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86274b9fc9
Previously we had a placeholder solution called 'Managed' to benefit from tooling while editing the a part of the C# API. Later the bindings generator would create the final 'GodotSharp' solution including these C# files as well as the auto-generated C# API. Now we replaced the 'Managed' solution with the final 'GodotSharp' solution which is no longer auto-generated, and the bindings generator only takes care of the auto-generated C# API. This has the following benefits: - It's less confusing as there will no longer be two versions of the same file (the original and a generated copy of it). Now there's only one. - We no longer need placeholder for auto-generated API classes, like Node or Resource. We used them for benefiting from tooling. Now we can just use the auto-generated API itself. - Simplifies the build system and bindings generator. Removed lot of code that is not needed anymore. Also added a post-build target to the GodotTools project to copy the output to the data dir. This makes it easy to iterate when doing changes to GodotTools, as SCons doesn't have to be executed anymore just to copy these new files.
74 lines
2.5 KiB
Python
74 lines
2.5 KiB
Python
# Build the Godot API solution
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import os
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from SCons.Script import Dir
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def build_api_solution(source, target, env):
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# source and target elements are of type SCons.Node.FS.File, hence why we convert them to str
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module_dir = env['module_dir']
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solution_path = os.path.join(module_dir, 'glue/GodotSharp/GodotSharp.sln')
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build_config = env['solution_build_config']
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extra_msbuild_args = ['/p:NoWarn=1591'] # Ignore missing documentation warnings
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from .solution_builder import build_solution
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build_solution(env, solution_path, build_config, extra_msbuild_args=extra_msbuild_args)
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# Copy targets
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core_src_dir = os.path.abspath(os.path.join(solution_path, os.pardir, 'GodotSharp', 'bin', build_config))
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editor_src_dir = os.path.abspath(os.path.join(solution_path, os.pardir, 'GodotSharpEditor', 'bin', build_config))
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dst_dir = os.path.abspath(os.path.join(str(target[0]), os.pardir))
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if not os.path.isdir(dst_dir):
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assert not os.path.isfile(dst_dir)
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os.makedirs(dst_dir)
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def copy_target(target_path):
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from shutil import copy
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filename = os.path.basename(target_path)
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src_path = os.path.join(core_src_dir, filename)
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if not os.path.isfile(src_path):
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src_path = os.path.join(editor_src_dir, filename)
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copy(src_path, target_path)
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for scons_target in target:
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copy_target(str(scons_target))
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def build(env_mono):
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assert env_mono['tools']
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target_filenames = [
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'GodotSharp.dll', 'GodotSharp.pdb', 'GodotSharp.xml',
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'GodotSharpEditor.dll', 'GodotSharpEditor.pdb', 'GodotSharpEditor.xml'
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]
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depend_cmd = []
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for build_config in ['Debug', 'Release']:
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output_dir = Dir('#bin').abspath
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editor_api_dir = os.path.join(output_dir, 'GodotSharp', 'Api', build_config)
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targets = [os.path.join(editor_api_dir, filename) for filename in target_filenames]
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cmd = env_mono.CommandNoCache(targets, depend_cmd, build_api_solution,
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module_dir=os.getcwd(), solution_build_config=build_config)
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env_mono.AlwaysBuild(cmd)
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# Make the Release build of the API solution depend on the Debug build.
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# We do this in order to prevent SCons from building them in parallel,
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# which can freak out MSBuild. In many cases, one of the builds would
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# hang indefinitely requiring a key to be pressed for it to continue.
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depend_cmd = cmd
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return depend_cmd
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