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https://github.com/godotengine/godot-cpp.git
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Add header builders script for env.GLSL_HEADER and SVG icons
(cherry picked from commit 51008e1556)
This commit is contained in:
committed by
David Snopek
parent
c1b2eb0d5a
commit
33ecd5bf8a
@@ -2,6 +2,7 @@ import os
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import platform
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import platform
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import sys
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import sys
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import header_builders
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from SCons import __version__ as scons_raw_version
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from SCons import __version__ as scons_raw_version
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from SCons.Action import Action
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from SCons.Action import Action
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from SCons.Builder import Builder
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from SCons.Builder import Builder
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@@ -529,6 +530,10 @@ def generate(env):
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BUILDERS={
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BUILDERS={
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"GodotCPPBindings": Builder(action=Action(scons_generate_bindings, "$GENCOMSTR"), emitter=scons_emit_files),
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"GodotCPPBindings": Builder(action=Action(scons_generate_bindings, "$GENCOMSTR"), emitter=scons_emit_files),
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"GodotCPPDocData": Builder(action=scons_generate_doc_source),
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"GodotCPPDocData": Builder(action=scons_generate_doc_source),
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"GLSL_HEADER": Builder(
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action=header_builders.build_raw_headers_action,
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suffix="glsl.gen.h",
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),
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}
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}
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)
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)
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env.AddMethod(_godot_cpp, "GodotCPP")
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env.AddMethod(_godot_cpp, "GodotCPP")
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69
tools/header_builders.py
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69
tools/header_builders.py
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@@ -0,0 +1,69 @@
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import os.path
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## See https://github.com/godotengine/godot/blob/master/glsl_builders.py
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def build_raw_header(source_filename: str, constant_name: str) -> None:
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# Read the source file content.
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with open(source_filename, "r") as source_file:
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source_content = source_file.read()
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constant_name = constant_name.replace(".", "_")
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# Build header content using a C raw string literal.
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header_content = (
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"/* THIS FILE IS GENERATED. EDITS WILL BE LOST. */\n\n"
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"#pragma once\n\n"
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f"inline constexpr const char *{constant_name}"
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" = "
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f'R"<!>({source_content})<!>"'
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";\n"
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)
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# Write the header to the provided file name with a ".gen.h" suffix.
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header_filename = f"{source_filename}.gen.h"
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with open(header_filename, "w") as header_file:
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header_file.write(header_content)
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def build_raw_headers_action(target, source, env):
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env.NoCache(target)
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for src in source:
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source_filename = str(src)
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# To match Godot, replace ".glsl" with "_shader_glsl". Does nothing for non-GLSL files.
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constant_name = os.path.basename(source_filename).replace(".glsl", "_shader_glsl")
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build_raw_header(source_filename, constant_name)
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def escape_svg(filename: str) -> str:
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with open(filename, encoding="utf-8", newline="\n") as svg_file:
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svg_content = svg_file.read()
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return f'R"<!>({svg_content})<!>"'
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## See https://github.com/godotengine/godot/blob/master/editor/icons/editor_icons_builders.py
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## See https://github.com/godotengine/godot/blob/master/scene/theme/icons/default_theme_icons_builders.py
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def make_svg_icons_action(target, source, env):
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destination = str(target[0])
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constant_prefix = os.path.basename(destination).replace(".gen.h", "")
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svg_icons = [str(x) for x in source]
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# Convert the SVG icons to escaped strings and convert their names to C strings.
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icon_names = [f'"{os.path.basename(fname)[:-4]}"' for fname in svg_icons]
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icon_sources = [escape_svg(fname) for fname in svg_icons]
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# Join them as indented comma-separated items for use in an array initializer.
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icon_names_str = ",\n\t".join(icon_names)
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icon_sources_str = ",\n\t".join(icon_sources)
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# Write the file to disk.
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with open(destination, "w", encoding="utf-8", newline="\n") as destination_file:
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destination_file.write(
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f"""\
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/* THIS FILE IS GENERATED. EDITS WILL BE LOST. */
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#pragma once
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inline constexpr int {constant_prefix}_count = {len(icon_names)};
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inline constexpr const char *{constant_prefix}_sources[] = {{
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{icon_sources_str}
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}};
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inline constexpr const char *{constant_prefix}_names[] = {{
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{icon_names_str}
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}};
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"""
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)
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