` directory. If the `search_path` is a module, it is collected
in all cases.
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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Returns an `OrderedDict` with module names as keys, and directory paths as
values. If a path is relative, then it is a built-in module. If a path is
absolute, then it is a custom module collected outside of the engine source.
"""
modules = OrderedDict()
def add_module(path):
module_name = os.path.basename(path)
module_path = path.replace("\\", "/") # win32
modules[module_name] = module_path
def is_engine(path):
# Prevent recursively detecting modules in self and other
# Godot sources when using `custom_modules` build option.
version_path = os.path.join(path, "version.py")
if os.path.exists(version_path):
with open(version_path) as f:
if 'short_name = "godot"' in f.read():
return True
return False
def get_files(path):
files = glob.glob(os.path.join(path, "*"))
# Sort so that `register_module_types` does not change that often,
# and plugins are registered in alphabetic order as well.
files.sort()
return files
if not recursive:
if is_module(search_path):
add_module(search_path)
for path in get_files(search_path):
if is_engine(path):
continue
if is_module(path):
add_module(path)
else:
to_search = [search_path]
while to_search:
path = to_search.pop()
if is_module(path):
add_module(path)
for child in get_files(path):
if not os.path.isdir(child):
continue
if is_engine(child):
continue
to_search.insert(0, child)
return modules
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
def is_module(path):
if not os.path.isdir(path):
return False
must_exist = ["register_types.h", "SCsub", "config.py"]
for f in must_exist:
if not os.path.exists(os.path.join(path, f)):
return False
return True
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
def write_disabled_classes(class_list):
f = open("core/disabled_classes.gen.h", "w")
f.write("/* THIS FILE IS GENERATED DO NOT EDIT */\n")
f.write("#ifndef DISABLED_CLASSES_GEN_H\n")
f.write("#define DISABLED_CLASSES_GEN_H\n\n")
for c in class_list:
cs = c.strip()
if cs != "":
f.write("#define ClassDB_Disable_" + cs + " 1\n")
f.write("\n#endif\n")
def write_modules(modules):
includes_cpp = ""
initialize_cpp = ""
uninitialize_cpp = ""
for name, path in modules.items():
try:
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
with open(os.path.join(path, "register_types.h")):
includes_cpp += '#include "' + path + '/register_types.h"\n'
initialize_cpp += "#ifdef MODULE_" + name.upper() + "_ENABLED\n"
initialize_cpp += "\tinitialize_" + name + "_module(p_level);\n"
initialize_cpp += "#endif\n"
uninitialize_cpp += "#ifdef MODULE_" + name.upper() + "_ENABLED\n"
uninitialize_cpp += "\tuninitialize_" + name + "_module(p_level);\n"
uninitialize_cpp += "#endif\n"
except OSError:
pass
modules_cpp = """// register_module_types.gen.cpp
/* THIS FILE IS GENERATED DO NOT EDIT */
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#include "register_module_types.h"
#include "modules/modules_enabled.gen.h"
%s
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void initialize_modules(ModuleInitializationLevel p_level) {
%s
}
void uninitialize_modules(ModuleInitializationLevel p_level) {
%s
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}
""" % (
includes_cpp,
initialize_cpp,
uninitialize_cpp,
)
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# NOTE: It is safe to generate this file here, since this is still executed serially
with open("modules/register_module_types.gen.cpp", "w") as f:
f.write(modules_cpp)
2014-02-10 09:10:30 +08:00
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
def convert_custom_modules_path(path):
if not path:
return path
path = os.path.realpath(os.path.expanduser(os.path.expandvars(path)))
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-09 00:34:09 +08:00
err_msg = "Build option 'custom_modules' must %s"
if not os.path.isdir(path):
raise ValueError(err_msg % "point to an existing directory.")
if path == os.path.realpath("modules"):
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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raise ValueError(err_msg % "be a directory other than built-in `modules` directory.")
return path
2014-02-10 09:10:30 +08:00
def disable_module(self):
self.disabled_modules.append(self.current_module)
def module_add_dependencies(self, module, dependencies, optional=False):
"""
Adds dependencies for a given module.
Meant to be used in module `can_build` methods.
"""
if module not in self.module_dependencies:
self.module_dependencies[module] = [[], []]
if optional:
self.module_dependencies[module][1].extend(dependencies)
else:
self.module_dependencies[module][0].extend(dependencies)
def module_check_dependencies(self, module):
"""
Checks if module dependencies are enabled for a given module,
and prints a warning if they aren't.
Meant to be used in module `can_build` methods.
Returns a boolean (True if dependencies are satisfied).
"""
missing_deps = []
required_deps = self.module_dependencies[module][0] if module in self.module_dependencies else []
for dep in required_deps:
opt = "module_{}_enabled".format(dep)
if not opt in self or not self[opt]:
missing_deps.append(dep)
if missing_deps != []:
print(
"Disabling '{}' module as the following dependencies are not satisfied: {}".format(
module, ", ".join(missing_deps)
)
)
return False
else:
return True
def sort_module_list(env):
out = OrderedDict()
deps = {k: v[0] + list(filter(lambda x: x in env.module_list, v[1])) for k, v in env.module_dependencies.items()}
frontier = list(env.module_list.keys())
explored = []
while len(frontier):
cur = frontier.pop()
deps_list = deps[cur] if cur in deps else []
if len(deps_list) and any([d not in explored for d in deps_list]):
# Will explore later, after its dependencies
frontier.insert(0, cur)
continue
explored.append(cur)
for k in explored:
env.module_list.move_to_end(k)
def use_windows_spawn_fix(self, platform=None):
if os.name != "nt":
return # not needed, only for windows
# On Windows, due to the limited command line length, when creating a static library
# from a very high number of objects SCons will invoke "ar" once per object file;
# that makes object files with same names to be overwritten so the last wins and
# the library loses symbols defined by overwritten objects.
# By enabling quick append instead of the default mode (replacing), libraries will
# got built correctly regardless the invocation strategy.
# Furthermore, since SCons will rebuild the library from scratch when an object file
# changes, no multiple versions of the same object file will be present.
self.Replace(ARFLAGS="q")
def mySubProcess(cmdline, env):
startupinfo = subprocess.STARTUPINFO()
startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW
popen_args = {
"stdin": subprocess.PIPE,
"stdout": subprocess.PIPE,
"stderr": subprocess.PIPE,
"startupinfo": startupinfo,
"shell": False,
"env": env,
}
if sys.version_info >= (3, 7, 0):
popen_args["text"] = True
proc = subprocess.Popen(cmdline, **popen_args)
_, err = proc.communicate()
rv = proc.wait()
if rv:
print("=====")
print(err)
print("=====")
return rv
def mySpawn(sh, escape, cmd, args, env):
newargs = " ".join(args[1:])
cmdline = cmd + " " + newargs
rv = 0
env = {str(key): str(value) for key, value in iter(env.items())}
if len(cmdline) > 32000 and cmd.endswith("ar"):
cmdline = cmd + " " + args[1] + " " + args[2] + " "
for i in range(3, len(args)):
rv = mySubProcess(cmdline + args[i], env)
if rv:
break
else:
rv = mySubProcess(cmdline, env)
return rv
self["SPAWN"] = mySpawn
def no_verbose(sys, env):
colors = {}
# Colors are disabled in non-TTY environments such as pipes. This means
# that if output is redirected to a file, it will not contain color codes
if sys.stdout.isatty():
colors["blue"] = "\033[0;94m"
colors["bold_blue"] = "\033[1;94m"
colors["reset"] = "\033[0m"
else:
colors["blue"] = ""
colors["bold_blue"] = ""
colors["reset"] = ""
# There is a space before "..." to ensure that source file names can be
# Ctrl + clicked in the VS Code terminal.
compile_source_message = "{}Compiling {}$SOURCE{} ...{}".format(
colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
)
java_compile_source_message = "{}Compiling {}$SOURCE{} ...{}".format(
colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
)
compile_shared_source_message = "{}Compiling shared {}$SOURCE{} ...{}".format(
colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
)
link_program_message = "{}Linking Program {}$TARGET{} ...{}".format(
colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
)
link_library_message = "{}Linking Static Library {}$TARGET{} ...{}".format(
colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
)
ranlib_library_message = "{}Ranlib Library {}$TARGET{} ...{}".format(
colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
)
link_shared_library_message = "{}Linking Shared Library {}$TARGET{} ...{}".format(
colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
)
java_library_message = "{}Creating Java Archive {}$TARGET{} ...{}".format(
colors["blue"], colors["bold_blue"], colors["blue"], colors["reset"]
)
env.Append(CXXCOMSTR=[compile_source_message])
env.Append(CCCOMSTR=[compile_source_message])
env.Append(SHCCCOMSTR=[compile_shared_source_message])
env.Append(SHCXXCOMSTR=[compile_shared_source_message])
env.Append(ARCOMSTR=[link_library_message])
env.Append(RANLIBCOMSTR=[ranlib_library_message])
env.Append(SHLINKCOMSTR=[link_shared_library_message])
env.Append(LINKCOMSTR=[link_program_message])
env.Append(JARCOMSTR=[java_library_message])
env.Append(JAVACCOMSTR=[java_compile_source_message])
2015-01-12 12:54:17 +08:00
def detect_visual_c_compiler_version(tools_env):
# tools_env is the variable scons uses to call tools that execute tasks, SCons's env['ENV'] that executes tasks...
# (see the SCons documentation for more information on what it does)...
# in order for this function to be well encapsulated i choose to force it to receive SCons's TOOLS env (env['ENV']
# and not scons setup environment (env)... so make sure you call the right environment on it or it will fail to detect
# the proper vc version that will be called
# There is no flag to give to visual c compilers to set the architecture, i.e. scons arch argument (x86_32, x86_64, arm64, etc.).
# There are many different cl.exe files that are run, and each one compiles & links to a different architecture
# As far as I know, the only way to figure out what compiler will be run when Scons calls cl.exe via Program()
# is to check the PATH variable and figure out which one will be called first. Code below does that and returns:
# the following string values:
# "" Compiler not detected
# "amd64" Native 64 bit compiler
# "amd64_x86" 64 bit Cross Compiler for 32 bit
# "x86" Native 32 bit compiler
# "x86_amd64" 32 bit Cross Compiler for 64 bit
# There are other architectures, but Godot does not support them currently, so this function does not detect arm/amd64_arm
# and similar architectures/compilers
# Set chosen compiler to "not detected"
vc_chosen_compiler_index = -1
vc_chosen_compiler_str = ""
# Start with Pre VS 2017 checks which uses VCINSTALLDIR:
if "VCINSTALLDIR" in tools_env:
# print("Checking VCINSTALLDIR")
# find() works with -1 so big ifs below are needed... the simplest solution, in fact
# First test if amd64 and amd64_x86 compilers are present in the path
vc_amd64_compiler_detection_index = tools_env["PATH"].find(tools_env["VCINSTALLDIR"] + "BIN\\amd64;")
if vc_amd64_compiler_detection_index > -1:
vc_chosen_compiler_index = vc_amd64_compiler_detection_index
vc_chosen_compiler_str = "amd64"
vc_amd64_x86_compiler_detection_index = tools_env["PATH"].find(tools_env["VCINSTALLDIR"] + "BIN\\amd64_x86;")
if vc_amd64_x86_compiler_detection_index > -1 and (
vc_chosen_compiler_index == -1 or vc_chosen_compiler_index > vc_amd64_x86_compiler_detection_index
):
vc_chosen_compiler_index = vc_amd64_x86_compiler_detection_index
vc_chosen_compiler_str = "amd64_x86"
# Now check the 32 bit compilers
vc_x86_compiler_detection_index = tools_env["PATH"].find(tools_env["VCINSTALLDIR"] + "BIN;")
if vc_x86_compiler_detection_index > -1 and (
vc_chosen_compiler_index == -1 or vc_chosen_compiler_index > vc_x86_compiler_detection_index
):
vc_chosen_compiler_index = vc_x86_compiler_detection_index
vc_chosen_compiler_str = "x86"
vc_x86_amd64_compiler_detection_index = tools_env["PATH"].find(tools_env["VCINSTALLDIR"] + "BIN\\x86_amd64;")
if vc_x86_amd64_compiler_detection_index > -1 and (
vc_chosen_compiler_index == -1 or vc_chosen_compiler_index > vc_x86_amd64_compiler_detection_index
):
vc_chosen_compiler_index = vc_x86_amd64_compiler_detection_index
vc_chosen_compiler_str = "x86_amd64"
# and for VS 2017 and newer we check VCTOOLSINSTALLDIR:
if "VCTOOLSINSTALLDIR" in tools_env:
# Newer versions have a different path available
vc_amd64_compiler_detection_index = (
tools_env["PATH"].upper().find(tools_env["VCTOOLSINSTALLDIR"].upper() + "BIN\\HOSTX64\\X64;")
)
if vc_amd64_compiler_detection_index > -1:
vc_chosen_compiler_index = vc_amd64_compiler_detection_index
vc_chosen_compiler_str = "amd64"
vc_amd64_x86_compiler_detection_index = (
tools_env["PATH"].upper().find(tools_env["VCTOOLSINSTALLDIR"].upper() + "BIN\\HOSTX64\\X86;")
)
if vc_amd64_x86_compiler_detection_index > -1 and (
vc_chosen_compiler_index == -1 or vc_chosen_compiler_index > vc_amd64_x86_compiler_detection_index
):
vc_chosen_compiler_index = vc_amd64_x86_compiler_detection_index
vc_chosen_compiler_str = "amd64_x86"
vc_x86_compiler_detection_index = (
tools_env["PATH"].upper().find(tools_env["VCTOOLSINSTALLDIR"].upper() + "BIN\\HOSTX86\\X86;")
)
if vc_x86_compiler_detection_index > -1 and (
vc_chosen_compiler_index == -1 or vc_chosen_compiler_index > vc_x86_compiler_detection_index
):
vc_chosen_compiler_index = vc_x86_compiler_detection_index
vc_chosen_compiler_str = "x86"
vc_x86_amd64_compiler_detection_index = (
tools_env["PATH"].upper().find(tools_env["VCTOOLSINSTALLDIR"].upper() + "BIN\\HOSTX86\\X64;")
)
if vc_x86_amd64_compiler_detection_index > -1 and (
vc_chosen_compiler_index == -1 or vc_chosen_compiler_index > vc_x86_amd64_compiler_detection_index
):
vc_chosen_compiler_str = "x86_amd64"
return vc_chosen_compiler_str
2017-08-28 23:17:26 +08:00
def find_visual_c_batch_file(env):
from SCons.Tool.MSCommon.vc import get_default_version, get_host_target, find_batch_file, find_vc_pdir
2017-08-28 23:17:26 +08:00
# Syntax changed in SCons 4.4.0.
from SCons import __version__ as scons_raw_version
scons_ver = env._get_major_minor_revision(scons_raw_version)
msvc_version = get_default_version(env)
if scons_ver >= (4, 4, 0):
(host_platform, target_platform, _) = get_host_target(env, msvc_version)
else:
(host_platform, target_platform, _) = get_host_target(env)
if scons_ver < (4, 6, 0):
return find_batch_file(env, msvc_version, host_platform, target_platform)[0]
# Scons 4.6.0+ removed passing env, so we need to get the product_dir ourselves first,
# then pass that as the last param instead of env as the first param as before.
# We should investigate if we can avoid relying on SCons internals here.
product_dir = find_vc_pdir(env, msvc_version)
return find_batch_file(msvc_version, host_platform, target_platform, product_dir)[0]
2017-08-28 23:17:26 +08:00
def generate_cpp_hint_file(filename):
if os.path.isfile(filename):
# Don't overwrite an existing hint file since the user may have customized it.
pass
else:
try:
with open(filename, "w") as fd:
fd.write("#define GDCLASS(m_class, m_inherits)\n")
except OSError:
print("Could not write cpp.hint file.")
2017-08-28 23:17:26 +08:00
2020-09-19 22:39:11 +08:00
def glob_recursive(pattern, node="."):
from SCons import Node
from SCons.Script import Glob
2020-09-19 22:39:11 +08:00
results = []
for f in Glob(str(node) + "/*", source=True):
if type(f) is Node.FS.Dir:
results += glob_recursive(pattern, f)
results += Glob(str(node) + "/" + pattern, source=True)
return results
def add_to_vs_project(env, sources):
for x in sources:
if type(x) == type(""):
fname = env.File(x).path
else:
fname = env.File(x)[0].path
pieces = fname.split(".")
if len(pieces) > 0:
basename = pieces[0]
basename = basename.replace("\\\\", "/")
if os.path.isfile(basename + ".h"):
env.vs_incs += [basename + ".h"]
elif os.path.isfile(basename + ".hpp"):
env.vs_incs += [basename + ".hpp"]
if os.path.isfile(basename + ".c"):
env.vs_srcs += [basename + ".c"]
elif os.path.isfile(basename + ".cpp"):
env.vs_srcs += [basename + ".cpp"]
def precious_program(env, program, sources, **args):
program = env.ProgramOriginal(program, sources, **args)
env.Precious(program)
return program
def add_shared_library(env, name, sources, **args):
library = env.SharedLibrary(name, sources, **args)
env.NoCache(library)
return library
def add_library(env, name, sources, **args):
library = env.Library(name, sources, **args)
env.NoCache(library)
return library
def add_program(env, name, sources, **args):
program = env.Program(name, sources, **args)
env.NoCache(program)
return program
2018-06-21 12:33:25 +08:00
2018-06-21 12:33:25 +08:00
def CommandNoCache(env, target, sources, command, **args):
result = env.Command(target, sources, command, **args)
env.NoCache(result)
return result
def Run(env, function, short_message, subprocess=True):
from SCons.Script import Action
from platform_methods import run_in_subprocess
output_print = short_message if not env["verbose"] else ""
if not subprocess:
return Action(function, output_print)
else:
return Action(run_in_subprocess(function), output_print)
def detect_darwin_sdk_path(platform, env):
sdk_name = ""
if platform == "macos":
sdk_name = "macosx"
var_name = "MACOS_SDK_PATH"
elif platform == "ios":
sdk_name = "iphoneos"
var_name = "IOS_SDK_PATH"
elif platform == "iossimulator":
sdk_name = "iphonesimulator"
var_name = "IOS_SDK_PATH"
else:
raise Exception("Invalid platform argument passed to detect_darwin_sdk_path")
if not env[var_name]:
try:
sdk_path = subprocess.check_output(["xcrun", "--sdk", sdk_name, "--show-sdk-path"]).strip().decode("utf-8")
if sdk_path:
env[var_name] = sdk_path
except (subprocess.CalledProcessError, OSError):
print("Failed to find SDK path while running xcrun --sdk {} --show-sdk-path.".format(sdk_name))
raise
def is_vanilla_clang(env):
if not using_clang(env):
return False
try:
version = subprocess.check_output([env.subst(env["CXX"]), "--version"]).strip().decode("utf-8")
except (subprocess.CalledProcessError, OSError):
print("Couldn't parse CXX environment variable to infer compiler version.")
return False
return not version.startswith("Apple")
def get_compiler_version(env):
"""
Returns a dictionary with various version information:
- major, minor, patch: Version following semantic versioning system
- metadata1, metadata2: Extra information
- date: Date of the build
"""
ret = {
"major": -1,
"minor": -1,
"patch": -1,
"metadata1": None,
"metadata2": None,
"date": None,
"apple_major": -1,
"apple_minor": -1,
"apple_patch1": -1,
"apple_patch2": -1,
"apple_patch3": -1,
}
if not env.msvc:
# Not using -dumpversion as some GCC distros only return major, and
# Clang used to return hardcoded 4.2.1: # https://reviews.llvm.org/D56803
try:
2023-09-26 15:18:16 +08:00
version = subprocess.check_output([env.subst(env["CXX"]), "--version"]).strip().decode("utf-8")
except (subprocess.CalledProcessError, OSError):
print("Couldn't parse CXX environment variable to infer compiler version.")
return ret
else:
# TODO: Implement for MSVC
return ret
2021-05-28 01:42:30 +08:00
match = re.search(
r"(?:(?<=version )|(?<=\) )|(?<=^))"
r"(?P<major>\d+)"
r"(?:\.(?P<minor>\d*))?"
r"(?:\.(?P<patch>\d*))?"
r"(?:-(?P<metadata1>[0-9a-zA-Z-]*))?"
r"(?:\+(?P<metadata2>[0-9a-zA-Z-]*))?"
r"(?: (?P<date>[0-9]{8}|[0-9]{6})(?![0-9a-zA-Z]))?",
2021-05-28 01:42:30 +08:00
version,
)
if match is not None:
for key, value in match.groupdict().items():
if value is not None:
ret[key] = value
match_apple = re.search(
r"(?:(?<=clang-)|(?<=\) )|(?<=^))"
r"(?P<apple_major>\d+)"
r"(?:\.(?P<apple_minor>\d*))?"
r"(?:\.(?P<apple_patch1>\d*))?"
r"(?:\.(?P<apple_patch2>\d*))?"
r"(?:\.(?P<apple_patch3>\d*))?",
version,
)
if match_apple is not None:
for key, value in match_apple.groupdict().items():
if value is not None:
ret[key] = value
# Transform semantic versioning to integers
for key in [
"major",
"minor",
"patch",
"apple_major",
"apple_minor",
"apple_patch1",
"apple_patch2",
"apple_patch3",
]:
ret[key] = int(ret[key] or -1)
return ret
def using_gcc(env):
return "gcc" in os.path.basename(env["CC"])
def using_clang(env):
return "clang" in os.path.basename(env["CC"])
def using_emcc(env):
return "emcc" in os.path.basename(env["CC"])
def show_progress(env):
import sys
from SCons.Script import Progress, Command, AlwaysBuild
screen = sys.stdout
# Progress reporting is not available in non-TTY environments since it
# messes with the output (for example, when writing to a file)
show_progress = env["progress"] and sys.stdout.isatty()
node_count = 0
node_count_max = 0
node_count_interval = 1
node_count_fname = str(env.Dir("#")) + "/.scons_node_count"
import time, math
class cache_progress:
# The default is 1 GB cache and 12 hours half life
def __init__(self, path=None, limit=1073741824, half_life=43200):
self.path = path
self.limit = limit
self.exponent_scale = math.log(2) / half_life
if env["verbose"] and path != None:
screen.write(
"Current cache limit is {} (used: {})\n".format(
self.convert_size(limit), self.convert_size(self.get_size(path))
)
)
self.delete(self.file_list())
def __call__(self, node, *args, **kw):
nonlocal node_count, node_count_max, node_count_interval, node_count_fname, show_progress
if show_progress:
# Print the progress percentage
node_count += node_count_interval
if node_count_max > 0 and node_count <= node_count_max:
screen.write("\r[%3d%%] " % (node_count * 100 / node_count_max))
screen.flush()
elif node_count_max > 0 and node_count > node_count_max:
screen.write("\r[100%] ")
screen.flush()
else:
screen.write("\r[Initial build] ")
screen.flush()
def delete(self, files):
if len(files) == 0:
return
if env["verbose"]:
# Utter something
screen.write("\rPurging %d %s from cache...\n" % (len(files), len(files) > 1 and "files" or "file"))
[os.remove(f) for f in files]
def file_list(self):
if self.path is None:
# Nothing to do
return []
# Gather a list of (filename, (size, atime)) within the
# cache directory
file_stat = [(x, os.stat(x)[6:8]) for x in glob.glob(os.path.join(self.path, "*", "*"))]
if file_stat == []:
# Nothing to do
return []
# Weight the cache files by size (assumed to be roughly
# proportional to the recompilation time) times an exponential
# decay since the ctime, and return a list with the entries
# (filename, size, weight).
current_time = time.time()
file_stat = [(x[0], x[1][0], (current_time - x[1][1])) for x in file_stat]
# Sort by the most recently accessed files (most sensible to keep) first
file_stat.sort(key=lambda x: x[2])
# Search for the first entry where the storage limit is
# reached
sum, mark = 0, None
for i, x in enumerate(file_stat):
sum += x[1]
if sum > self.limit:
mark = i
break
if mark is None:
return []
else:
return [x[0] for x in file_stat[mark:]]
def convert_size(self, size_bytes):
if size_bytes == 0:
return "0 bytes"
size_name = ("bytes", "KB", "MB", "GB", "TB", "PB", "EB", "ZB", "YB")
i = int(math.floor(math.log(size_bytes, 1024)))
p = math.pow(1024, i)
s = round(size_bytes / p, 2)
return "%s %s" % (int(s) if i == 0 else s, size_name[i])
def get_size(self, start_path="."):
total_size = 0
for dirpath, dirnames, filenames in os.walk(start_path):
for f in filenames:
fp = os.path.join(dirpath, f)
total_size += os.path.getsize(fp)
return total_size
def progress_finish(target, source, env):
nonlocal node_count, progressor
try:
with open(node_count_fname, "w") as f:
f.write("%d\n" % node_count)
progressor.delete(progressor.file_list())
except Exception:
pass
try:
with open(node_count_fname) as f:
node_count_max = int(f.readline())
except Exception:
pass
cache_directory = os.environ.get("SCONS_CACHE")
# Simple cache pruning, attached to SCons' progress callback. Trim the
# cache directory to a size not larger than cache_limit.
cache_limit = float(os.getenv("SCONS_CACHE_LIMIT", 1024)) * 1024 * 1024
progressor = cache_progress(cache_directory, cache_limit)
Progress(progressor, interval=node_count_interval)
progress_finish_command = Command("progress_finish", [], progress_finish)
AlwaysBuild(progress_finish_command)
def dump(env):
# Dumps latest build information for debugging purposes and external tools.
from json import dump
def non_serializable(obj):
return "<<non-serializable: %s>>" % (type(obj).__qualname__)
with open(".scons_env.json", "w") as f:
dump(env.Dictionary(), f, indent=4, default=non_serializable)
Add new VS proj generation logic that supports any platform that wants to opt in 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` To generate build configuration files for all platforms+targets+arch combinations, users should call ``` scons vsproj=yes platform=XXX target=YYY [other build flags] ``` for each combination of platform+target[+arch]. This will generate the relevant vs project files but skip the build process, so that project files can be quickly generated without waiting for a command line build. This lets project files be quickly generated even if there are build errors. All possible combinations of platform+target are created in the solution file by default, but they won't do anything until each one is set up with a scons vsproj=yes command for the respective platform in the appropriate command line. This lets users only generate the combinations they need, and VS won't have to parse settings for other combos. 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 currently being processed by scons. 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 AND build from the command line, run ``` scons vsproj=yes vsproj_gen_only=no ```
2023-11-14 20:39:44 +08:00
# 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 = "'$(GodotConfiguration)|$(GodotPlatform)'=='" + vsconf + "'"
Add new VS proj generation logic that supports any platform that wants to opt in 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` To generate build configuration files for all platforms+targets+arch combinations, users should call ``` scons vsproj=yes platform=XXX target=YYY [other build flags] ``` for each combination of platform+target[+arch]. This will generate the relevant vs project files but skip the build process, so that project files can be quickly generated without waiting for a command line build. This lets project files be quickly generated even if there are build errors. All possible combinations of platform+target are created in the solution file by default, but they won't do anything until each one is set up with a scons vsproj=yes command for the respective platform in the appropriate command line. This lets users only generate the combinations they need, and VS won't have to parse settings for other combos. 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 currently being processed by scons. 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 AND build from the command line, run ``` scons vsproj=yes vsproj_gen_only=no ```
2023-11-14 20:39:44 +08:00
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)}\"$",
line,
).group(1)
elif line.strip().startswith("SolutionGuid ="):
sln_uuid = re.search(
r"{(\b[0-9a-fA-F]{8}\b-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-\b[0-9a-fA-F]{12}\b)}", line
).group(1)
break
configurations = []
imports = []
properties = []
section1 = []
section2 = []
for conf in confs:
godot_platform = conf["platform"]
for p in conf["arches"]:
sln_plat = p["platform"]
proj_plat = sln_plat
godot_arch = p["architecture"]
# Redirect editor configurations for non-Windows platforms to the Windows one, so the solution has all the permutations
# and VS doesn't complain about missing project configurations.
# These configurations are disabled, so they show up but won't build.
if godot_platform != "windows":
section1 += [f"editor|{sln_plat} = editor|{proj_plat}"]
section2 += [
f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{proj_plat}",
]
for t in conf["targets"]:
godot_target = t
# Windows x86 is a special little flower that requires a project platform == Win32 but a solution platform == x86.
if godot_platform == "windows" and godot_target == "editor" and godot_arch == "x86_32":
sln_plat = "x86"
configurations += [
f'<ProjectConfiguration Include="{godot_target}|{proj_plat}">',
f" <Configuration>{godot_target}</Configuration>",
f" <Platform>{proj_plat}</Platform>",
"</ProjectConfiguration>",
]
properties += [
f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='{godot_target}|{proj_plat}'\">",
f" <GodotConfiguration>{godot_target}</GodotConfiguration>",
f" <GodotPlatform>{proj_plat}</GodotPlatform>",
"</PropertyGroup>",
]
Add new VS proj generation logic that supports any platform that wants to opt in 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` To generate build configuration files for all platforms+targets+arch combinations, users should call ``` scons vsproj=yes platform=XXX target=YYY [other build flags] ``` for each combination of platform+target[+arch]. This will generate the relevant vs project files but skip the build process, so that project files can be quickly generated without waiting for a command line build. This lets project files be quickly generated even if there are build errors. All possible combinations of platform+target are created in the solution file by default, but they won't do anything until each one is set up with a scons vsproj=yes command for the respective platform in the appropriate command line. This lets users only generate the combinations they need, and VS won't have to parse settings for other combos. 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 currently being processed by scons. 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 AND build from the command line, run ``` scons vsproj=yes vsproj_gen_only=no ```
2023-11-14 20:39:44 +08:00
if godot_platform != "windows":
configurations += [
f'<ProjectConfiguration Include="editor|{proj_plat}">',
f" <Configuration>editor</Configuration>",
f" <Platform>{proj_plat}</Platform>",
"</ProjectConfiguration>",
]
properties += [
f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='editor|{proj_plat}'\">",
f" <GodotConfiguration>editor</GodotConfiguration>",
f" <GodotPlatform>{proj_plat}</GodotPlatform>",
"</PropertyGroup>",
]
Add new VS proj generation logic that supports any platform that wants to opt in 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` To generate build configuration files for all platforms+targets+arch combinations, users should call ``` scons vsproj=yes platform=XXX target=YYY [other build flags] ``` for each combination of platform+target[+arch]. This will generate the relevant vs project files but skip the build process, so that project files can be quickly generated without waiting for a command line build. This lets project files be quickly generated even if there are build errors. All possible combinations of platform+target are created in the solution file by default, but they won't do anything until each one is set up with a scons vsproj=yes command for the respective platform in the appropriate command line. This lets users only generate the combinations they need, and VS won't have to parse settings for other combos. 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 currently being processed by scons. 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 AND build from the command line, run ``` scons vsproj=yes vsproj_gen_only=no ```
2023-11-14 20:39:44 +08:00
p = f"{project_name}.{godot_platform}.{godot_target}.{godot_arch}.generated.props"
imports += [
f'<Import Project="$(MSBuildProjectDirectory)\\{p}" Condition="Exists(\'$(MSBuildProjectDirectory)\\{p}\')"/>'
]
section1 += [f"{godot_target}|{sln_plat} = {godot_target}|{sln_plat}"]
section2 += [
f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.ActiveCfg = {godot_target}|{proj_plat}",
f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.Build.0 = {godot_target}|{proj_plat}",
]
# Add an extra import for a local user props file at the end, so users can add more overrides.
imports += [
f'<Import Project="$(MSBuildProjectDirectory)\\{project_name}.vs.user.props" Condition="Exists(\'$(MSBuildProjectDirectory)\\{project_name}.vs.user.props\')"/>'
]
Add new VS proj generation logic that supports any platform that wants to opt in 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` To generate build configuration files for all platforms+targets+arch combinations, users should call ``` scons vsproj=yes platform=XXX target=YYY [other build flags] ``` for each combination of platform+target[+arch]. This will generate the relevant vs project files but skip the build process, so that project files can be quickly generated without waiting for a command line build. This lets project files be quickly generated even if there are build errors. All possible combinations of platform+target are created in the solution file by default, but they won't do anything until each one is set up with a scons vsproj=yes command for the respective platform in the appropriate command line. This lets users only generate the combinations they need, and VS won't have to parse settings for other combos. 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 currently being processed by scons. 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 AND build from the command line, run ``` scons vsproj=yes vsproj_gen_only=no ```
2023-11-14 20:39:44 +08:00
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()