Commit graph

148 commits

Author SHA1 Message Date
Rémi Verschelde
948dcb63ca
Allow overriding VERSION_STATUS with GODOT_VERSION_STATUS in env
`VERSION_STATUS` is part of what constitutes the reference version for a given
Godot build, and is part of the version check for compatible export templates.

For dev snapshots (alpha, beta, RCs), we usually set the `VERSION_STATUS` to
a specific build number (e.g. `beta2`), but this change doesn't end up
committed to the Git repository as we don't want to keep changing `version.py`
for testing builds.

So this new environment override will be what can be used in official builds
and by users making custom builds for specific snapshots.
2021-07-29 11:47:53 +02:00
reduz
5ad4f26659 Implement the ability to disable classes
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
  `scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00
MmAaXx500
c759b7b235 Improve compiler version extraction 2021-05-31 20:31:12 +02:00
Resul Çelik
12dfdd546f SCons: Pass tests configuration to the MSVC solution
Test sources and build parameter were not supplied to the visual studio project. This resulted in a build that was not able to be test using the --test command. Adding build parameter ensures we can test, and supplying the sources ensures we have all files to write new tests and edit existing ones.
2021-03-23 23:29:14 +01:00
Anshul7sp1
91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Rémi Verschelde
b97ef35585 SCons: Properly handle overriding default values to bool options
The `dev=yes` and `production=yes` options work as aliases to set a number of
options, while still aiming to allow overriding specific options if the user
wishes so. (E.g. `production=yes use_lto=no` should work to enable production
defaults *but* disable LTO.)

That wasn't working as `ARGUMENTS.get()` returns a string and not a boolean as
expected by `BoolVariable`, and this wasn't flagged as a bug... So added a
helper method using SCons' `BoolVariable._text2bool` to do the conversion
manually.
2021-02-24 10:23:00 +01:00
Rémi Verschelde
75910d1e9b
SCons: Fix Godot detection in custom modules logic
`exec()` was not a good idea as it assumes a certain type of `version.py` file
similar to Godot's own file, which is not always a reliable assumption (see
https://github.com/godotengine/godot/pull/43057#issuecomment-777632900).

Also restores Python 2 support for the 3.2 branch.
2021-02-11 17:54:41 +01:00
Rémi Verschelde
c05d205a5c
Merge pull request #43057 from Xrayez/custom_modules_recursive
SCons: Add an option to detect C++ modules recursively
2021-02-08 16:00:03 +01:00
Marcel Admiraal
8ef5e3201c Don't handle BaseException in build scripts 2020-12-12 10:05:42 +00:00
Andrii Doroshenko (Xrayez)
a3c2c1e18a 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.
2020-10-24 22:22:58 +03:00
Bartłomiej T. Listwon
317c2b194d Add all headers to VS Project 2020-09-27 18:03:51 +02:00
Bartłomiej T. Listwon
b0b5cd07ec Fix custom modules in Visual Studio 2020-09-18 19:33:03 +02:00
Rémi Verschelde
493b308215
Merge pull request #41453 from Xrayez/custom-modules-visual-studio
Build the engine with custom modules in Visual Studio
2020-09-03 11:57:15 +02:00
Marcel Admiraal
cba4a93a34 Merge python EnvironmentError, IOError and WindowsError into OSError. 2020-09-02 15:58:07 +01:00
Andrii Doroshenko (Xrayez)
6eb4b89eef Build the engine with custom modules in Visual Studio
First, compile the engine normally with:
```
scons custom_modules="path/to/your/modules" vsproj=yes
```
Then run the Visual Studio project. You can now rebuild the engine if
you need to make changes to custom modules directly within IDE.
2020-08-22 18:22:09 +03:00
Rémi Verschelde
4f96c65e13
Style: Apply format changes from latest psf/black git 2020-08-21 01:34:56 +02:00
Andrii Doroshenko (Xrayez)
d86de6c98e SCons: Refactor running commands through builders
A new `env.Run` method is added which allows to control the verbosity
of builders output automatically depending on whether the "verbose"
option is set. It also allows to optionally run any SCons commands in a
subprocess using the existing `run_in_subprocess` method, unifying
the interface. `Action` objects wrap all builder functions to include a
short build message associated with any action.

Notably, this removes quite verbose output generated by `make_doc_header`
and `make_editor_icons_action` builders.
2020-07-28 00:09:21 +03:00
Rémi Verschelde
f940e5e000 CI: Install master version of psf/black
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.

Apply new style fixes done by latest black.
2020-07-26 19:48:25 +02:00
Tomasz Chabora
2407562366 Fix emoji branch compilation error 2020-07-23 19:42:37 +02:00
Andrii Doroshenko (Xrayez)
80249e7190 Expand env vars for custom_modules build option
The order of conversion is also changed to ensure that the resulting
path can be properly validated later on.
2020-07-10 15:58:16 +03:00
Rémi Verschelde
1aeb88205d
Merge pull request #37248 from Xrayez/env-dump
SCons: Dump construction environment to a file
2020-06-10 15:20:59 +02:00
Andrii Doroshenko (Xrayez)
42bee75e86 SCons: Dump construction environment to a file
A new `methods.dump(env)` is added to dump the construction environment
used by SCons to build Godot to a `.scons_env.json`. The file can be used
for debugging purposes and any external tool.
2020-06-10 15:05:43 +03:00
Rémi Verschelde
7c74312217 SCons: Validate dependencies for linked multimedia modules
This is still a bit hacky and eventually we should rework the way we handle
optional dependencies (especially with regard to builtin/system libs), but
it's a simple first step.

Fixes #39219.
2020-06-03 11:00:10 +02:00
Rémi Verschelde
105bef19ff
Merge pull request #39125 from Xrayez/py-modules-order-4.0
SCons: use `OrderedDict` to ensure insertion order of modules
2020-05-28 20:55:56 +02:00
Andrii Doroshenko (Xrayez)
17938fd547 SCons: use OrderedDict to ensure insertion order of modules
The insertion order for dictionaries is only a language feature for
Python 3.6/3.7+ implementations, and not prior to that.

This ensures that the engine won't be rebuilt if the order of detected
modules changes in any way, as the `OrderedDict` should guarantee
inerstion order.
2020-05-28 18:17:49 +03:00
Rémi Verschelde
2aa46ee4ae
Merge pull request #37198 from Xrayez/progress-inside
SCons: Move build progress related logic out of main SConstruct
2020-05-27 14:34:04 +02:00
Andrii Doroshenko (Xrayez)
12389b3736 Do not rely on the existence of config.py while detecting modules
The existence of `SCsub` is checked instead. This file is required for
all modules, and prevents the build system to leave modules without
`config.py` undetected, leading to silently ignoring the module during
compilation.
2020-05-26 18:00:30 +03:00
Andrii Doroshenko (Xrayez)
a96f0e98d7 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.
2020-05-25 15:33:32 +03:00
Rémi Verschelde
2e2ccb994b SCons: Expand CXX in check for vanilla Clang
I had missed it in df7ecfc4a7 it seems.

Fixes #37575.
2020-04-04 12:12:57 +02:00
Andrii Doroshenko (Xrayez)
d753a7630a Moved to methods.py as a show_progress method.
Some required changes are made:
- locally imported SCons-specific packages within the method;
- `global` variables converted to `nonlocal` (used in nested functions).
2020-03-30 17:35:13 +03:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Rémi Verschelde
3d2dd79ecd SCons: Drop support for Python 2
We now require SCons 3.0+ (first version with Python 3 support),
and we set min required Python 3 version to 3.5 (3.4 and earlier are
EOL).
2020-03-25 15:25:37 +01:00
Rémi Verschelde
13a9bfbca7 Style: Harmonize header guards to style guide [Core] 2020-03-25 11:22:19 +01:00
unknown
d78a78bc81 Remove the dead function win32_spawn from methods.py. 2020-03-18 17:15:40 +05:30
Rémi Verschelde
df7ecfc4a7 SCons: Expand env variables to check compiler version
Scons' `Environment.subst()` does that, and was already used in the
other place where we query an env variable (`env["LINK"]` in x11 code).

Fixes `3.2` iOS build after cherry-pick of #36559 (previously it only
ran for GCC code, not iOS's Clang), and the same issue would likely
affect `master` if iOS builds were enabled right now.
2020-03-04 14:36:58 +01:00
Rémi Verschelde
c7dc5142b5 SCons: Fix get_compiler_version() to return ints
Otherwise comparisons would fail for compiler versions above 10.
Also simplified code somewhat to avoid using subprocess too much
needlessly.
2020-02-26 14:23:34 +01:00
Rémi Verschelde
dd4eb5494f SCons: Re-allow upcoming GCC 8.4, fixes C++17 copy elision
Follow-up to #36484.

The patches for https://gcc.gnu.org/bugzilla/show_bug.cgi?id=86521 have now
landed in the `releases/gcc-8` branch and will be in GCC 8.4.
2020-02-26 09:06:39 +01:00
Nickolai Korshunov
c491232ae2 Scons: fixed build for vanilla clang in mac os x 2020-02-24 12:19:41 +03:00
Rémi Verschelde
214d852ffd SCons: Add GCC/Clang minimum version check
Prevent using GCC 8 as it does not properly support C++17's
guaranteed copy elision which we now need.
(Upstream bug: https://gcc.gnu.org/bugzilla/show_bug.cgi?id=86521)

Follow-up to #36457 and #36436.
2020-02-23 21:13:29 +01:00
Juan Linietsky
4fe3ee1730 Moved the shader source compilation code outside RenderingDevice and Vulkan 2020-02-11 11:53:29 +01:00
Rémi Verschelde
4e2dbb1bc0 SCons: Split libmodules.a in folder-based libs
This removes the need for the hacky split_libmodules logic on Windows,
since all libs are now of manageable size.
2020-02-07 14:19:51 +01:00
Rémi Verschelde
b7297fb39c SCons: Generate header with info on which modules are enabled
We already had `MODULE_*_ENABLED` defines but only in the modules
environment, and a few custom `*_ENABLED` defines in the main env
when we needed the information in core.

Now this is defined in a single header which can be included in the
files that need this information.
2020-02-07 11:31:37 +01:00
Joost Heitbrink
dc61323b2c PCK: Set VERSION_PATCH in header, factor out header magic
Unify pack file version and magic to avoid hardcoded literals.

`version.py` now always includes `patch` even for the first release in
a new stable branch (e.g. 3.2). The public name stays without the patch
number, but `Engine.get_version_info()` already included `patch == 0`,
and we can remove some extra handling of undefined `VERSION_PATCH` this
way.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-01-06 13:13:17 +01:00
unknown
0ab7bd402a Remove unused imports 2020-01-03 01:02:38 +05:30
Rémi Verschelde
c320a82213 SCons: Add 'split_libmodules' option to workaround linker issue
The new 'split_libmodules=yes' option is useful to work around linker
command line size limitations when linking a huge number of objects.
We're currently over 64k chars when linking libmodules.a on Windows
with MinGW, which triggers issues as seen in #30892.

Even on Linux, we can also reach linker command line size limitations
by adding more custom modules.

We force this option to True for MinGW on Windows, which fixes #30892.

Additional changes to lib splitting:

- Fix linking of the split module libs with interdependent symbols,
  hacking our way into LINKCOM and SHLINKCOM to set the `--start-group`
  and `--end-group` flags.
- Fix Python 3 compatibility in `methods.split_lib()`.
- Drop seemingly obsolete condition for 'msys' on 'posix'.
- Drop the unnecessary 'split_drivers' as the drivers lib is no longer
  too big since we moved all thirdparty builds to modules.

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2019-12-11 15:40:28 +01:00
santouits
21297a533e fix getting correct mingw-w64 version
When checking mingw-w64 version, at least on debian, the regex being used returned 86 because the name of the binary in debian starts with x86_64-w64 so we use the dumpversion option that gcc has. This fixes not compiling because gcc versions < 7 don't have some checks like shadow-local
2019-07-26 00:04:16 +03:00
Rémi Verschelde
66d09a6b4c SCons: Fix uses of [].append instead of env.add_source_files()
Also added support for SCons project-absolute paths (starting with #) and
warning about duplicates in add_source_files(), and fixed
default_controller_mappings.gen.cpp being included twice after first build
due to *.cpp globbing.

Part of #30270.
2019-07-22 15:08:32 +02:00
Rémi Verschelde
b0d41847ed SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).

We still use CPPFLAGS for some pre-processor flags which are not
defines.
2019-07-03 09:59:04 +02:00
hbina085
f4e1ed7e63 some variables in methods.py are not used
Thus they can be safely ignored
2019-06-29 06:56:57 -04:00
Rémi Verschelde
b10dd110e5 Print engine version to stdout when starting Godot
Also include website URL and make it configurable via version.py
together with the rest of the engine branding.

Add mention to MIT license in --help output.
2019-05-28 11:19:21 +02:00