mirror of
				https://github.com/godotengine/godot.git
				synced 2025-10-31 13:41:03 +00:00 
			
		
		
		
	 7bf9787921
			
		
	
	
		7bf9787921
		
	
	
	
	
		
			
			Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
		
	
			
		
			
				
	
	
		
			80 lines
		
	
	
	
		
			2.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			80 lines
		
	
	
	
		
			2.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| # Build the Godot API solution
 | |
| 
 | |
| import os
 | |
| 
 | |
| from SCons.Script import Dir
 | |
| 
 | |
| 
 | |
| def build_api_solution(source, target, env):
 | |
|     # source and target elements are of type SCons.Node.FS.File, hence why we convert them to str
 | |
| 
 | |
|     module_dir = env["module_dir"]
 | |
| 
 | |
|     solution_path = os.path.join(module_dir, "glue/GodotSharp/GodotSharp.sln")
 | |
| 
 | |
|     build_config = env["solution_build_config"]
 | |
| 
 | |
|     extra_msbuild_args = ["/p:NoWarn=1591"]  # Ignore missing documentation warnings
 | |
| 
 | |
|     from .solution_builder import build_solution
 | |
| 
 | |
|     build_solution(env, solution_path, build_config, extra_msbuild_args=extra_msbuild_args)
 | |
| 
 | |
|     # Copy targets
 | |
| 
 | |
|     core_src_dir = os.path.abspath(os.path.join(solution_path, os.pardir, "GodotSharp", "bin", build_config))
 | |
|     editor_src_dir = os.path.abspath(os.path.join(solution_path, os.pardir, "GodotSharpEditor", "bin", build_config))
 | |
| 
 | |
|     dst_dir = os.path.abspath(os.path.join(str(target[0]), os.pardir))
 | |
| 
 | |
|     if not os.path.isdir(dst_dir):
 | |
|         assert not os.path.isfile(dst_dir)
 | |
|         os.makedirs(dst_dir)
 | |
| 
 | |
|     def copy_target(target_path):
 | |
|         from shutil import copy
 | |
| 
 | |
|         filename = os.path.basename(target_path)
 | |
| 
 | |
|         src_path = os.path.join(core_src_dir, filename)
 | |
|         if not os.path.isfile(src_path):
 | |
|             src_path = os.path.join(editor_src_dir, filename)
 | |
| 
 | |
|         copy(src_path, target_path)
 | |
| 
 | |
|     for scons_target in target:
 | |
|         copy_target(str(scons_target))
 | |
| 
 | |
| 
 | |
| def build(env_mono):
 | |
|     assert env_mono["tools"]
 | |
| 
 | |
|     target_filenames = [
 | |
|         "GodotSharp.dll",
 | |
|         "GodotSharp.pdb",
 | |
|         "GodotSharp.xml",
 | |
|         "GodotSharpEditor.dll",
 | |
|         "GodotSharpEditor.pdb",
 | |
|         "GodotSharpEditor.xml",
 | |
|     ]
 | |
| 
 | |
|     depend_cmd = []
 | |
| 
 | |
|     for build_config in ["Debug", "Release"]:
 | |
|         output_dir = Dir("#bin").abspath
 | |
|         editor_api_dir = os.path.join(output_dir, "GodotSharp", "Api", build_config)
 | |
| 
 | |
|         targets = [os.path.join(editor_api_dir, filename) for filename in target_filenames]
 | |
| 
 | |
|         cmd = env_mono.CommandNoCache(
 | |
|             targets, depend_cmd, build_api_solution, module_dir=os.getcwd(), solution_build_config=build_config
 | |
|         )
 | |
|         env_mono.AlwaysBuild(cmd)
 | |
| 
 | |
|         # Make the Release build of the API solution depend on the Debug build.
 | |
|         # We do this in order to prevent SCons from building them in parallel,
 | |
|         # which can freak out MSBuild. In many cases, one of the builds would
 | |
|         # hang indefinitely requiring a key to be pressed for it to continue.
 | |
|         depend_cmd = cmd
 | |
| 
 | |
|     return depend_cmd
 |