SCons: Add an option to detect C++ modules recursively
This adds `custom_modules_recursive` which allows to detect and collect
all nested C++ modules which may reside in any directory specified by
`custom_modules` option.
The detection logic is made to be more strict because `SCSub` may be
used for organizing hierarchical builds within a module itself, so the
existence of `register_types.h` and `config.py` is checked as well
(these are all required for a C++ module to be compiled by Godot).
For performance reasons, built-in modules are not checked recursively,
and there's no benefit of doing so in the first place.
It's now possible to specify a directory path pointing to a *single*
module, as it may contain nested modules which are detected recursively.
(cherry picked from commit a3c2c1e18a
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This commit is contained in:
parent
395afe9363
commit
65a2f0dfd4
2 changed files with 77 additions and 18 deletions
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@ -121,6 +121,7 @@ opts.Add(BoolVariable("gdscript", "Enable GDScript support", True))
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opts.Add(BoolVariable("minizip", "Enable ZIP archive support using minizip", True))
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opts.Add(BoolVariable("xaudio2", "Enable the XAudio2 audio driver", False))
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opts.Add("custom_modules", "A list of comma-separated directory paths containing custom modules to build.", "")
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opts.Add(BoolVariable("custom_modules_recursive", "Detect custom modules recursively for each specified path.", True))
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# Advanced options
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opts.Add(BoolVariable("dev", "If yes, alias for verbose=yes warnings=extra werror=yes", False))
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@ -238,8 +239,14 @@ if env_base["custom_modules"]:
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sys.exit(255)
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for path in module_search_paths:
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if path == "modules":
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# Built-in modules don't have nested modules,
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# so save the time it takes to parse directories.
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modules = methods.detect_modules(path, recursive=False)
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else: # External.
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modules = methods.detect_modules(path, env_base["custom_modules_recursive"])
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# Note: custom modules can override built-in ones.
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modules_detected.update(methods.detect_modules(path))
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modules_detected.update(modules)
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include_path = os.path.dirname(path)
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if include_path:
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env_base.Prepend(CPPPATH=[include_path])
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86
methods.py
86
methods.py
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@ -134,33 +134,87 @@ def parse_cg_file(fname, uniforms, sizes, conditionals):
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fs.close()
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def detect_modules(at_path):
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module_list = OrderedDict() # name : path
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def detect_modules(search_path, recursive=False):
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"""Detects and collects a list of C++ modules at specified path
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modules_glob = os.path.join(at_path, "*")
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files = glob.glob(modules_glob)
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files.sort() # so register_module_types does not change that often, and also plugins are registered in alphabetic order
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`search_path` - a directory path containing modules. The path may point to
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a single module, which may have other nested modules. A module must have
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"register_types.h", "SCsub", "config.py" files created to be detected.
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for x in files:
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if not is_module(x):
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continue
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name = os.path.basename(x)
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path = x.replace("\\", "/") # win32
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module_list[name] = path
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`recursive` - if `True`, then all subdirectories are searched for modules as
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specified by the `search_path`, otherwise collects all modules under the
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`search_path` directory. If the `search_path` is a module, it is collected
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in all cases.
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return module_list
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Returns an `OrderedDict` with module names as keys, and directory paths as
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values. If a path is relative, then it is a built-in module. If a path is
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absolute, then it is a custom module collected outside of the engine source.
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"""
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modules = OrderedDict()
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def add_module(path):
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module_name = os.path.basename(path)
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module_path = path.replace("\\", "/") # win32
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modules[module_name] = module_path
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def is_engine(path):
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# Prevent recursively detecting modules in self and other
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# Godot sources when using `custom_modules` build option.
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version_path = os.path.join(path, "version.py")
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if os.path.exists(version_path):
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with open(version_path) as f:
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version = {}
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exec(f.read(), version)
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if version.get("short_name") == "godot":
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return True
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return False
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def get_files(path):
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files = glob.glob(os.path.join(path, "*"))
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# Sort so that `register_module_types` does not change that often,
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# and plugins are registered in alphabetic order as well.
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files.sort()
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return files
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if not recursive:
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if is_module(search_path):
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add_module(search_path)
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for path in get_files(search_path):
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if is_engine(path):
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continue
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if is_module(path):
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add_module(path)
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else:
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to_search = [search_path]
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while to_search:
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path = to_search.pop()
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if is_module(path):
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add_module(path)
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for child in get_files(path):
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if not os.path.isdir(child):
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continue
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if is_engine(child):
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continue
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to_search.insert(0, child)
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return modules
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def is_module(path):
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return os.path.isdir(path) and os.path.exists(os.path.join(path, "SCsub"))
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if not os.path.isdir(path):
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return False
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must_exist = ["register_types.h", "SCsub", "config.py"]
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for f in must_exist:
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if not os.path.exists(os.path.join(path, f)):
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return False
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return True
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def write_modules(module_list):
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def write_modules(modules):
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includes_cpp = ""
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register_cpp = ""
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unregister_cpp = ""
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for name, path in module_list.items():
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for name, path in modules.items():
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try:
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with open(os.path.join(path, "register_types.h")):
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includes_cpp += '#include "' + path + '/register_types.h"\n'
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@ -210,8 +264,6 @@ def convert_custom_modules_path(path):
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raise ValueError(err_msg % "point to an existing directory.")
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if path == os.path.realpath("modules"):
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raise ValueError(err_msg % "be a directory other than built-in `modules` directory.")
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if is_module(path):
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raise ValueError(err_msg % "point to a directory with modules, not a single module.")
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return path
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