Add Godot 3.x -> Godot 4.x project converter
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7 changed files with 3941 additions and 0 deletions
12
.github/workflows/linux_builds.yml
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12
.github/workflows/linux_builds.yml
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@ -28,6 +28,7 @@ jobs:
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doc-test: true
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bin: "./bin/godot.linuxbsd.opt.tools.64.mono"
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build-mono: true
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proj-conv: true
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artifact: true
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- name: Editor with doubles and GCC sanitizers (target=debug, tools=yes, float=64, tests=yes, use_asan=yes, use_ubsan=yes)
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@ -147,6 +148,17 @@ jobs:
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curr="$(pwd)/libvk_swiftshader.so"
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sed -i "s|PATH_TO_CHANGE|$curr|" vk_swiftshader_icd.json
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# Test 3.x -> 4.x project converter
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- name: Test project converter
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if: ${{ matrix.proj-conv }}
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run: |
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mkdir converter_test
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cd converter_test
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touch project.godot
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../${{ matrix.bin }} --headless --audio-driver Dummy --validate-conversion-3to4
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cd ..
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rm converter_test -rf
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# Download and extract zip archive with project, folder is renamed to be able to easy change used project
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- name: Download test project
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if: ${{ matrix.proj-test }}
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3811
editor/project_converter_3_to_4.cpp
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3811
editor/project_converter_3_to_4.cpp
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83
editor/project_converter_3_to_4.h
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83
editor/project_converter_3_to_4.h
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@ -0,0 +1,83 @@
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/*************************************************************************/
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/* project_converter_3_to_4.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PROJECT_CONVERTER_3_TO_4_H
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#define PROJECT_CONVERTER_3_TO_4_H
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#include "core/core_bind.h"
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#include "core/io/file_access.h"
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#include "core/object/ref_counted.h"
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#include "core/string/ustring.h"
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class ProjectConverter3To4 {
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void rename_enums(String &file_content);
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Vector<String> check_for_rename_enums(Vector<String> &file_content);
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void rename_classes(String &file_content);
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Vector<String> check_for_rename_classes(Vector<String> &file_content);
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void rename_gdscript_functions(String &file_content);
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Vector<String> check_for_rename_gdscript_functions(Vector<String> &file_content);
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void rename_csharp_functions(String &file_content);
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Vector<String> check_for_rename_csharp_functions(Vector<String> &file_content);
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void rename_gdscript_keywords(String &file_content);
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Vector<String> check_for_rename_gdscript_keywords(Vector<String> &file_content);
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void custom_rename(String &file_content, String from, String to);
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Vector<String> check_for_custom_rename(Vector<String> &file_content, String from, String to);
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void rename_common(const char *array[][2], String &file_content);
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Vector<String> check_for_rename_common(const char *array[][2], Vector<String> &file_content);
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Vector<String> check_for_files();
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Vector<String> parse_arguments(const String &line);
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int get_end_parenthess(const String &line) const;
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String connect_arguments(const Vector<String> &line, int from, int to = -1) const;
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String get_starting_space(const String &line) const;
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String get_object_of_execution(const String &line) const;
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String line_formatter(int current_line, String from, String to, String line);
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String simple_line_formatter(int current_line, String old_line, String line);
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bool test_single_array(const char *array[][2], bool ignore_second_check = false);
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bool test_conversion_single_additional(String name, String expected, void (ProjectConverter3To4::*func)(String &), String what);
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bool test_conversion_single_normal(String name, String expected, const char *array[][2], String what);
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bool test_array_names();
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bool test_conversion();
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public:
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int validate_conversion();
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int convert();
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};
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#endif // PROJECT_CONVERTER_3_TO_4_H
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@ -87,6 +87,7 @@
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#include "editor/editor_settings.h"
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#include "editor/editor_translation.h"
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#include "editor/progress_dialog.h"
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#include "editor/project_converter_3_to_4.h"
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#include "editor/project_manager.h"
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#ifndef NO_EDITOR_SPLASH
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#include "main/splash_editor.gen.h"
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@ -368,6 +369,8 @@ void Main::print_help(const char *p_binary) {
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OS::get_singleton()->print(" <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.\n");
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OS::get_singleton()->print(" --export-debug <preset> <path> Same as --export, but using the debug template.\n");
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OS::get_singleton()->print(" --export-pack <preset> <path> Same as --export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format.\n");
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OS::get_singleton()->print(" --convert-3to4 Converts project from Godot 3.x to Godot 4.x.\n");
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OS::get_singleton()->print(" --validate-conversion-3to4 Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x.\n");
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OS::get_singleton()->print(" --doctool [<path>] Dump the engine API reference to the given <path> (defaults to current dir) in XML format, merging if existing files are found.\n");
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OS::get_singleton()->print(" --no-docbase Disallow dumping the base types (used with --doctool).\n");
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OS::get_singleton()->print(" --build-solutions Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.\n");
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@ -996,6 +999,14 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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editor = true;
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cmdline_tool = true;
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main_args.push_back(I->get());
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} else if (I->get() == "--convert-3to4") {
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// Actually handling is done in start().
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cmdline_tool = true;
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main_args.push_back(I->get());
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} else if (I->get() == "--validate-conversion-3to4") {
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// Actually handling is done in start().
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cmdline_tool = true;
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main_args.push_back(I->get());
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} else if (I->get() == "--doctool") {
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// Actually handling is done in start().
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cmdline_tool = true;
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@ -2035,6 +2046,8 @@ bool Main::start() {
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String _export_preset;
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bool export_debug = false;
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bool export_pack_only = false;
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bool converting_project = false;
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bool validating_converting_project = false;
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#endif
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main_timer_sync.init(OS::get_singleton()->get_ticks_usec());
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@ -2050,6 +2063,10 @@ bool Main::start() {
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#ifdef TOOLS_ENABLED
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} else if (args[i] == "--no-docbase") {
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doc_base = false;
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} else if (args[i] == "--convert-3to4") {
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converting_project = true;
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} else if (args[i] == "--validate-conversion-3to4") {
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validating_converting_project = true;
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} else if (args[i] == "-e" || args[i] == "--editor") {
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editor = true;
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} else if (args[i] == "-p" || args[i] == "--project-manager") {
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@ -2203,6 +2220,18 @@ bool Main::start() {
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NativeExtensionAPIDump::generate_extension_json_file("extension_api.json");
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return false;
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}
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if (converting_project) {
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int exit_code = ProjectConverter3To4().convert();
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OS::get_singleton()->set_exit_code(exit_code);
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return false;
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}
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if (validating_converting_project) {
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int exit_code = ProjectConverter3To4().validate_conversion();
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OS::get_singleton()->set_exit_code(exit_code);
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return false;
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}
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#endif
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if (script.is_empty() && game_path.is_empty() && String(GLOBAL_GET("application/run/main_scene")) != "") {
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2
misc/dist/shell/_godot.zsh-completion
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2
misc/dist/shell/_godot.zsh-completion
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@ -78,6 +78,8 @@ _arguments \
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'--export[export the project using the given preset and matching release template]:export preset name then path' \
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'--export-debug[same as --export, but using the debug template]:export preset name then path' \
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'--export-pack[same as --export, but only export the game pack for the given preset]:export preset name then path' \
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'--convert-3to4[converts project from Godot 3.x to Godot 4.x]' \
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'--validate-conversion-3to4[shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x]' \
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'--doctool[dump the engine API reference to the given path in XML format, merging if existing files are found]:path to base Godot build directory (optional):_dirs' \
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'--no-docbase[disallow dumping the base types (used with --doctool)]' \
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'--build-solutions[build the scripting solutions (e.g. for C# projects)]' \
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2
misc/dist/shell/godot.bash-completion
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misc/dist/shell/godot.bash-completion
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@ -81,6 +81,8 @@ _complete_godot_options() {
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--export
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--export-debug
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--export-pack
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--convert-3to4
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--validate-conversion-3to4
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--doctool
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--no-docbase
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--build-solutions
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2
misc/dist/shell/godot.fish
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misc/dist/shell/godot.fish
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@ -93,6 +93,8 @@ complete -c godot -l check-only -d "Only parse for errors and quit (use with --s
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complete -c godot -l export -d "Export the project using the given preset and matching release template" -x
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complete -c godot -l export-debug -d "Same as --export, but using the debug template" -x
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complete -c godot -l export-pack -d "Same as --export, but only export the game pack for the given preset" -x
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complete -c godot -l convert-3to4 -d "Converts project from Godot 3.x to Godot 4.x"
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complete -c godot -l validate-conversion-3to4 -d "Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x"
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complete -c godot -l doctool -d "Dump the engine API reference to the given path in XML format, merging if existing files are found" -r
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complete -c godot -l no-docbase -d "Disallow dumping the base types (used with --doctool)"
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complete -c godot -l build-solutions -d "Build the scripting solutions (e.g. for C# projects)"
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