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d935a4348d
As of Godot 3.0, HQ2X is no longer used to upscale the editor theme and icons on hiDPI displays, which limited its effective uses. HQ2X was also used to upscale the project theme when the "Use Hidpi" project setting was enabled, but results were often less than ideal. The new StyleBoxFlat and SVG support also make HQ2X less important to have as a core feature. This decreases binary sizes slightly (-150 KB on most platforms, -212 KB on WebAssembly release). This partially addresses #12419.
189 lines
5.9 KiB
Python
189 lines
5.9 KiB
Python
#!/usr/bin/env python
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Import("env")
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import core_builders
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import make_binders
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from platform_methods import run_in_subprocess
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env.core_sources = []
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# Generate AES256 script encryption key
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import os
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txt = "0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0"
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if "SCRIPT_AES256_ENCRYPTION_KEY" in os.environ:
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e = os.environ["SCRIPT_AES256_ENCRYPTION_KEY"]
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txt = ""
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ec_valid = True
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if len(e) != 64:
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ec_valid = False
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else:
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for i in range(len(e) >> 1):
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if i > 0:
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txt += ","
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txts = "0x" + e[i * 2 : i * 2 + 2]
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try:
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int(txts, 16)
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except:
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ec_valid = False
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txt += txts
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if not ec_valid:
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txt = "0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0"
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print("Invalid AES256 encryption key, not 64 bits hex: " + e)
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# NOTE: It is safe to generate this file here, since this is still executed serially
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with open("script_encryption_key.gen.cpp", "w") as f:
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f.write('#include "core/project_settings.h"\nuint8_t script_encryption_key[32]={' + txt + "};\n")
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# Add required thirdparty code.
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env_thirdparty = env.Clone()
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env_thirdparty.disable_warnings()
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# Misc thirdparty code: header paths are hardcoded, we don't need to append
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# to the include path (saves a few chars on the compiler invocation for touchy MSVC...)
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thirdparty_misc_dir = "#thirdparty/misc/"
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thirdparty_misc_sources = [
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# C sources
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"fastlz.c",
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"r128.c",
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"smaz.c",
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# C++ sources
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"pcg.cpp",
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"triangulator.cpp",
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"clipper.cpp",
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]
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thirdparty_misc_sources = [thirdparty_misc_dir + file for file in thirdparty_misc_sources]
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env_thirdparty.add_source_files(env.core_sources, thirdparty_misc_sources)
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# Zlib library, can be unbundled
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if env["builtin_zlib"]:
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thirdparty_zlib_dir = "#thirdparty/zlib/"
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thirdparty_zlib_sources = [
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"adler32.c",
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"compress.c",
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"crc32.c",
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"deflate.c",
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"infback.c",
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"inffast.c",
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"inflate.c",
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"inftrees.c",
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"trees.c",
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"uncompr.c",
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"zutil.c",
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]
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thirdparty_zlib_sources = [thirdparty_zlib_dir + file for file in thirdparty_zlib_sources]
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env_thirdparty.Prepend(CPPPATH=[thirdparty_zlib_dir])
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# Needs to be available in main env too
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env.Prepend(CPPPATH=[thirdparty_zlib_dir])
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if env["target"] == "debug":
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env_thirdparty.Append(CPPDEFINES=["ZLIB_DEBUG"])
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env_thirdparty.add_source_files(env.core_sources, thirdparty_zlib_sources)
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# Minizip library, could be unbundled in theory
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# However, our version has some custom modifications, so it won't compile with the system one
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thirdparty_minizip_dir = "#thirdparty/minizip/"
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thirdparty_minizip_sources = [
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"ioapi.c",
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"unzip.c",
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"zip.c",
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]
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thirdparty_minizip_sources = [thirdparty_minizip_dir + file for file in thirdparty_minizip_sources]
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env_thirdparty.add_source_files(env.core_sources, thirdparty_minizip_sources)
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# Zstd library, can be unbundled in theory
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# though we currently use some private symbols
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# https://github.com/godotengine/godot/issues/17374
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if env["builtin_zstd"]:
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thirdparty_zstd_dir = "#thirdparty/zstd/"
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thirdparty_zstd_sources = [
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"common/debug.c",
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"common/entropy_common.c",
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"common/error_private.c",
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"common/fse_decompress.c",
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"common/pool.c",
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"common/threading.c",
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"common/xxhash.c",
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"common/zstd_common.c",
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"compress/fse_compress.c",
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"compress/hist.c",
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"compress/huf_compress.c",
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"compress/zstd_compress.c",
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"compress/zstd_double_fast.c",
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"compress/zstd_fast.c",
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"compress/zstd_lazy.c",
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"compress/zstd_ldm.c",
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"compress/zstd_opt.c",
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"compress/zstdmt_compress.c",
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"compress/zstd_compress_literals.c",
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"compress/zstd_compress_sequences.c",
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"decompress/huf_decompress.c",
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"decompress/zstd_ddict.c",
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"decompress/zstd_decompress_block.c",
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"decompress/zstd_decompress.c",
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]
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thirdparty_zstd_sources = [thirdparty_zstd_dir + file for file in thirdparty_zstd_sources]
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env_thirdparty.Prepend(CPPPATH=[thirdparty_zstd_dir, thirdparty_zstd_dir + "common"])
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env_thirdparty.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
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env.Prepend(CPPPATH=thirdparty_zstd_dir)
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# Also needed in main env includes will trigger warnings
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env.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
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env_thirdparty.add_source_files(env.core_sources, thirdparty_zstd_sources)
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# Godot's own sources
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env.add_source_files(env.core_sources, "*.cpp")
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# Certificates
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env.Depends(
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"#core/io/certs_compressed.gen.h",
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["#thirdparty/certs/ca-certificates.crt", env.Value(env["builtin_certs"]), env.Value(env["system_certs_path"])],
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)
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env.CommandNoCache(
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"#core/io/certs_compressed.gen.h",
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"#thirdparty/certs/ca-certificates.crt",
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run_in_subprocess(core_builders.make_certs_header),
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)
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# Make binders
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env.CommandNoCache(
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["method_bind.gen.inc", "method_bind_ext.gen.inc", "method_bind_free_func.gen.inc"],
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"make_binders.py",
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run_in_subprocess(make_binders.run),
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)
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# Authors
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env.Depends("#core/authors.gen.h", "../AUTHORS.md")
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env.CommandNoCache("#core/authors.gen.h", "../AUTHORS.md", run_in_subprocess(core_builders.make_authors_header))
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# Donors
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env.Depends("#core/donors.gen.h", "../DONORS.md")
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env.CommandNoCache("#core/donors.gen.h", "../DONORS.md", run_in_subprocess(core_builders.make_donors_header))
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# License
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env.Depends("#core/license.gen.h", ["../COPYRIGHT.txt", "../LICENSE.txt"])
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env.CommandNoCache(
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"#core/license.gen.h", ["../COPYRIGHT.txt", "../LICENSE.txt"], run_in_subprocess(core_builders.make_license_header)
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)
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# Chain load SCsubs
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SConscript("os/SCsub")
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SConscript("math/SCsub")
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SConscript("crypto/SCsub")
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SConscript("io/SCsub")
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SConscript("debugger/SCsub")
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SConscript("input/SCsub")
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SConscript("bind/SCsub")
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# Build it all as a library
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lib = env.add_library("core", env.core_sources)
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env.Prepend(LIBS=[lib])
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