Generate project files for VS2017
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2 changed files with 54 additions and 38 deletions
39
SConstruct
39
SConstruct
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@ -409,44 +409,7 @@ if selected_platform in platform_list:
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# Microsoft Visual Studio Project Generation
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# Microsoft Visual Studio Project Generation
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if (env['vsproj']) == "yes":
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if (env['vsproj']) == "yes":
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methods.generate_vs_project(env, GetOption("num_jobs"))
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AddToVSProject(env.core_sources)
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AddToVSProject(env.main_sources)
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AddToVSProject(env.modules_sources)
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AddToVSProject(env.scene_sources)
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AddToVSProject(env.servers_sources)
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AddToVSProject(env.editor_sources)
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# this env flag won't work, it needs to be set in env_base=Environment(MSVC_VERSION='9.0')
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# Even then, SCons still seems to ignore it and builds with the latest MSVC...
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# That said, it's not needed to be set so far but I'm leaving it here so that this comment
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# has a purpose.
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# env['MSVS_VERSION']='9.0'
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# Calls a CMD with /C(lose) and /V(delayed environment variable expansion) options.
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# And runs vcvarsall bat for the proper architecture and scons for proper configuration
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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=$(Configuration) tools=!tools! -j2'
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env['MSVSREBUILDCOM'] = 'cmd /V /C set "plat=$(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'
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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'
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# This version information (Win32, x64, Debug, Release, Release_Debug seems to be
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# required for Visual Studio to understand that it needs to generate an NMAKE
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# project. Do not modify without knowing what you are doing.
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debug_variants = ['debug|Win32'] + ['debug|x64']
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release_variants = ['release|Win32'] + ['release|x64']
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release_debug_variants = ['release_debug|Win32'] + ['release_debug|x64']
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variants = debug_variants + release_variants + release_debug_variants
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debug_targets = ['bin\\godot.windows.tools.32.exe'] + ['bin\\godot.windows.tools.64.exe']
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release_targets = ['bin\\godot.windows.opt.32.exe'] + ['bin\\godot.windows.opt.64.exe']
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release_debug_targets = ['bin\\godot.windows.opt.tools.32.exe'] + ['bin\\godot.windows.opt.tools.64.exe']
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targets = debug_targets + release_targets + release_debug_targets
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msvproj = env.MSVSProject(target=['#godot' + env['MSVSPROJECTSUFFIX']],
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incs=env.vs_incs,
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srcs=env.vs_srcs,
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runfile=targets,
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buildtarget=targets,
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auto_build_solution=1,
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variant=variants)
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else:
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else:
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53
methods.py
53
methods.py
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@ -1680,6 +1680,59 @@ def detect_visual_c_compiler_version(tools_env):
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return vc_chosen_compiler_str
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return vc_chosen_compiler_str
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def find_visual_c_batch_file(env):
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from SCons.Tool.MSCommon.vc import get_default_version, get_host_target, find_batch_file
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version = get_default_version(env)
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(host_platform, target_platform,req_target_platform) = get_host_target(env)
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return find_batch_file(env, version, host_platform, target_platform)[0]
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def generate_vs_project(env, num_jobs):
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batch_file = find_visual_c_batch_file(env)
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if batch_file:
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def build_commandline(commands):
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common_build_prefix = ['cmd /V /C set "plat=$(PlatformTarget)"',
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'(if "$(PlatformTarget)"=="x64" (set "plat=x86_amd64"))',
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'set "tools=yes"',
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'(if "$(Configuration)"=="release" (set "tools=no"))',
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'call "' + batch_file + '" !plat!']
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result = " ^& ".join(common_build_prefix + [commands])
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# print("Building commandline: ", result)
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return result
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env.AddToVSProject(env.core_sources)
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env.AddToVSProject(env.main_sources)
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env.AddToVSProject(env.modules_sources)
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env.AddToVSProject(env.scene_sources)
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env.AddToVSProject(env.servers_sources)
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env.AddToVSProject(env.editor_sources)
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env['MSVSBUILDCOM'] = build_commandline('scons platform=windows target=$(Configuration) tools=!tools! -j' + str(num_jobs))
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env['MSVSREBUILDCOM'] = build_commandline('scons platform=windows target=$(Configuration) tools=!tools! vsproj=yes -j' + str(num_jobs))
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env['MSVSCLEANCOM'] = build_commandline('scons --clean platform=windows target=$(Configuration) tools=!tools! -j' + str(num_jobs))
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# This version information (Win32, x64, Debug, Release, Release_Debug seems to be
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# required for Visual Studio to understand that it needs to generate an NMAKE
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# project. Do not modify without knowing what you are doing.
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debug_variants = ['debug|Win32'] + ['debug|x64']
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release_variants = ['release|Win32'] + ['release|x64']
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release_debug_variants = ['release_debug|Win32'] + ['release_debug|x64']
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variants = debug_variants + release_variants + release_debug_variants
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debug_targets = ['bin\\godot.windows.tools.32.exe'] + ['bin\\godot.windows.tools.64.exe']
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release_targets = ['bin\\godot.windows.opt.32.exe'] + ['bin\\godot.windows.opt.64.exe']
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release_debug_targets = ['bin\\godot.windows.opt.tools.32.exe'] + ['bin\\godot.windows.opt.tools.64.exe']
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targets = debug_targets + release_targets + release_debug_targets
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msvproj = env.MSVSProject(target=['#godot' + env['MSVSPROJECTSUFFIX']],
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incs=env.vs_incs,
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srcs=env.vs_srcs,
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runfile=targets,
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buildtarget=targets,
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auto_build_solution=1,
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variant=variants)
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else:
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print("Could not locate Visual Studio batch file for setting up the build environment. Not generating VS project.")
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def precious_program(env, program, sources, **args):
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def precious_program(env, program, sources, **args):
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program = env.ProgramOriginal(program, sources, **args)
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program = env.ProgramOriginal(program, sources, **args)
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