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- #!/usr/bin/env python
- Import("env")
- import os
- from pathlib import Path
- import platform_windows_builders
- sources = []
- common_win = [
- "godot_windows.cpp",
- "os_windows.cpp",
- "display_server_windows.cpp",
- "key_mapping_windows.cpp",
- "joypad_windows.cpp",
- "tts_windows.cpp",
- "windows_terminal_logger.cpp",
- "windows_utils.cpp",
- "native_menu_windows.cpp",
- "gl_manager_windows_native.cpp",
- "gl_manager_windows_angle.cpp",
- "wgl_detect_version.cpp",
- "rendering_context_driver_vulkan_windows.cpp",
- ]
- if env.msvc:
- common_win += ["crash_handler_windows_seh.cpp"]
- else:
- common_win += ["crash_handler_windows_signal.cpp"]
- common_win_wrap = [
- "console_wrapper_windows.cpp",
- ]
- def arrange_program_clean(prog):
- """
- Given an SCons program, arrange for output files SCons doesn't know about
- to be cleaned when SCons is called with --clean
- """
- extensions_to_clean = [".ilk", ".exp", ".pdb", ".lib"]
- for program in prog:
- executable_stem = Path(program.name).stem
- extra_files_to_clean = [f"#bin/{executable_stem}{extension}" for extension in extensions_to_clean]
- Clean(prog, extra_files_to_clean)
- res_file = "godot_res.rc"
- res_target = "godot_res" + env["OBJSUFFIX"]
- res_obj = env.RES(res_target, res_file)
- env.Depends(res_obj, "#core/version_generated.gen.h")
- env.add_source_files(sources, common_win)
- sources += res_obj
- prog = env.add_program("#bin/godot", sources, PROGSUFFIX=env["PROGSUFFIX"])
- arrange_program_clean(prog)
- # Build console wrapper app.
- if env["windows_subsystem"] == "gui":
- env_wrap = env.Clone()
- res_wrap_file = "godot_res_wrap.rc"
- res_wrap_target = "godot_res_wrap" + env["OBJSUFFIX"]
- res_wrap_obj = env_wrap.RES(res_wrap_target, res_wrap_file)
- env_wrap.Depends(res_wrap_obj, "#core/version_generated.gen.h")
- if env.msvc:
- env_wrap.Append(LINKFLAGS=["/SUBSYSTEM:CONSOLE"])
- env_wrap.Append(LINKFLAGS=["version.lib"])
- else:
- env_wrap.Append(LINKFLAGS=["-Wl,--subsystem,console"])
- env_wrap.Append(LIBS=["version"])
- prog_wrap = env_wrap.add_program("#bin/godot", common_win_wrap + res_wrap_obj, PROGSUFFIX=env["PROGSUFFIX_WRAP"])
- arrange_program_clean(prog_wrap)
- env_wrap.Depends(prog_wrap, prog)
- sources += common_win_wrap + res_wrap_obj
- # Microsoft Visual Studio Project Generation
- if env["vsproj"]:
- env.vs_srcs += ["platform/windows/" + res_file]
- env.vs_srcs += ["platform/windows/godot.natvis"]
- for x in common_win:
- env.vs_srcs += ["platform/windows/" + str(x)]
- if env["windows_subsystem"] == "gui":
- for x in common_win_wrap:
- env.vs_srcs += ["platform/windows/" + str(x)]
- if env["d3d12"]:
- dxc_target_aliases = {
- "x86_32": "x86",
- "x86_64": "x64",
- "arm32": "arm",
- "arm64": "arm64",
- }
- dxc_arch_subdir = dxc_target_aliases[env["arch"]]
- agility_target_aliases = {
- "x86_32": "win32",
- "x86_64": "x64",
- "arm32": "arm",
- "arm64": "arm64",
- }
- agility_arch_subdir = agility_target_aliases[env["arch"]]
- # Used in cases where we can have multiple archs side-by-side.
- arch_bin_dir = "#bin/" + env["arch"]
- # Agility SDK
- if env["agility_sdk_path"] != "" and os.path.exists(env["agility_sdk_path"]):
- agility_dlls = ["D3D12Core.dll", "d3d12SDKLayers.dll"]
- # Whether these are loaded from arch-specific directory or not has to be known at build time.
- target_dir = arch_bin_dir if env["agility_sdk_multiarch"] else "#bin"
- for dll in agility_dlls:
- env.Command(
- target_dir + "/" + dll,
- env["agility_sdk_path"] + "/build/native/bin/" + agility_arch_subdir + "/" + dll,
- Copy("$TARGET", "$SOURCE"),
- )
- # PIX
- if env["use_pix"]:
- pix_dll = "WinPixEventRuntime.dll"
- env.Command(
- "#bin/" + pix_dll,
- env["pix_path"] + "/bin/" + dxc_arch_subdir + "/" + pix_dll,
- Copy("$TARGET", "$SOURCE"),
- )
- if not os.getenv("VCINSTALLDIR"):
- if env["debug_symbols"]:
- env.AddPostAction(prog, env.Run(platform_windows_builders.make_debug_mingw))
- if env["windows_subsystem"] == "gui":
- env.AddPostAction(prog_wrap, env.Run(platform_windows_builders.make_debug_mingw))
- env.platform_sources += sources
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