diff --git a/SConstruct b/SConstruct index fee97862341..c5071e98615 100644 --- a/SConstruct +++ b/SConstruct @@ -409,44 +409,7 @@ if selected_platform in platform_list: # Microsoft Visual Studio Project Generation if (env['vsproj']) == "yes": - - AddToVSProject(env.core_sources) - AddToVSProject(env.main_sources) - AddToVSProject(env.modules_sources) - AddToVSProject(env.scene_sources) - AddToVSProject(env.servers_sources) - AddToVSProject(env.editor_sources) - - # this env flag won't work, it needs to be set in env_base=Environment(MSVC_VERSION='9.0') - # Even then, SCons still seems to ignore it and builds with the latest MSVC... - # That said, it's not needed to be set so far but I'm leaving it here so that this comment - # has a purpose. - # env['MSVS_VERSION']='9.0' - - # Calls a CMD with /C(lose) and /V(delayed environment variable expansion) options. - # And runs vcvarsall bat for the proper architecture and scons for proper configuration - env['MSVSBUILDCOM'] = 'cmd /V /C set "plat=$(PlatformTarget)" ^& (if "$(PlatformTarget)"=="x64" (set "plat=x86_amd64")) ^& set "tools=yes" ^& (if "$(Configuration)"=="release" (set "tools=no")) ^& call "$(VCInstallDir)vcvarsall.bat" !plat! ^& scons platform=windows target=$(Configuration) tools=!tools! -j2' - env['MSVSREBUILDCOM'] = 'cmd /V /C set "plat=$(PlatformTarget)" ^& (if "$(PlatformTarget)"=="x64" (set "plat=x86_amd64")) ^& set "tools=yes" ^& (if "$(Configuration)"=="release" (set "tools=no")) & call "$(VCInstallDir)vcvarsall.bat" !plat! ^& scons platform=windows target=$(Configuration) tools=!tools! vsproj=yes -j2' - env['MSVSCLEANCOM'] = 'cmd /V /C set "plat=$(PlatformTarget)" ^& (if "$(PlatformTarget)"=="x64" (set "plat=x86_amd64")) ^& set "tools=yes" ^& (if "$(Configuration)"=="release" (set "tools=no")) ^& call "$(VCInstallDir)vcvarsall.bat" !plat! ^& scons --clean platform=windows target=$(Configuration) tools=!tools! -j2' - - # This version information (Win32, x64, Debug, Release, Release_Debug seems to be - # required for Visual Studio to understand that it needs to generate an NMAKE - # project. Do not modify without knowing what you are doing. - debug_variants = ['debug|Win32'] + ['debug|x64'] - release_variants = ['release|Win32'] + ['release|x64'] - release_debug_variants = ['release_debug|Win32'] + ['release_debug|x64'] - variants = debug_variants + release_variants + release_debug_variants - debug_targets = ['bin\\godot.windows.tools.32.exe'] + ['bin\\godot.windows.tools.64.exe'] - release_targets = ['bin\\godot.windows.opt.32.exe'] + ['bin\\godot.windows.opt.64.exe'] - release_debug_targets = ['bin\\godot.windows.opt.tools.32.exe'] + ['bin\\godot.windows.opt.tools.64.exe'] - targets = debug_targets + release_targets + release_debug_targets - msvproj = env.MSVSProject(target=['#godot' + env['MSVSPROJECTSUFFIX']], - incs=env.vs_incs, - srcs=env.vs_srcs, - runfile=targets, - buildtarget=targets, - auto_build_solution=1, - variant=variants) + methods.generate_vs_project(env, GetOption("num_jobs")) else: diff --git a/methods.py b/methods.py index 25093ac5301..ec7e658a3b2 100644 --- a/methods.py +++ b/methods.py @@ -1680,6 +1680,59 @@ def detect_visual_c_compiler_version(tools_env): return vc_chosen_compiler_str +def find_visual_c_batch_file(env): + from SCons.Tool.MSCommon.vc import get_default_version, get_host_target, find_batch_file + + version = get_default_version(env) + (host_platform, target_platform,req_target_platform) = get_host_target(env) + return find_batch_file(env, version, host_platform, target_platform)[0] + + +def generate_vs_project(env, num_jobs): + batch_file = find_visual_c_batch_file(env) + if batch_file: + def build_commandline(commands): + common_build_prefix = ['cmd /V /C set "plat=$(PlatformTarget)"', + '(if "$(PlatformTarget)"=="x64" (set "plat=x86_amd64"))', + 'set "tools=yes"', + '(if "$(Configuration)"=="release" (set "tools=no"))', + 'call "' + batch_file + '" !plat!'] + + result = " ^& ".join(common_build_prefix + [commands]) + # print("Building commandline: ", result) + return result + + env.AddToVSProject(env.core_sources) + env.AddToVSProject(env.main_sources) + env.AddToVSProject(env.modules_sources) + env.AddToVSProject(env.scene_sources) + env.AddToVSProject(env.servers_sources) + env.AddToVSProject(env.editor_sources) + + env['MSVSBUILDCOM'] = build_commandline('scons platform=windows target=$(Configuration) tools=!tools! -j' + str(num_jobs)) + env['MSVSREBUILDCOM'] = build_commandline('scons platform=windows target=$(Configuration) tools=!tools! vsproj=yes -j' + str(num_jobs)) + env['MSVSCLEANCOM'] = build_commandline('scons --clean platform=windows target=$(Configuration) tools=!tools! -j' + str(num_jobs)) + + # This version information (Win32, x64, Debug, Release, Release_Debug seems to be + # required for Visual Studio to understand that it needs to generate an NMAKE + # project. Do not modify without knowing what you are doing. + debug_variants = ['debug|Win32'] + ['debug|x64'] + release_variants = ['release|Win32'] + ['release|x64'] + release_debug_variants = ['release_debug|Win32'] + ['release_debug|x64'] + variants = debug_variants + release_variants + release_debug_variants + debug_targets = ['bin\\godot.windows.tools.32.exe'] + ['bin\\godot.windows.tools.64.exe'] + release_targets = ['bin\\godot.windows.opt.32.exe'] + ['bin\\godot.windows.opt.64.exe'] + release_debug_targets = ['bin\\godot.windows.opt.tools.32.exe'] + ['bin\\godot.windows.opt.tools.64.exe'] + targets = debug_targets + release_targets + release_debug_targets + msvproj = env.MSVSProject(target=['#godot' + env['MSVSPROJECTSUFFIX']], + incs=env.vs_incs, + srcs=env.vs_srcs, + runfile=targets, + buildtarget=targets, + auto_build_solution=1, + variant=variants) + else: + print("Could not locate Visual Studio batch file for setting up the build environment. Not generating VS project.") def precious_program(env, program, sources, **args): program = env.ProgramOriginal(program, sources, **args)