virtualx-engine/methods.py
masoud bh 24f3f43457 Add icon to exe file in windows export
add version_info and icon sections in "export to windows platform".
add version_info and icon to godot exe file (editor & template exe).
fix an problem in image class.
change all default icons to android export icon (a little more rounded).
create an python script for convert file to cpp byte array for use in
'splash.h'.
2015-11-09 02:23:58 +03:30

1364 lines
42 KiB
Python
Executable file

import os
def add_source_files(self, sources, filetype, lib_env = None, shared = False):
import glob;
import string;
#if not lib_objects:
if not lib_env:
lib_env = self
if type(filetype) == type(""):
dir = self.Dir('.').abspath
list = glob.glob(dir + "/"+filetype)
for f in list:
sources.append( self.Object(f) )
else:
for f in filetype:
sources.append(self.Object(f))
def build_shader_header( target, source, env ):
for x in source:
print x
name = str(x)
name = name[ name.rfind("/")+1: ]
name = name[ name.rfind("\\")+1: ]
name = name.replace(".","_")
fs = open(str(x),"r")
fd = open(str(x)+".h","w")
fd.write("/* this file has been generated by SCons, do not edit! */\n")
fd.write("static const char *"+name+"=\n")
line=fs.readline()
while(line):
line=line.replace("\r","")
line=line.replace("\n","")
line=line.replace("\\","\\\\")
line=line.replace("\"","\\\"")
fd.write("\""+line+"\\n\"\n")
line=fs.readline()
fd.write(";\n")
return 0
def build_glsl_header( filename ):
fs = open(filename,"r")
line=fs.readline()
vertex_lines=[]
fragment_lines=[]
uniforms=[]
attributes=[]
fbos=[]
conditionals=[]
texunits=[]
texunit_names=[]
ubos=[]
ubo_names=[]
reading=""
line_offset=0
vertex_offset=0
fragment_offset=0
while(line):
if (line.find("[vertex]")!=-1):
reading="vertex"
line=fs.readline()
line_offset+=1
vertex_offset=line_offset
continue
if (line.find("[fragment]")!=-1):
reading="fragment"
line=fs.readline()
line_offset+=1
fragment_offset=line_offset
continue
if (line.find("#ifdef ")!=-1):
ifdefline = line.replace("#ifdef ","").strip()
if (not ifdefline in conditionals):
conditionals+=[ifdefline]
if (line.find("#elif defined(")!=-1):
ifdefline = line.replace("#elif defined(","").strip()
ifdefline = ifdefline.replace(")","").strip()
if (not ifdefline in conditionals):
conditionals+=[ifdefline]
import re
if re.search(r"^\s*uniform", line):
if (line.lower().find("texunit:")!=-1):
#texture unit
texunit = str(int( line[line.find(":")+1:].strip() ))
uline=line[:line.lower().find("//")]
uline = uline.replace("uniform","");
uline = uline.replace(";","");
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[ x.rfind(" ")+1: ]
if (x.find("[")!=-1):
#unfiorm array
x = x[ :x.find("[") ]
if (not x in texunit_names):
texunits+=[(x,texunit)]
texunit_names+=[x]
elif (line.lower().find("ubo:")!=-1):
#ubo
uboidx = str(int( line[line.find(":")+1:].strip() ))
uline=line[:line.lower().find("//")]
uline = uline[uline.find("uniform")+len("uniform"):];
uline = uline.replace(";","");
uline = uline.replace("{","");
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[ x.rfind(" ")+1: ]
if (x.find("[")!=-1):
#unfiorm array
x = x[ :x.find("[") ]
if (not x in ubo_names):
ubos+=[(x,uboidx)]
ubo_names+=[x]
else:
uline = line.replace("uniform","");
uline = uline.replace(";","");
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[ x.rfind(" ")+1: ]
if (x.find("[")!=-1):
#unfiorm array
x = x[ :x.find("[") ]
if (not x in uniforms):
uniforms+=[x]
if ((line.strip().find("in ")==0 or line.strip().find("attribute ")==0) and line.find("attrib:")!=-1):
uline = line.replace("in ","");
uline = uline.replace("attribute ","");
uline = uline.replace(";","");
uline = uline[ uline.find(" "): ].strip()
if (uline.find("//")!=-1):
name,bind = uline.split("//")
if (bind.find("attrib:")!=-1):
name=name.strip()
bind=bind.replace("attrib:","").strip()
attributes+=[(name,bind)]
if (line.strip().find("out ")==0):
uline = line.replace("out","").strip();
uline = uline.replace(";","");
uline = uline[ uline.find(" "): ].strip()
if (uline.find("//")!=-1):
name,bind = uline.split("//")
if (bind.find("drawbuffer:")!=-1):
name=name.strip()
bind=bind.replace("drawbuffer:","").strip()
fbos+=[(name,bind)]
line=line.replace("\r","")
line=line.replace("\n","")
line=line.replace("\\","\\\\")
line=line.replace("\"","\\\"")
#line=line+"\\n\\" no need to anymore
if (reading=="vertex"):
vertex_lines+=[line]
if (reading=="fragment"):
fragment_lines+=[line]
line=fs.readline()
line_offset+=1
fs.close();
out_file = filename+".h"
fd = open(out_file,"w")
fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n");
out_file_base = out_file
out_file_base = out_file_base[ out_file_base.rfind("/")+1: ]
out_file_base = out_file_base[ out_file_base.rfind("\\")+1: ]
# print("out file "+out_file+" base " +out_file_base)
out_file_ifdef = out_file_base.replace(".","_").upper()
fd.write("#ifndef "+out_file_ifdef+"\n")
fd.write("#define "+out_file_ifdef+"\n")
out_file_class = out_file_base.replace(".glsl.h","").title().replace("_","").replace(".","")+"ShaderGL";
fd.write("\n\n");
fd.write("#include \"drivers/opengl/shader_gl.h\"\n\n\n");
fd.write("class "+out_file_class+" : public ShaderGL {\n\n");
fd.write("\t virtual String get_shader_name() const { return \""+out_file_class+"\"; }\n");
fd.write("public:\n\n");
if (len(conditionals)):
fd.write("\tenum Conditionals {\n");
for x in conditionals:
fd.write("\t\t"+x+",\n");
fd.write("\t};\n\n");
if (len(uniforms)):
fd.write("\tenum Uniforms {\n");
for x in uniforms:
fd.write("\t\t"+x.upper()+",\n");
fd.write("\t};\n\n");
fd.write("\t_FORCE_INLINE_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }\n\n");
if (len(conditionals)):
fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n");
fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; ERR_FAIL_COND( get_active()!=this );\n\n ");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, unsigned long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU glUniform2f(get_uniform(p_uniform),p_a,p_b); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU glUniform4f(get_uniform(p_uniform),p_a,p_b,p_c,p_d); }\n\n");
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU
const Transform &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.basis.elements[0][0],
tr.basis.elements[1][0],
tr.basis.elements[2][0],
0,
tr.basis.elements[0][1],
tr.basis.elements[1][1],
tr.basis.elements[2][1],
0,
tr.basis.elements[0][2],
tr.basis.elements[1][2],
tr.basis.elements[2][2],
0,
tr.origin.x,
tr.origin.y,
tr.origin.z,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""");
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Matrix32& p_transform) { _FU
const Matrix32 &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.elements[0][0],
tr.elements[0][1],
0,
0,
tr.elements[1][0],
tr.elements[1][1],
0,
0,
0,
0,
1,
0,
tr.elements[2][0],
tr.elements[2][1],
0,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""");
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU
GLfloat matrix[16];
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
matrix[i*4+j]=p_matrix.matrix[i][j];
}
}
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}; """);
fd.write("\n\n#undef _FU\n\n\n");
fd.write("\tvirtual void init() {\n\n");
if (len(conditionals)):
fd.write("\t\tstatic const char* _conditional_strings[]={\n")
if (len(conditionals)):
for x in conditionals:
fd.write("\t\t\t\"#define "+x+"\\n\",\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic const char **_conditional_strings=NULL;\n")
if (len(uniforms)):
fd.write("\t\tstatic const char* _uniform_strings[]={\n")
if (len(uniforms)):
for x in uniforms:
fd.write("\t\t\t\""+x+"\",\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic const char **_uniform_strings=NULL;\n")
if (len(attributes)):
fd.write("\t\tstatic AttributePair _attribute_pairs[]={\n")
for x in attributes:
fd.write("\t\t\t{\""+x[0]+"\","+x[1]+"},\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic AttributePair *_attribute_pairs=NULL;\n")
if (len(fbos)):
fd.write("\t\tstatic FBOPair _fbo_pairs[]={\n")
for x in fbos:
fd.write("\t\t\t{\""+x[0]+"\","+x[1]+"},\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic FBOPair *_fbo_pairs=NULL;\n")
if (len(ubos)):
fd.write("\t\tstatic UBOPair _ubo_pairs[]={\n")
for x in ubos:
fd.write("\t\t\t{\""+x[0]+"\","+x[1]+"},\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic UBOPair *_ubo_pairs=NULL;\n")
if (len(texunits)):
fd.write("\t\tstatic TexUnitPair _texunit_pairs[]={\n")
for x in texunits:
fd.write("\t\t\t{\""+x[0]+"\","+x[1]+"},\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic TexUnitPair *_texunit_pairs=NULL;\n")
fd.write("\t\tstatic const char* _vertex_code=\"\\\n")
for x in vertex_lines:
fd.write("\t\t\t"+x+"\n");
fd.write("\t\t\";\n\n");
fd.write("\t\tstatic const int _vertex_code_start="+str(vertex_offset)+";\n")
fd.write("\t\tstatic const char* _fragment_code=\"\\\n")
for x in fragment_lines:
fd.write("\t\t\t"+x+"\n");
fd.write("\t\t\";\n\n");
fd.write("\t\tstatic const int _fragment_code_start="+str(fragment_offset)+";\n")
fd.write("\t\tsetup(_conditional_strings,"+str(len(conditionals))+",_uniform_strings,"+str(len(uniforms))+",_attribute_pairs,"+str(len(attributes))+",_fbo_pairs,"+str(len(fbos))+",_ubo_pairs,"+str(len(ubos))+",_texunit_pairs,"+str(len(texunits))+",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
fd.write("\t};\n\n")
fd.write("};\n\n");
fd.write("#endif\n\n");
fd.close();
def build_glsl_headers( target, source, env ):
for x in source:
build_glsl_header(str(x));
return 0
def build_hlsl_dx9_header( filename ):
fs = open(filename,"r")
line=fs.readline()
vertex_lines=[]
fragment_lines=[]
uniforms=[]
fragment_uniforms=[]
attributes=[]
fbos=[]
conditionals=[]
reading=""
line_offset=0
vertex_offset=0
fragment_offset=0
while(line):
if (line.find("[vertex]")!=-1):
reading="vertex"
line=fs.readline()
line_offset+=1
vertex_offset=line_offset
continue
if (line.find("[fragment]")!=-1):
reading="fragment"
line=fs.readline()
line_offset+=1
fragment_offset=line_offset
continue
if (line.find("#ifdef ")!=-1):
ifdefline = line.replace("#ifdef ","").strip()
if (not ifdefline in conditionals):
conditionals+=[ifdefline]
if (line.find("#elif defined(")!=-1):
ifdefline = line.replace("#elif defined(","").strip()
ifdefline = ifdefline.replace(")","").strip()
if (not ifdefline in conditionals):
conditionals+=[ifdefline]
if (line.find("uniform")!=-1):
uline = line.replace("uniform","");
uline = uline.replace(";","");
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[ x.rfind(" ")+1: ]
if (x.find("[")!=-1):
#unfiorm array
x = x[ :x.find("[") ]
if (not x in uniforms):
uniforms+=[x]
fragment_uniforms+=[reading=="fragment"]
line=line.replace("\r","")
line=line.replace("\n","")
line=line.replace("\\","\\\\")
line=line.replace("\"","\\\"")
line=line+"\\n\\"
if (reading=="vertex"):
vertex_lines+=[line]
if (reading=="fragment"):
fragment_lines+=[line]
line=fs.readline()
line_offset+=1
fs.close();
out_file = filename+".h"
fd = open(out_file,"w")
fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n");
out_file_base = out_file
out_file_base = out_file_base[ out_file_base.rfind("/")+1: ]
out_file_base = out_file_base[ out_file_base.rfind("\\")+1: ]
# print("out file "+out_file+" base " +out_file_base)
out_file_ifdef = out_file_base.replace(".","_").upper()
fd.write("#ifndef "+out_file_ifdef+"\n")
fd.write("#define "+out_file_ifdef+"\n")
out_file_class = out_file_base.replace(".hlsl.h","").title().replace("_","").replace(".","")+"ShaderDX9";
fd.write("\n\n");
fd.write("#include \"drivers/directx9/shader_dx9.h\"\n\n\n");
fd.write("class "+out_file_class+" : public ShaderDX9 {\n\n");
fd.write("\t virtual String get_shader_name() const { return \""+out_file_class+"\"; }\n");
fd.write("public:\n\n");
if (len(conditionals)):
fd.write("\tenum Conditionals {\n");
for x in conditionals:
fd.write("\t\t"+x+",\n");
fd.write("\t};\n\n");
if (len(uniforms)):
fd.write("\tenum Uniforms {\n");
for x in uniforms:
fd.write("\t\t"+x.upper()+",\n");
fd.write("\t};\n\n");
if (len(conditionals)):
fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n");
fd.write("\t#define _FU if (!_uniform_valid(p_uniform)) return; ERR_FAIL_COND( get_active()!=this );\n\n ");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, bool p_value) { _FU set_uniformb(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU set_uniformf(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU set_uniformf(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint64_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int64_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, unsigned long p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, long p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU float col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; set_uniformfv(p_uniform,col); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU float vec2[4]={p_vec2.x,p_vec2.y,0,0}; set_uniformfv(p_uniform,vec2); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU float vec3[4]={p_vec3.x,p_vec3.y,p_vec3.z,0}; set_uniformfv(p_uniform,vec3); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU float vec2[4]={p_a,p_b,0,0}; set_uniformfv(p_uniform,vec2); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU float vec3[4]={p_a,p_b,p_c,0}; set_uniformfv(p_uniform,vec3); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU float vec4[4]={p_a,p_b,p_c,p_d}; set_uniformfv(p_uniform,vec4); }\n\n");
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU
const Transform &tr = p_transform;
float matrix[16]={ /* build a 16x16 matrix */
tr.basis.elements[0][0],
tr.basis.elements[0][1],
tr.basis.elements[0][2],
tr.origin.x,
tr.basis.elements[1][0],
tr.basis.elements[1][1],
tr.basis.elements[1][2],
tr.origin.y,
tr.basis.elements[2][0],
tr.basis.elements[2][1],
tr.basis.elements[2][2],
tr.origin.z,
0,
0,
0,
1
};
set_uniformfv(p_uniform,&matrix[0],4);
}
""");
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU
float matrix[16];
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
matrix[i*4+j]=p_matrix.matrix[j][i];
}
}
set_uniformfv(p_uniform,&matrix[0],4);
}; """);
fd.write("\n\n#undef _FU\n\n\n");
fd.write("\tvirtual void init(IDirect3DDevice9 *p_device,ShaderSupport p_version) {\n\n");
if (len(conditionals)):
fd.write("\t\tstatic const char* _conditional_strings[]={\n")
if (len(conditionals)):
for x in conditionals:
fd.write("\t\t\t\""+x+"\",\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic const char **_conditional_strings=NULL;\n")
if (len(uniforms)):
fd.write("\t\tstatic const char* _uniform_strings[]={\n")
if (len(uniforms)):
for x in uniforms:
fd.write("\t\t\t\""+x+"\",\n");
fd.write("\t\t};\n\n");
fd.write("\t\tstatic const bool _fragment_uniforms[]={\n")
if (len(uniforms)):
for x in fragment_uniforms:
if (x):
fd.write("\t\t\ttrue,\n");
else:
fd.write("\t\t\tfalse,\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic const char **_uniform_strings=NULL;\n")
fd.write("\t\tstatic const bool *_fragment_uniforms=NULL;\n")
fd.write("\t\tstatic const char* _vertex_code=\"\\\n")
for x in vertex_lines:
fd.write("\t\t\t"+x+"\n");
fd.write("\t\t\";\n\n");
fd.write("\t\tstatic const int _vertex_code_start="+str(vertex_offset)+";\n")
fd.write("\t\tstatic const char* _fragment_code=\"\\\n")
for x in fragment_lines:
fd.write("\t\t\t"+x+"\n");
fd.write("\t\t\";\n\n");
fd.write("\t\tstatic const int _fragment_code_start="+str(fragment_offset)+";\n")
fd.write("\t\tsetup(p_device,p_version,_conditional_strings,"+str(len(conditionals))+",_uniform_strings,"+str(len(uniforms))+",_fragment_uniforms,_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
fd.write("\t};\n\n")
fd.write("};\n\n");
fd.write("#endif\n\n");
fd.close();
def build_hlsl_dx9_headers( target, source, env ):
for x in source:
build_hlsl_dx9_header(str(x));
return 0
def build_legacygl_header( filename, include, class_suffix, output_attribs ):
fs = open(filename,"r")
line=fs.readline()
vertex_lines=[]
fragment_lines=[]
uniforms=[]
attributes=[]
fbos=[]
conditionals=[]
enums={}
enum_constants=[]
texunits=[]
texunit_names=[]
ubos=[]
ubo_names=[]
reading=""
line_offset=0
vertex_offset=0
fragment_offset=0
while(line):
if (line.find("[vertex]")!=-1):
reading="vertex"
line=fs.readline()
line_offset+=1
vertex_offset=line_offset
continue
if (line.find("[fragment]")!=-1):
reading="fragment"
line=fs.readline()
line_offset+=1
fragment_offset=line_offset
continue
if (line.find("#ifdef ")!=-1 or line.find("#elif defined(")!=-1):
if (line.find("#ifdef ")!=-1):
ifdefline = line.replace("#ifdef ","").strip()
else:
ifdefline = line.replace("#elif defined(","").strip()
ifdefline = ifdefline.replace(")","").strip()
if (line.find("_EN_")!=-1):
enumbase = ifdefline[:ifdefline.find("_EN_")];
ifdefline = ifdefline.replace("_EN_","_")
line = line.replace("_EN_","_")
# print(enumbase+":"+ifdefline);
if (enumbase not in enums):
enums[enumbase]=[]
if (ifdefline not in enums[enumbase]):
enums[enumbase].append(ifdefline);
elif (not ifdefline in conditionals):
conditionals+=[ifdefline]
if (line.find("uniform")!=-1 and line.lower().find("texunit:")!=-1):
#texture unit
texunitstr = line[line.find(":")+1:].strip()
if (texunitstr=="auto"):
texunit="-1"
else:
texunit = str(int(texunitstr ))
uline=line[:line.lower().find("//")]
uline = uline.replace("uniform","");
uline = uline.replace("highp","");
uline = uline.replace(";","");
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[ x.rfind(" ")+1: ]
if (x.find("[")!=-1):
#unfiorm array
x = x[ :x.find("[") ]
if (not x in texunit_names):
texunits+=[(x,texunit)]
texunit_names+=[x]
elif (line.find("uniform")!=-1):
uline = line.replace("uniform","");
uline = uline.replace(";","");
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[ x.rfind(" ")+1: ]
if (x.find("[")!=-1):
#unfiorm array
x = x[ :x.find("[") ]
if (not x in uniforms):
uniforms+=[x]
if ((line.strip().find("in ")==0 or line.strip().find("attribute ")==0) and line.find("attrib:")!=-1):
uline = line.replace("in ","");
uline = uline.replace("attribute ","");
uline = uline.replace("highp ","");
uline = uline.replace(";","");
uline = uline[ uline.find(" "): ].strip()
if (uline.find("//")!=-1):
name,bind = uline.split("//")
if (bind.find("attrib:")!=-1):
name=name.strip()
bind=bind.replace("attrib:","").strip()
attributes+=[(name,bind)]
line=line.replace("\r","")
line=line.replace("\n","")
#line=line.replace("\\","\\\\")
#line=line.replace("\"","\\\"")
#line=line+"\\n\\"
if (reading=="vertex"):
vertex_lines+=[line]
if (reading=="fragment"):
fragment_lines+=[line]
line=fs.readline()
line_offset+=1
fs.close();
out_file = filename+".h"
fd = open(out_file,"w")
fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n");
out_file_base = out_file
out_file_base = out_file_base[ out_file_base.rfind("/")+1: ]
out_file_base = out_file_base[ out_file_base.rfind("\\")+1: ]
# print("out file "+out_file+" base " +out_file_base)
out_file_ifdef = out_file_base.replace(".","_").upper()
fd.write("#ifndef "+out_file_ifdef+class_suffix+"_120\n")
fd.write("#define "+out_file_ifdef+class_suffix+"_120\n")
out_file_class = out_file_base.replace(".glsl.h","").title().replace("_","").replace(".","")+"Shader"+class_suffix;
fd.write("\n\n");
fd.write("#include \"" + include + "\"\n\n\n");
fd.write("class "+out_file_class+" : public Shader"+class_suffix+" {\n\n");
fd.write("\t virtual String get_shader_name() const { return \""+out_file_class+"\"; }\n");
fd.write("public:\n\n");
if (len(conditionals)):
fd.write("\tenum Conditionals {\n");
for x in conditionals:
fd.write("\t\t"+x.upper()+",\n");
fd.write("\t};\n\n");
if (len(uniforms)):
fd.write("\tenum Uniforms {\n");
for x in uniforms:
fd.write("\t\t"+x.upper()+",\n");
fd.write("\t};\n\n");
fd.write("\t_FORCE_INLINE_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }\n\n");
if (len(conditionals)):
fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n");
fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; ERR_FAIL_COND( get_active()!=this );\n\n ");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, unsigned long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU glUniform2f(get_uniform(p_uniform),p_a,p_b); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU glUniform4f(get_uniform(p_uniform),p_a,p_b,p_c,p_d); }\n\n");
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU
const Transform &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.basis.elements[0][0],
tr.basis.elements[1][0],
tr.basis.elements[2][0],
0,
tr.basis.elements[0][1],
tr.basis.elements[1][1],
tr.basis.elements[2][1],
0,
tr.basis.elements[0][2],
tr.basis.elements[1][2],
tr.basis.elements[2][2],
0,
tr.origin.x,
tr.origin.y,
tr.origin.z,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""");
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Matrix32& p_transform) { _FU
const Matrix32 &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.elements[0][0],
tr.elements[0][1],
0,
0,
tr.elements[1][0],
tr.elements[1][1],
0,
0,
0,
0,
1,
0,
tr.elements[2][0],
tr.elements[2][1],
0,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""");
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU
GLfloat matrix[16];
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
matrix[i*4+j]=p_matrix.matrix[i][j];
}
}
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}; """);
fd.write("\n\n#undef _FU\n\n\n");
fd.write("\tvirtual void init() {\n\n");
enum_value_count=0;
if (len(enums)):
fd.write("\t\t//Written using math, given nonstandarity of 64 bits integer constants..\n");
fd.write("\t\tstatic const Enum _enums[]={\n")
bitofs=len(conditionals)
enum_vals=[]
for xv in enums:
x=enums[xv]
bits=1
amt = len(x);
# print(x)
while(2**bits < amt):
bits+=1
# print("amount: "+str(amt)+" bits "+str(bits));
strs="{"
for i in range(amt):
strs+="\"#define "+x[i]+"\\n\","
v={}
v["set_mask"]="uint64_t("+str(i)+")<<"+str(bitofs)
v["clear_mask"]="((uint64_t(1)<<40)-1) ^ (((uint64_t(1)<<"+str(bits)+") - 1)<<"+str(bitofs)+")"
enum_vals.append(v)
enum_constants.append(x[i])
strs+="NULL}"
fd.write("\t\t\t{(uint64_t(1<<"+str(bits)+")-1)<<"+str(bitofs)+","+str(bitofs)+","+strs+"},\n");
bitofs+=bits
fd.write("\t\t};\n\n");
fd.write("\t\tstatic const EnumValue _enum_values[]={\n")
enum_value_count=len(enum_vals);
for x in enum_vals:
fd.write("\t\t\t{"+x["set_mask"]+","+x["clear_mask"]+"},\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic const Enum *_enums=NULL;\n")
fd.write("\t\tstatic const EnumValue *_enum_values=NULL;\n")
if (len(conditionals)):
fd.write("\t\tstatic const char* _conditional_strings[]={\n")
if (len(conditionals)):
for x in conditionals:
fd.write("\t\t\t\"#define "+x+"\\n\",\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic const char **_conditional_strings=NULL;\n")
if (len(uniforms)):
fd.write("\t\tstatic const char* _uniform_strings[]={\n")
if (len(uniforms)):
for x in uniforms:
fd.write("\t\t\t\""+x+"\",\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic const char **_uniform_strings=NULL;\n")
if output_attribs:
if (len(attributes)):
fd.write("\t\tstatic AttributePair _attribute_pairs[]={\n")
for x in attributes:
fd.write("\t\t\t{\""+x[0]+"\","+x[1]+"},\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic AttributePair *_attribute_pairs=NULL;\n")
if (len(texunits)):
fd.write("\t\tstatic TexUnitPair _texunit_pairs[]={\n")
for x in texunits:
fd.write("\t\t\t{\""+x[0]+"\","+x[1]+"},\n");
fd.write("\t\t};\n\n");
else:
fd.write("\t\tstatic TexUnitPair *_texunit_pairs=NULL;\n")
fd.write("\t\tstatic const char _vertex_code[]={\n")
for x in vertex_lines:
for i in range(len(x)):
fd.write(str(ord(x[i]))+",");
fd.write(str(ord('\n'))+",");
fd.write("\t\t0};\n\n");
fd.write("\t\tstatic const int _vertex_code_start="+str(vertex_offset)+";\n")
fd.write("\t\tstatic const char _fragment_code[]={\n")
for x in fragment_lines:
for i in range(len(x)):
fd.write(str(ord(x[i]))+",");
fd.write(str(ord('\n'))+",");
fd.write("\t\t0};\n\n");
fd.write("\t\tstatic const int _fragment_code_start="+str(fragment_offset)+";\n")
if output_attribs:
fd.write("\t\tsetup(_conditional_strings,"+str(len(conditionals))+",_uniform_strings,"+str(len(uniforms))+",_attribute_pairs,"+str(len(attributes))+", _texunit_pairs,"+str(len(texunits))+",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
else:
fd.write("\t\tsetup(_conditional_strings,"+str(len(conditionals))+",_uniform_strings,"+str(len(uniforms))+",_texunit_pairs,"+str(len(texunits))+",_enums,"+str(len(enums))+",_enum_values,"+str(enum_value_count)+",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
fd.write("\t};\n\n")
if (len(enum_constants)):
fd.write("\tenum EnumConditionals {\n")
for x in enum_constants:
fd.write("\t\t"+x.upper()+",\n");
fd.write("\t};\n\n");
fd.write("\tvoid set_enum_conditional(EnumConditionals p_cond) { _set_enum_conditional(p_cond); }\n")
fd.write("};\n\n");
fd.write("#endif\n\n");
fd.close();
def build_legacygl_headers( target, source, env ):
for x in source:
build_legacygl_header(str(x), include = "drivers/legacygl/shader_lgl.h", class_suffix = "LGL", output_attribs = False);
return 0
def build_gles2_headers( target, source, env ):
for x in source:
build_legacygl_header(str(x), include="drivers/gles2/shader_gles2.h", class_suffix = "GLES2", output_attribs = True)
def update_version():
rev = "custom_build"
if (os.getenv("BUILD_REVISION")!=None):
rev=os.getenv("BUILD_REVISION")
print("Using custom revision: "+rev)
import version
f=open("core/version.h","wb")
f.write("#define VERSION_SHORT_NAME "+str(version.short_name)+"\n")
f.write("#define VERSION_NAME "+str(version.name)+"\n")
f.write("#define VERSION_MAJOR "+str(version.major)+"\n")
f.write("#define VERSION_MINOR "+str(version.minor)+"\n")
f.write("#define VERSION_REVISION "+str(rev)+"\n")
f.write("#define VERSION_STATUS "+str(version.status)+"\n")
import datetime
f.write("#define VERSION_YEAR "+str(datetime.datetime.now().year)+"\n")
def parse_cg_file(fname, uniforms, sizes, conditionals):
import re
fs = open(fname, "r")
line=fs.readline()
while line:
if re.match(r"^\s*uniform", line):
res = re.match(r"uniform ([\d\w]*) ([\d\w]*)")
type = res.groups(1)
name = res.groups(2)
uniforms.append(name);
if (type.find("texobj") != -1):
sizes.append(1);
else:
t = re.match(r"float(\d)x(\d)", type);
if t:
sizes.append(int(t.groups(1)) * int(t.groups(2)))
else:
t = re.match(r"float(\d)", type);
sizes.append(int(t.groups(1)))
if line.find("[branch]") != -1:
conditionals.append(name);
line = fs.readline();
def build_cg_shader(sname):
vp_uniforms = []
vp_uniform_sizes = []
vp_conditionals = []
parse_cg_file("vp_"+sname+".cg", vp_uniforms, vp_uniform_sizes, vp_conditionals);
fp_uniforms = []
fp_uniform_sizes = []
fp_conditionals = []
parse_cg_file("fp_"+sname+".cg", fp_uniforms, fp_uniform_sizes, fp_conditionals);
fd = open("shader_"+sname+".cg.h", "w");
fd.write('\n#include "shader_cell.h"\n');
fd.write("\nclass Shader_" + sname + " : public ShaderCell {\n");
fd.write("\n\tstatic struct VertexUniforms[] = {\n");
offset = 0;
for i in range(0, len(vp_uniforms)):
fd.write('\t\t{ "%s", %d, %d },\n' % (vp_uniforms[i], offset, vp_uniform_sizes[i]))
offset = offset + vp_uniform_sizes[i];
fd.write("\t};\n\n");
fd.write("public:\n\n");
fd.write("\tenum {\n");
for i in range(0, len(vp_uniforms)):
fd.write('\t\tVP_%s,\n' % vp_uniforms[i].upper())
fd.write("\t};\n");
import glob
def detect_modules():
module_list=[]
includes_cpp=""
register_cpp=""
unregister_cpp=""
for x in glob.glob("modules/*"):
if (not os.path.isdir(x)):
continue
x=x.replace("modules/","") # rest of world
x=x.replace("modules\\","") # win32
module_list.append(x)
try:
with open("modules/"+x+"/register_types.h"):
includes_cpp+='#include "modules/'+x+'/register_types.h"\n'
register_cpp+='#ifdef MODULE_'+x.upper()+'_ENABLED\n'
register_cpp+='\tregister_'+x+'_types();\n'
register_cpp+='#endif\n'
unregister_cpp+='#ifdef MODULE_'+x.upper()+'_ENABLED\n'
unregister_cpp+='\tunregister_'+x+'_types();\n'
unregister_cpp+='#endif\n'
except IOError:
pass
modules_cpp="""
// modules.cpp - THIS FILE IS GENERATED, DO NOT EDIT!!!!!!!
#include "register_module_types.h"
"""+includes_cpp+"""
void register_module_types() {
"""+register_cpp+"""
}
void unregister_module_types() {
"""+unregister_cpp+"""
}
"""
f=open("modules/register_module_types.cpp","wb")
f.write(modules_cpp)
return module_list
def win32_spawn(sh, escape, cmd, args, env):
import subprocess
newargs = ' '.join(args[1:])
cmdline = cmd + " " + newargs
startupinfo = subprocess.STARTUPINFO()
#startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW
for e in env:
if type(env[e]) != type(""):
env[e] = str(env[e])
proc = subprocess.Popen(cmdline, stdin=subprocess.PIPE, stdout=subprocess.PIPE,
stderr=subprocess.PIPE, startupinfo=startupinfo, shell = False, env = env)
data, err = proc.communicate()
rv = proc.wait()
if rv:
print "====="
print err
print "====="
return rv
"""
def win32_spawn(sh, escape, cmd, args, spawnenv):
import win32file
import win32event
import win32process
import win32security
for var in spawnenv:
spawnenv[var] = spawnenv[var].encode('ascii', 'replace')
sAttrs = win32security.SECURITY_ATTRIBUTES()
StartupInfo = win32process.STARTUPINFO()
newargs = ' '.join(map(escape, args[1:]))
cmdline = cmd + " " + newargs
# check for any special operating system commands
if cmd == 'del':
for arg in args[1:]:
win32file.DeleteFile(arg)
exit_code = 0
else:
# otherwise execute the command.
hProcess, hThread, dwPid, dwTid = win32process.CreateProcess(None, cmdline, None, None, 1, 0, spawnenv, None, StartupInfo)
win32event.WaitForSingleObject(hProcess, win32event.INFINITE)
exit_code = win32process.GetExitCodeProcess(hProcess)
win32file.CloseHandle(hProcess);
win32file.CloseHandle(hThread);
return exit_code
"""
def android_module_source(self,subpath,manifest=""):
base_path = "../../../modules/"+self.current_module+"/"+subpath
self.android_source_modules.append(base_path)
def android_module_library(self,subpath,manifest=""):
base_path = ""
if (os.path.isabs(subpath)):
base_path=subpath
else:
base_path = self.Dir(".").abspath+"/modules/"+self.current_module+"/"+subpath
self.android_module_libraries.append(base_path)
def android_module_file(self,file):
base_path = self.Dir(".").abspath+"/modules/"+self.current_module+"/"+file
self.android_source_files.append(base_path)
def android_module_manifest(self,file):
base_path = self.Dir(".").abspath+"/modules/"+self.current_module+"/"+file
f = open(base_path,"rb")
self.android_manifest_chunk+=f.read()
def android_module_permission(self,file):
base_path = self.Dir(".").abspath+"/modules/"+self.current_module+"/"+file
f = open(base_path,"rb")
self.android_permission_chunk+=f.read()
def android_module_attribute(self,file):
base_path = self.Dir(".").abspath+"/modules/"+self.current_module+"/"+file
f = open(base_path,"rb")
self.android_appattributes_chunk+=f.read()
def disable_module(self):
self.disabled_modules.append(self.current_module)
def save_active_platforms(apnames,ap):
for x in ap:
pth = x+"/logo.png"
# print("open path: "+pth)
pngf=open(pth,"rb");
b=pngf.read(1);
str=" /* AUTOGENERATED FILE, DO NOT EDIT */ \n"
str+=" static const unsigned char _"+x[9:]+"_logo[]={"
while(len(b)==1):
str+=hex(ord(b))
b=pngf.read(1);
if (len(b)==1):
str+=","
str+="};\n"
wf = x+"/logo.h"
logow = open(wf,"wb")
logow.write(str)
def colored(sys,env):
#If the output is not a terminal, do nothing
if not sys.stdout.isatty():
return
colors = {}
colors['cyan'] = '\033[96m'
colors['purple'] = '\033[95m'
colors['blue'] = '\033[94m'
colors['green'] = '\033[92m'
colors['yellow'] = '\033[93m'
colors['red'] = '\033[91m'
colors['end'] = '\033[0m'
compile_source_message = '%sCompiling %s==> %s$SOURCE%s' % (colors['blue'], colors['purple'], colors['yellow'], colors['end'])
java_compile_source_message = '%sCompiling %s==> %s$SOURCE%s' % (colors['blue'], colors['purple'], colors['yellow'], colors['end'])
compile_shared_source_message = '%sCompiling shared %s==> %s$SOURCE%s' % (colors['blue'], colors['purple'], colors['yellow'], colors['end'])
link_program_message = '%sLinking Program %s==> %s$TARGET%s' % (colors['red'], colors['purple'], colors['yellow'], colors['end'])
link_library_message = '%sLinking Static Library %s==> %s$TARGET%s' % (colors['red'], colors['purple'], colors['yellow'], colors['end'])
ranlib_library_message = '%sRanlib Library %s==> %s$TARGET%s' % (colors['red'], colors['purple'], colors['yellow'], colors['end'])
link_shared_library_message = '%sLinking Shared Library %s==> %s$TARGET%s' % (colors['red'], colors['purple'], colors['yellow'], colors['end'])
java_library_message = '%sCreating Java Archive %s==> %s$TARGET%s' % (colors['red'], colors['purple'], colors['yellow'], colors['end'])
env.Append( CXXCOMSTR=[compile_source_message] )
env.Append( CCCOMSTR=[compile_source_message] )
env.Append( SHCCCOMSTR=[compile_shared_source_message] )
env.Append( SHCXXCOMSTR=[compile_shared_source_message] )
env.Append( ARCOMSTR=[link_library_message] )
env.Append( RANLIBCOMSTR=[ranlib_library_message] )
env.Append( SHLINKCOMSTR=[link_shared_library_message] )
env.Append( LINKCOMSTR=[link_program_message] )
env.Append( JARCOMSTR=[java_library_message] )
env.Append( JAVACCOMSTR=[java_compile_source_message] )