Fix .sln project generation logic for Rider to support all OS and all C++ toolchains

Co-authored-by: Andreia Gaita <shana@spoiledcat.net>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
This commit is contained in:
Ivan Shakhov 2025-02-22 11:44:32 +01:00
parent e585e6a3eb
commit 6ff86e49cf
8 changed files with 137 additions and 36 deletions

View File

@ -15,3 +15,7 @@ indent_style = space
[{*.{yml,yaml},.clang{-format,-tidy,d}}]
indent_size = 2
indent_style = space
[{*.props,*.vcxproj}]
indent_size = 2
indent_style = space

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@ -14,6 +14,7 @@ from pathlib import Path
from typing import Generator, List, Optional, Union, cast
from misc.utility.color import print_error, print_info, print_warning
from platform_methods import detect_arch
# Get the "Godot" folder name ahead of time
base_folder = Path(__file__).resolve().parent
@ -1067,8 +1068,22 @@ def generate_vs_project(env, original_args, project_name="godot"):
platform = env["platform"]
target = env["target"]
arch = env["arch"]
host_arch = detect_arch()
host_platform = "windows"
if (
sys.platform.startswith("linux")
or sys.platform.startswith("dragonfly")
or sys.platform.startswith("freebsd")
or sys.platform.startswith("netbsd")
or sys.platform.startswith("openbsd")
):
host_platform = "linuxbsd"
elif sys.platform == "darwin":
host_platform = "macos"
vs_configuration = {}
host_vs_configuration = {}
common_build_prefix = []
confs = []
for x in sorted(glob.glob("platform/*")):
@ -1097,6 +1112,12 @@ def generate_vs_project(env, original_args, project_name="godot"):
if platform == platform_name:
common_build_prefix = msvs.get_build_prefix(env)
vs_configuration = vsconf
if platform_name == host_platform:
host_vs_configuration = vsconf
for a in vsconf["arches"]:
if host_arch == a["architecture"]:
host_arch = a["platform"]
break
except Exception:
pass
@ -1254,12 +1275,11 @@ def generate_vs_project(env, original_args, project_name="godot"):
properties.append(
"<ActiveProjectItemList_%s>;%s;</ActiveProjectItemList_%s>" % (x, ";".join(itemlist[x]), x)
)
output = f"bin\\godot{env['PROGSUFFIX']}"
output = os.path.join("bin", f"godot{env['PROGSUFFIX']}")
with open("misc/msvs/props.template", "r", encoding="utf-8") as file:
props_template = file.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))
@ -1272,6 +1292,7 @@ def generate_vs_project(env, original_args, project_name="godot"):
proplist = [str(j) for j in env["CPPPATH"]]
proplist += [str(j) for j in env.get("VSHINT_INCLUDES", [])]
proplist += [str(j) for j in get_default_include_paths(env)]
props_template = props_template.replace("%%INCLUDES%%", ";".join(proplist))
proplist = env["CCFLAGS"]
@ -1307,17 +1328,17 @@ def generate_vs_project(env, original_args, project_name="godot"):
commands = "scons"
if len(common_build_prefix) == 0:
commands = "echo Starting SCons &amp;&amp; cmd /V /C " + commands
commands = "echo Starting SCons &amp; " + commands
else:
common_build_prefix[0] = "echo Starting SCons &amp;&amp; cmd /V /C " + common_build_prefix[0]
common_build_prefix[0] = "echo Starting SCons &amp; " + common_build_prefix[0]
cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
cmd = " ".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)])
cmd = " ".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)])
cmd = " ".join(common_build_prefix + [" ".join([commands] + cmd_clean)])
props_template = props_template.replace("%%CLEAN%%", cmd)
with open(
@ -1348,18 +1369,45 @@ def generate_vs_project(env, original_args, project_name="godot"):
section2 = []
for conf in confs:
godot_platform = conf["platform"]
has_editor = "editor" in conf["targets"]
# Skip any platforms that can build the editor and don't match the host platform.
#
# When both Windows and Mac define an editor target, it's defined as platform+target+arch (windows+editor+x64 for example).
# VS only supports two attributes, a "Configuration" and a "Platform", and we currently map our target to the Configuration
# (i.e. editor/template_debug/template_release), and our architecture to the "Platform" (i.e. x64, arm64, etc).
# Those two are not enough to disambiguate multiple godot targets for different godot platforms with the same architecture,
# i.e. editor|x64 would currently match both windows editor intel 64 and linux editor intel 64.
#
# TODO: More work is needed in order to support generating VS projects that unambiguously support all platform+target+arch variations.
# The VS "Platform" has to be a known architecture that VS recognizes, so we can only play around with the "Configuration" part of the combo.
if has_editor and godot_platform != host_vs_configuration["platform"]:
continue
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.
# Redirect editor configurations for platforms that don't support the editor target to the default editor target on the
# active host platform, 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":
if not has_editor:
section1 += [f"editor|{sln_plat} = editor|{proj_plat}"]
section2 += [
f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{proj_plat}",
section2 += [f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{host_arch}"]
configurations += [
f'<ProjectConfiguration Include="editor|{proj_plat}">',
" <Configuration>editor</Configuration>",
f" <Platform>{proj_plat}</Platform>",
"</ProjectConfiguration>",
]
properties += [
f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='editor|{proj_plat}'\">",
" <GodotConfiguration>editor</GodotConfiguration>",
f" <GodotPlatform>{proj_plat}</GodotPlatform>",
"</PropertyGroup>",
]
for t in conf["targets"]:
@ -1383,21 +1431,6 @@ def generate_vs_project(env, original_args, project_name="godot"):
"</PropertyGroup>",
]
if godot_platform != "windows":
configurations += [
f'<ProjectConfiguration Include="editor|{proj_plat}">',
" <Configuration>editor</Configuration>",
f" <Platform>{proj_plat}</Platform>",
"</ProjectConfiguration>",
]
properties += [
f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='editor|{proj_plat}'\">",
" <GodotConfiguration>editor</GodotConfiguration>",
f" <GodotPlatform>{proj_plat}</GodotPlatform>",
"</PropertyGroup>",
]
p = f"{project_name}.{godot_platform}.{godot_target}.{godot_arch}.generated.props"
imports += [
f'<Import Project="$(MSBuildProjectDirectory)\\{p}" Condition="Exists(\'$(MSBuildProjectDirectory)\\{p}\')"/>'
@ -1606,3 +1639,18 @@ def to_raw_cstring(value: Union[str, List[str]]) -> str:
else:
# Wrap multiple segments in parenthesis to suppress `string-concatenation` warnings on clang.
return "({})".format(" ".join(f'R"<!>({segment.decode()})<!>"' for segment in split))
def get_default_include_paths(env):
if env.msvc:
return []
compiler = env.subst("$CXX")
target = os.path.join(env.Dir("#main").abspath, "main.cpp")
args = [compiler, target, "-x", "c++", "-v"]
ret = subprocess.run(args, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True)
output = ret.stdout
match = re.search(r"#include <\.\.\.> search starts here:([\S\s]*)End of search list.", output)
if not match:
print_warning("Failed to find the include paths in the compiler output.")
return []
return [x.strip() for x in match[1].strip().splitlines()]

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@ -0,0 +1,19 @@
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!-- override the PlatformToolset, which is set in the godot.vcxproj-->
<!-- Unknown matches to a set of conservative rules for the code analysis-->
<PlatformToolset>Unknown</PlatformToolset>
<LocalDebuggerCommand Condition="'$(LocalDebuggerCommand)' == ''">$(NMakeOutput)</LocalDebuggerCommand>
</PropertyGroup>
<!-- Build/Rebuild/Clean targets for NMake are defined in MSVC, so we need to provide them, when using MSBuild without MSVC targets -->
<Target Name="Build">
<Exec Command="$(NMakeBuildCommandLine)"/>
</Target>
<Target Name="Rebuild">
<Exec Command="$(NMakeReBuildCommandLine)"/>
</Target>
<Target Name="Clean">
<Exec Command="$(NMakeCleanCommandLine)"/>
</Target>
</Project>

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@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="17.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup Condition="'$(GodotConfiguration)|$(GodotPlatform)'=='%%VSCONF%%'">
<PropertyGroup Condition="%%CONDITION%%">
<NMakeBuildCommandLine>%%BUILD%%</NMakeBuildCommandLine>
<NMakeReBuildCommandLine>%%REBUILD%%</NMakeReBuildCommandLine>
<NMakeCleanCommandLine>%%CLEAN%%</NMakeCleanCommandLine>
@ -18,6 +18,9 @@
<ItemGroup Condition="%%CONDITION%%">
%%EXTRA_ITEMS%%
</ItemGroup>
<!-- Build/Rebuild/Clean targets for NMake are defined in MSVC, so we need to provide them, when using MSBuild without MSVC targets -->
<Import Project="$(MSBuildProjectDirectory)\misc\msvs\nmake.substitution.props" Condition="%%CONDITION%% And !Exists('$(VCTargetsPath)\Microsoft.Cpp.targets')" />
</Project>
<!-- CHECKSUM
%%HASH%%

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@ -10,31 +10,32 @@
<VCProjectUpgraderObjectName>NoUpgrade</VCProjectUpgraderObjectName>
</PropertyGroup>
%%PROPERTIES%%
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" Condition="Exists('$(VCTargetsPath)\Microsoft.Cpp.Default.props') "/>
<PropertyGroup Label="Configuration">
<ConfigurationType>Makefile</ConfigurationType>
<UseOfMfc>false</UseOfMfc>
<PlatformToolset>v143</PlatformToolset>
<PlatformToolset>v143</PlatformToolset> <!--Might be overridden in the platform specific import or Microsoft.Cpp.$(GodotPlatform).user.props -->
<DefaultPlatformToolset Condition="'$(DefaultPlatformToolset)'==''"/> <!--Workaround until https://youtrack.jetbrains.com/issue/RIDER-123783 is resolved. -->
<OutDir>$(SolutionDir)\bin\$(GodotPlatform)\$(GodotConfiguration)\</OutDir>
<IntDir>obj\$(GodotPlatform)\$(GodotConfiguration)\</IntDir>
<LayoutDir>$(OutDir)\Layout</LayoutDir>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" Condition="Exists('$(VCTargetsPath)\Microsoft.Cpp.props') "/>
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props" Condition="Exists('$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
%%IMPORTS%%
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<ActiveProjectItemList></ActiveProjectItemList>
</PropertyGroup>
%%IMPORTS%%
<ItemGroup Condition="'$(IncludeListImported)'==''">
%%DEFAULT_ITEMS%%
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" Condition="Exists('$(VCTargetsPath)\Microsoft.Cpp.targets') "/>
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

11
platform/linuxbsd/msvs.py Normal file
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@ -0,0 +1,11 @@
# Tuples with the name of the arch
def get_platforms():
return [("x64", "x86_64")]
def get_configurations():
return ["editor", "template_debug", "template_release"]
def get_build_prefix(env):
return []

11
platform/macos/msvs.py Normal file
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@ -0,0 +1,11 @@
# Tuples with the name of the arch
def get_platforms():
return [("arm64", "arm64"), ("x64", "x86_64")]
def get_configurations():
return ["editor", "template_debug", "template_release"]
def get_build_prefix(env):
return []

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@ -12,9 +12,13 @@ def get_configurations():
def get_build_prefix(env):
if not env.msvc:
return []
batch_file = methods.find_visual_c_batch_file(env)
return [
"cmd /V /C",
"set &quot;plat=$(PlatformTarget)&quot;",
"(if &quot;$(PlatformTarget)&quot;==&quot;x64&quot; (set &quot;plat=x86_amd64&quot;))",
f"call &quot;{batch_file}&quot; !plat!",
"^&amp; (if &quot;$(PlatformTarget)&quot;==&quot;x64&quot; (set &quot;plat=x86_amd64&quot;))",
f"^&amp; call &quot;{batch_file}&quot; !plat!",
"^&amp;",
]