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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:
parent
e585e6a3eb
commit
6ff86e49cf
8 changed files with 137 additions and 36 deletions
102
methods.py
102
methods.py
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@ -14,6 +14,7 @@ from pathlib import Path
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from typing import Generator, List, Optional, Union, cast
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from misc.utility.color import print_error, print_info, print_warning
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from platform_methods import detect_arch
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# Get the "Godot" folder name ahead of time
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base_folder = Path(__file__).resolve().parent
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@ -1067,8 +1068,22 @@ def generate_vs_project(env, original_args, project_name="godot"):
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platform = env["platform"]
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target = env["target"]
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arch = env["arch"]
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host_arch = detect_arch()
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host_platform = "windows"
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if (
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sys.platform.startswith("linux")
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or sys.platform.startswith("dragonfly")
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or sys.platform.startswith("freebsd")
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or sys.platform.startswith("netbsd")
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or sys.platform.startswith("openbsd")
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):
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host_platform = "linuxbsd"
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elif sys.platform == "darwin":
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host_platform = "macos"
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vs_configuration = {}
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host_vs_configuration = {}
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common_build_prefix = []
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confs = []
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for x in sorted(glob.glob("platform/*")):
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@ -1097,6 +1112,12 @@ def generate_vs_project(env, original_args, project_name="godot"):
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if platform == platform_name:
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common_build_prefix = msvs.get_build_prefix(env)
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vs_configuration = vsconf
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if platform_name == host_platform:
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host_vs_configuration = vsconf
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for a in vsconf["arches"]:
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if host_arch == a["architecture"]:
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host_arch = a["platform"]
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break
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except Exception:
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pass
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@ -1254,12 +1275,11 @@ def generate_vs_project(env, original_args, project_name="godot"):
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properties.append(
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"<ActiveProjectItemList_%s>;%s;</ActiveProjectItemList_%s>" % (x, ";".join(itemlist[x]), x)
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)
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output = f"bin\\godot{env['PROGSUFFIX']}"
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output = os.path.join("bin", f"godot{env['PROGSUFFIX']}")
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with open("misc/msvs/props.template", "r", encoding="utf-8") as file:
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props_template = file.read()
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props_template = props_template.replace("%%VSCONF%%", vsconf)
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props_template = props_template.replace("%%CONDITION%%", condition)
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props_template = props_template.replace("%%PROPERTIES%%", "\n ".join(properties))
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props_template = props_template.replace("%%EXTRA_ITEMS%%", "\n ".join(extraItems))
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@ -1272,6 +1292,7 @@ def generate_vs_project(env, original_args, project_name="godot"):
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proplist = [str(j) for j in env["CPPPATH"]]
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proplist += [str(j) for j in env.get("VSHINT_INCLUDES", [])]
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proplist += [str(j) for j in get_default_include_paths(env)]
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props_template = props_template.replace("%%INCLUDES%%", ";".join(proplist))
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proplist = env["CCFLAGS"]
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@ -1307,17 +1328,17 @@ def generate_vs_project(env, original_args, project_name="godot"):
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commands = "scons"
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if len(common_build_prefix) == 0:
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commands = "echo Starting SCons && cmd /V /C " + commands
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commands = "echo Starting SCons & " + commands
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else:
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common_build_prefix[0] = "echo Starting SCons && cmd /V /C " + common_build_prefix[0]
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common_build_prefix[0] = "echo Starting SCons & " + common_build_prefix[0]
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cmd = " ^& ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
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cmd = " ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
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props_template = props_template.replace("%%BUILD%%", cmd)
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cmd = " ^& ".join(common_build_prefix + [" ".join([commands] + cmd_rebuild)])
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cmd = " ".join(common_build_prefix + [" ".join([commands] + cmd_rebuild)])
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props_template = props_template.replace("%%REBUILD%%", cmd)
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cmd = " ^& ".join(common_build_prefix + [" ".join([commands] + cmd_clean)])
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cmd = " ".join(common_build_prefix + [" ".join([commands] + cmd_clean)])
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props_template = props_template.replace("%%CLEAN%%", cmd)
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with open(
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@ -1348,18 +1369,45 @@ def generate_vs_project(env, original_args, project_name="godot"):
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section2 = []
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for conf in confs:
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godot_platform = conf["platform"]
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has_editor = "editor" in conf["targets"]
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# Skip any platforms that can build the editor and don't match the host platform.
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#
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# When both Windows and Mac define an editor target, it's defined as platform+target+arch (windows+editor+x64 for example).
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# VS only supports two attributes, a "Configuration" and a "Platform", and we currently map our target to the Configuration
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# (i.e. editor/template_debug/template_release), and our architecture to the "Platform" (i.e. x64, arm64, etc).
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# Those two are not enough to disambiguate multiple godot targets for different godot platforms with the same architecture,
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# i.e. editor|x64 would currently match both windows editor intel 64 and linux editor intel 64.
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#
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# TODO: More work is needed in order to support generating VS projects that unambiguously support all platform+target+arch variations.
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# 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.
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if has_editor and godot_platform != host_vs_configuration["platform"]:
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continue
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for p in conf["arches"]:
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sln_plat = p["platform"]
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proj_plat = sln_plat
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godot_arch = p["architecture"]
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# Redirect editor configurations for non-Windows platforms to the Windows one, so the solution has all the permutations
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# and VS doesn't complain about missing project configurations.
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# Redirect editor configurations for platforms that don't support the editor target to the default editor target on the
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# active host platform, so the solution has all the permutations and VS doesn't complain about missing project configurations.
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# These configurations are disabled, so they show up but won't build.
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if godot_platform != "windows":
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if not has_editor:
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section1 += [f"editor|{sln_plat} = editor|{proj_plat}"]
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section2 += [
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f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{proj_plat}",
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section2 += [f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{host_arch}"]
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configurations += [
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f'<ProjectConfiguration Include="editor|{proj_plat}">',
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" <Configuration>editor</Configuration>",
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f" <Platform>{proj_plat}</Platform>",
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"</ProjectConfiguration>",
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]
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properties += [
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f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='editor|{proj_plat}'\">",
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" <GodotConfiguration>editor</GodotConfiguration>",
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f" <GodotPlatform>{proj_plat}</GodotPlatform>",
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"</PropertyGroup>",
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]
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for t in conf["targets"]:
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@ -1383,21 +1431,6 @@ def generate_vs_project(env, original_args, project_name="godot"):
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"</PropertyGroup>",
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]
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if godot_platform != "windows":
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configurations += [
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f'<ProjectConfiguration Include="editor|{proj_plat}">',
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" <Configuration>editor</Configuration>",
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f" <Platform>{proj_plat}</Platform>",
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"</ProjectConfiguration>",
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]
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properties += [
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f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='editor|{proj_plat}'\">",
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" <GodotConfiguration>editor</GodotConfiguration>",
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f" <GodotPlatform>{proj_plat}</GodotPlatform>",
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"</PropertyGroup>",
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]
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p = f"{project_name}.{godot_platform}.{godot_target}.{godot_arch}.generated.props"
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imports += [
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f'<Import Project="$(MSBuildProjectDirectory)\\{p}" Condition="Exists(\'$(MSBuildProjectDirectory)\\{p}\')"/>'
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@ -1606,3 +1639,18 @@ def to_raw_cstring(value: Union[str, List[str]]) -> str:
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else:
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# Wrap multiple segments in parenthesis to suppress `string-concatenation` warnings on clang.
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return "({})".format(" ".join(f'R"<!>({segment.decode()})<!>"' for segment in split))
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def get_default_include_paths(env):
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if env.msvc:
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return []
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compiler = env.subst("$CXX")
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target = os.path.join(env.Dir("#main").abspath, "main.cpp")
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args = [compiler, target, "-x", "c++", "-v"]
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ret = subprocess.run(args, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True)
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output = ret.stdout
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match = re.search(r"#include <\.\.\.> search starts here:([\S\s]*)End of search list.", output)
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if not match:
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print_warning("Failed to find the include paths in the compiler output.")
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return []
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return [x.strip() for x in match[1].strip().splitlines()]
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