feat: godot-engine-source-4.3-stable
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138
engine/platform/windows/SCsub
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138
engine/platform/windows/SCsub
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#!/usr/bin/env python
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Import("env")
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import os
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from pathlib import Path
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import platform_windows_builders
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sources = []
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common_win = [
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"godot_windows.cpp",
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"os_windows.cpp",
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"display_server_windows.cpp",
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"key_mapping_windows.cpp",
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"joypad_windows.cpp",
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"tts_windows.cpp",
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"windows_terminal_logger.cpp",
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"windows_utils.cpp",
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"native_menu_windows.cpp",
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"gl_manager_windows_native.cpp",
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"gl_manager_windows_angle.cpp",
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"wgl_detect_version.cpp",
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"rendering_context_driver_vulkan_windows.cpp",
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]
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if env.msvc:
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common_win += ["crash_handler_windows_seh.cpp"]
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else:
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common_win += ["crash_handler_windows_signal.cpp"]
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common_win_wrap = [
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"console_wrapper_windows.cpp",
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]
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def arrange_program_clean(prog):
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"""
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Given an SCons program, arrange for output files SCons doesn't know about
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to be cleaned when SCons is called with --clean
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"""
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extensions_to_clean = [".ilk", ".exp", ".pdb", ".lib"]
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for program in prog:
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executable_stem = Path(program.name).stem
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extra_files_to_clean = [f"#bin/{executable_stem}{extension}" for extension in extensions_to_clean]
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Clean(prog, extra_files_to_clean)
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res_file = "godot_res.rc"
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res_target = "godot_res" + env["OBJSUFFIX"]
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res_obj = env.RES(res_target, res_file)
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env.Depends(res_obj, "#core/version_generated.gen.h")
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env.add_source_files(sources, common_win)
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sources += res_obj
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prog = env.add_program("#bin/godot", sources, PROGSUFFIX=env["PROGSUFFIX"])
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arrange_program_clean(prog)
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# Build console wrapper app.
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if env["windows_subsystem"] == "gui":
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env_wrap = env.Clone()
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res_wrap_file = "godot_res_wrap.rc"
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res_wrap_target = "godot_res_wrap" + env["OBJSUFFIX"]
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res_wrap_obj = env_wrap.RES(res_wrap_target, res_wrap_file)
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env_wrap.Depends(res_wrap_obj, "#core/version_generated.gen.h")
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if env.msvc:
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env_wrap.Append(LINKFLAGS=["/SUBSYSTEM:CONSOLE"])
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env_wrap.Append(LINKFLAGS=["version.lib"])
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else:
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env_wrap.Append(LINKFLAGS=["-Wl,--subsystem,console"])
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env_wrap.Append(LIBS=["version"])
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prog_wrap = env_wrap.add_program("#bin/godot", common_win_wrap + res_wrap_obj, PROGSUFFIX=env["PROGSUFFIX_WRAP"])
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arrange_program_clean(prog_wrap)
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env_wrap.Depends(prog_wrap, prog)
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sources += common_win_wrap + res_wrap_obj
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# Microsoft Visual Studio Project Generation
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if env["vsproj"]:
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env.vs_srcs += ["platform/windows/" + res_file]
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env.vs_srcs += ["platform/windows/godot.natvis"]
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for x in common_win:
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env.vs_srcs += ["platform/windows/" + str(x)]
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if env["windows_subsystem"] == "gui":
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for x in common_win_wrap:
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env.vs_srcs += ["platform/windows/" + str(x)]
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if env["d3d12"]:
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dxc_target_aliases = {
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"x86_32": "x86",
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"x86_64": "x64",
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"arm32": "arm",
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"arm64": "arm64",
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}
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dxc_arch_subdir = dxc_target_aliases[env["arch"]]
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agility_target_aliases = {
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"x86_32": "win32",
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"x86_64": "x64",
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"arm32": "arm",
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"arm64": "arm64",
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}
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agility_arch_subdir = agility_target_aliases[env["arch"]]
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# Used in cases where we can have multiple archs side-by-side.
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arch_bin_dir = "#bin/" + env["arch"]
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# Agility SDK
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if env["agility_sdk_path"] != "" and os.path.exists(env["agility_sdk_path"]):
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agility_dlls = ["D3D12Core.dll", "d3d12SDKLayers.dll"]
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# Whether these are loaded from arch-specific directory or not has to be known at build time.
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target_dir = arch_bin_dir if env["agility_sdk_multiarch"] else "#bin"
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for dll in agility_dlls:
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env.Command(
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target_dir + "/" + dll,
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env["agility_sdk_path"] + "/build/native/bin/" + agility_arch_subdir + "/" + dll,
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Copy("$TARGET", "$SOURCE"),
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)
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# PIX
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if env["use_pix"]:
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pix_dll = "WinPixEventRuntime.dll"
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env.Command(
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"#bin/" + pix_dll,
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env["pix_path"] + "/bin/" + dxc_arch_subdir + "/" + pix_dll,
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Copy("$TARGET", "$SOURCE"),
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)
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if not os.getenv("VCINSTALLDIR"):
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if env["debug_symbols"]:
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env.AddPostAction(prog, env.Run(platform_windows_builders.make_debug_mingw))
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if env["windows_subsystem"] == "gui":
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env.AddPostAction(prog_wrap, env.Run(platform_windows_builders.make_debug_mingw))
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env.platform_sources += sources
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