virtualx-engine/modules/SCsub

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#!/usr/bin/env python
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import methods
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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import os
Import("env")
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env_modules = env.Clone()
# Allow modules to detect if they are being built as a module.
env_modules.Append(CPPDEFINES=["GODOT_MODULE"])
Export("env_modules")
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def register_module_types_builder(target, source, env):
modules = source[0].read()
mod_inc = "\n".join([f'#include "{p}/register_types.h"' for p in modules.values()])
mod_init = "\n".join(
[f"#ifdef MODULE_{n.upper()}_ENABLED\n\tinitialize_{n}_module(p_level);\n#endif" for n in modules.keys()]
)
mod_uninit = "\n".join(
[f"#ifdef MODULE_{n.upper()}_ENABLED\n\tuninitialize_{n}_module(p_level);\n#endif" for n in modules.keys()]
)
with methods.generated_wrapper(target) as file:
file.write(
f"""\
#include "register_module_types.h"
#include "modules/modules_enabled.gen.h"
{mod_inc}
void initialize_modules(ModuleInitializationLevel p_level) {{
{mod_init}
}}
void uninitialize_modules(ModuleInitializationLevel p_level) {{
{mod_uninit}
}}
"""
)
register_module_types = env.CommandNoCache(
"register_module_types.gen.cpp", env.Value(env.modules_detected), env.Run(register_module_types_builder)
)
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# Header with MODULE_*_ENABLED defines.
def modules_enabled_builder(target, source, env):
with methods.generated_wrapper(target) as file:
for module in source[0].read():
file.write(f"#define MODULE_{module.upper()}_ENABLED\n")
env.CommandNoCache("modules_enabled.gen.h", env.Value(env.module_list), env.Run(modules_enabled_builder))
vs_sources = []
test_headers = []
# libmodule_<name>.a for each active module.
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
2020-03-08 17:34:09 +01:00
for name, path in env.module_list.items():
env.modules_sources = []
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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# Name for built-in modules, (absolute) path for custom ones.
base_path = path if os.path.isabs(path) else name
SConscript(base_path + "/SCsub")
2016-04-02 20:26:12 +02:00
Add `custom_modules` build option to compile external user modules This patch adds ability to include external, user-defined C++ modules to be compiled as part of Godot via `custom_modules` build option which can be passed to `scons`. ``` scons platform=x11 tools=yes custom_modules="../project/modules" ``` Features: - detects all available modules under `custom_modules` directory the same way as it does for built-in modules (not recursive); - works with both relative and absolute paths on the filesystem; - multiple search paths can be specified as a comma-separated list. Module custom documentation and editor icons collection and generation process is adapted to work with absolute paths needed by such modules. Also fixed doctool bug mixing absolute and relative paths respectively. Implementation details: - `env.module_list` is a dictionary now, which holds both module name as key and either a relative or absolute path to a module as a value. - `methods.detect_modules` is run twice: once for built-in modules, and second for external modules, all combined later. - `methods.detect_modules` was not doing what it says on the tin. It is split into `detect_modules` which collects a list of available modules and `write_modules` which generates `register_types` sources for each. - whether a module is built-in or external is distinguished by relative or absolute paths respectively. `custom_modules` scons converter ensures that the path is absolute even if relative path is supplied, including expanding user paths and symbolic links. - treats the parent directory as if it was Godot's base directory, so that there's no need to change include paths in cases where custom modules are included as dependencies in other modules.
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lib = env_modules.add_library("module_%s" % name, env.modules_sources)
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env.Prepend(LIBS=[lib])
if env["vsproj"]:
vs_sources += env.modules_sources
if env["tests"]:
# Lookup potential headers in `tests` subfolder.
import glob
module_tests = sorted(glob.glob(os.path.join(base_path, "tests", "*.h")))
if module_tests != []:
test_headers += module_tests
# Generate header to be included in `tests/test_main.cpp` to run module-specific tests.
if env["tests"]:
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def modules_tests_builder(target, source, env):
with methods.generated_wrapper(target) as file:
for header in source:
file.write('#include "{}"\n'.format(os.path.normpath(header.path).replace("\\", "/")))
env.CommandNoCache("modules_tests.gen.h", test_headers, env.Run(modules_tests_builder))
# libmodules.a with only register_module_types.
# Must be last so that all libmodule_<name>.a libraries are on the right side
# in the linker command.
env.modules_sources = []
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env_modules.add_source_files(env.modules_sources, register_module_types)
lib = env_modules.add_library("modules", env.modules_sources)
env.Prepend(LIBS=[lib])
if env["vsproj"]:
env.modules_sources += vs_sources