#!/usr/bin/env python Import("env") import os from pathlib import Path from platform_methods import run_in_subprocess import platform_windows_builders sources = [] common_win = [ "godot_windows.cpp", "crash_handler_windows.cpp", "os_windows.cpp", "display_server_windows.cpp", "key_mapping_windows.cpp", "joypad_windows.cpp", "tts_windows.cpp", "windows_terminal_logger.cpp", "gl_manager_windows_native.cpp", "gl_manager_windows_angle.cpp", "wgl_detect_version.cpp", "rendering_context_driver_vulkan_windows.cpp", ] common_win_wrap = [ "console_wrapper_windows.cpp", ] def arrange_program_clean(prog): """ Given an SCons program, arrange for output files SCons doesn't know about to be cleaned when SCons is called with --clean """ extensions_to_clean = [".ilk", ".exp", ".pdb", ".lib"] for program in prog: executable_stem = Path(program.name).stem extra_files_to_clean = [f"#bin/{executable_stem}{extension}" for extension in extensions_to_clean] Clean(prog, extra_files_to_clean) res_file = "godot_res.rc" res_target = "godot_res" + env["OBJSUFFIX"] res_obj = env.RES(res_target, res_file) env.add_source_files(sources, common_win) sources += res_obj prog = env.add_program("#bin/godot", sources, PROGSUFFIX=env["PROGSUFFIX"]) arrange_program_clean(prog) # Build console wrapper app. if env["windows_subsystem"] == "gui": env_wrap = env.Clone() res_wrap_file = "godot_res_wrap.rc" res_wrap_target = "godot_res_wrap" + env["OBJSUFFIX"] res_wrap_obj = env_wrap.RES(res_wrap_target, res_wrap_file) if env.msvc: env_wrap.Append(LINKFLAGS=["/SUBSYSTEM:CONSOLE"]) env_wrap.Append(LINKFLAGS=["version.lib"]) else: env_wrap.Append(LINKFLAGS=["-Wl,--subsystem,console"]) env_wrap.Append(LIBS=["version"]) prog_wrap = env_wrap.add_program("#bin/godot", common_win_wrap + res_wrap_obj, PROGSUFFIX=env["PROGSUFFIX_WRAP"]) arrange_program_clean(prog_wrap) env_wrap.Depends(prog_wrap, prog) sources += common_win_wrap + res_wrap_obj # Microsoft Visual Studio Project Generation if env["vsproj"]: env.vs_srcs += ["platform/windows/" + res_file] env.vs_srcs += ["platform/windows/godot.natvis"] for x in common_win: env.vs_srcs += ["platform/windows/" + str(x)] if env["windows_subsystem"] == "gui": for x in common_win_wrap: env.vs_srcs += ["platform/windows/" + str(x)] if env["d3d12"]: dxc_target_aliases = { "x86_32": "x86", "x86_64": "x64", "arm32": "arm", "arm64": "arm64", } dxc_arch_subdir = dxc_target_aliases[env["arch"]] agility_target_aliases = { "x86_32": "win32", "x86_64": "x64", "arm32": "arm", "arm64": "arm64", } agility_arch_subdir = agility_target_aliases[env["arch"]] # Used in cases where we can have multiple archs side-by-side. arch_bin_dir = "#bin/" + env["arch"] # DXC if env["dxc_path"] != "" and os.path.exists(env["dxc_path"]): dxc_dll = "dxil.dll" # Whether this one is loaded from arch-specific directory or not can be determined at runtime. # Let's copy to both and let the user decide the distribution model. for v in ["#bin", arch_bin_dir]: env.Command( v + "/" + dxc_dll, env["dxc_path"] + "/bin/" + dxc_arch_subdir + "/" + dxc_dll, Copy("$TARGET", "$SOURCE"), ) # Agility SDK if env["agility_sdk_path"] != "" and os.path.exists(env["agility_sdk_path"]): agility_dlls = ["D3D12Core.dll", "d3d12SDKLayers.dll"] # Whether these are loaded from arch-specific directory or not has to be known at build time. target_dir = arch_bin_dir if env["agility_sdk_multiarch"] else "#bin" for dll in agility_dlls: env.Command( target_dir + "/" + dll, env["agility_sdk_path"] + "/build/native/bin/" + agility_arch_subdir + "/" + dll, Copy("$TARGET", "$SOURCE"), ) # PIX if env["use_pix"]: pix_dll = "WinPixEventRuntime.dll" env.Command( "#bin/" + pix_dll, env["pix_path"] + "/bin/" + dxc_arch_subdir + "/" + pix_dll, Copy("$TARGET", "$SOURCE"), ) if not os.getenv("VCINSTALLDIR"): if env["debug_symbols"] and env["separate_debug_symbols"]: env.AddPostAction(prog, run_in_subprocess(platform_windows_builders.make_debug_mingw)) if env["windows_subsystem"] == "gui": env.AddPostAction(prog_wrap, run_in_subprocess(platform_windows_builders.make_debug_mingw)) env.platform_sources += sources