60e711a115
This adds constants to projects build via Godot Mono which allows project to conditionally react to different operating systems and 32/64 Bit architecture. Additionally .NET libraries could support multiple engines like Unity and Godot at the same time when compiled from Godot and reacting to definitions.
103 lines
4.2 KiB
C++
103 lines
4.2 KiB
C++
/*************************************************************************/
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/* godotsharp_builds.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GODOTSHARP_BUILDS_H
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#define GODOTSHARP_BUILDS_H
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#include "../mono_gd/gd_mono.h"
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#include "mono_bottom_panel.h"
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#include "mono_build_info.h"
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typedef void (*GodotSharpBuild_ExitCallback)(int);
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class GodotSharpBuilds {
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private:
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struct BuildProcess {
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Ref<MonoGCHandle> build_instance;
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MonoBuildInfo build_info;
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MonoBuildTab *build_tab;
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GodotSharpBuild_ExitCallback exit_callback;
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bool exited;
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int exit_code;
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void on_exit(int p_exit_code);
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void start(bool p_blocking = false);
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BuildProcess() {}
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BuildProcess(const MonoBuildInfo &p_build_info, GodotSharpBuild_ExitCallback p_callback = NULL);
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};
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HashMap<MonoBuildInfo, BuildProcess, MonoBuildInfo::Hasher> builds;
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static String _api_folder_name(APIAssembly::Type p_api_type);
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static GodotSharpBuilds *singleton;
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public:
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enum BuildTool {
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MSBUILD_MONO,
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#ifdef WINDOWS_ENABLED
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MSBUILD_VS,
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#endif
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XBUILD // Deprecated
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};
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_FORCE_INLINE_ static GodotSharpBuilds *get_singleton() { return singleton; }
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static void register_internal_calls();
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static void show_build_error_dialog(const String &p_message);
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static const char *get_msbuild_issues_filename() { return "msbuild_issues.csv"; }
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static const char *get_msbuild_log_filename() { return "msbuild_log.txt"; }
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void build_exit_callback(const MonoBuildInfo &p_build_info, int p_exit_code);
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void restart_build(MonoBuildTab *p_build_tab);
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void stop_build(MonoBuildTab *p_build_tab);
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bool build(const MonoBuildInfo &p_build_info);
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bool build_async(const MonoBuildInfo &p_build_info, GodotSharpBuild_ExitCallback p_callback = NULL);
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static bool build_api_sln(const String &p_api_sln_dir, const String &p_config);
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static bool copy_api_assembly(const String &p_src_dir, const String &p_dst_dir, const String &p_assembly_name, APIAssembly::Type p_api_type);
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static bool make_api_assembly(APIAssembly::Type p_api_type);
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static bool build_project_blocking(const String &p_config, const Vector<String> &p_godot_defines);
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static bool editor_build_callback();
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GodotSharpBuilds();
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~GodotSharpBuilds();
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};
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#endif // GODOTSHARP_BUILDS_H
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