Fixed the VS project creation

This commit is contained in:
Token Gamedev
2024-10-18 15:26:22 +05:30
parent edb8e2b1b2
commit 41eed14ec5
3 changed files with 27 additions and 27 deletions

View File

@@ -10,7 +10,7 @@ from io import StringIO, TextIOWrapper
from pathlib import Path
from typing import Generator, List, Optional, Union
# Get the "Godot" folder name ahead of time
# Get the "Redot" folder name ahead of time
base_folder_path = str(os.path.abspath(Path(__file__).parent)) + "/"
base_folder_only = os.path.basename(os.path.normpath(base_folder_path))
# Listing all the folders we have converted
@@ -353,7 +353,7 @@ def detect_modules(search_path, recursive=False):
version_path = os.path.join(path, "version.py")
if os.path.exists(version_path):
with open(version_path, "r", encoding="utf-8") as f:
if 'short_name = "godot"' in f.read():
if 'short_name = "redot"' in f.read():
return True
return False
@@ -563,7 +563,7 @@ def detect_visual_c_compiler_version(tools_env):
# "x86" Native 32 bit compiler
# "x86_amd64" 32 bit Cross Compiler for 64 bit
# There are other architectures, but Godot does not support them currently, so this function does not detect arm/amd64_arm
# There are other architectures, but Redot does not support them currently, so this function does not detect arm/amd64_arm
# and similar architectures/compilers
# Set chosen compiler to "not detected"
@@ -1376,7 +1376,7 @@ def generate_vs_project(env, original_args, project_name="redot"):
vsconf = f'{target}|{a["platform"]}'
break
condition = "'$(GodotConfiguration)|$(GodotPlatform)'=='" + vsconf + "'"
condition = "'$(RedotConfiguration)|$(RedotPlatform)'=='" + vsconf + "'"
itemlist = {}
for item in activeItems:
key = os.path.dirname(item).replace("\\", "_")
@@ -1389,7 +1389,7 @@ def generate_vs_project(env, original_args, project_name="redot"):
properties.append(
"<ActiveProjectItemList_%s>;%s;</ActiveProjectItemList_%s>" % (x, ";".join(itemlist[x]), x)
)
output = f'bin\\godot{env["PROGSUFFIX"]}'
output = f'bin\\redot{env["PROGSUFFIX"]}'
with open("misc/msvs/props.template", "r", encoding="utf-8") as file:
props_template = file.read()
@@ -1482,43 +1482,43 @@ def generate_vs_project(env, original_args, project_name="redot"):
section1 = []
section2 = []
for conf in confs:
godot_platform = conf["platform"]
redot_platform = conf["platform"]
for p in conf["arches"]:
sln_plat = p["platform"]
proj_plat = sln_plat
godot_arch = p["architecture"]
redot_arch = p["architecture"]
# Redirect editor configurations for non-Windows platforms to the Windows one, so the solution has all the permutations
# and VS doesn't complain about missing project configurations.
# These configurations are disabled, so they show up but won't build.
if godot_platform != "windows":
if redot_platform != "windows":
section1 += [f"editor|{sln_plat} = editor|{proj_plat}"]
section2 += [
f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{proj_plat}",
]
for t in conf["targets"]:
godot_target = t
redot_target = t
# Windows x86 is a special little flower that requires a project platform == Win32 but a solution platform == x86.
if godot_platform == "windows" and godot_target == "editor" and godot_arch == "x86_32":
if redot_platform == "windows" and redot_target == "editor" and redot_arch == "x86_32":
sln_plat = "x86"
configurations += [
f'<ProjectConfiguration Include="{godot_target}|{proj_plat}">',
f" <Configuration>{godot_target}</Configuration>",
f'<ProjectConfiguration Include="{redot_target}|{proj_plat}">',
f" <Configuration>{redot_target}</Configuration>",
f" <Platform>{proj_plat}</Platform>",
"</ProjectConfiguration>",
]
properties += [
f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='{godot_target}|{proj_plat}'\">",
f" <GodotConfiguration>{godot_target}</GodotConfiguration>",
f" <GodotPlatform>{proj_plat}</GodotPlatform>",
f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='{redot_target}|{proj_plat}'\">",
f" <RedotConfiguration>{redot_target}</RedotConfiguration>",
f" <RedotPlatform>{proj_plat}</RedotPlatform>",
"</PropertyGroup>",
]
if godot_platform != "windows":
if redot_platform != "windows":
configurations += [
f'<ProjectConfiguration Include="editor|{proj_plat}">',
" <Configuration>editor</Configuration>",
@@ -1528,21 +1528,21 @@ def generate_vs_project(env, original_args, project_name="redot"):
properties += [
f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='editor|{proj_plat}'\">",
" <GodotConfiguration>editor</GodotConfiguration>",
f" <GodotPlatform>{proj_plat}</GodotPlatform>",
" <RedotConfiguration>editor</RedotConfiguration>",
f" <RedotPlatform>{proj_plat}</RedotPlatform>",
"</PropertyGroup>",
]
p = f"{project_name}.{godot_platform}.{godot_target}.{godot_arch}.generated.props"
p = f"{project_name}.{redot_platform}.{redot_target}.{redot_arch}.generated.props"
imports += [
f'<Import Project="$(MSBuildProjectDirectory)\\{p}" Condition="Exists(\'$(MSBuildProjectDirectory)\\{p}\')"/>'
]
section1 += [f"{godot_target}|{sln_plat} = {godot_target}|{sln_plat}"]
section1 += [f"{redot_target}|{sln_plat} = {redot_target}|{sln_plat}"]
section2 += [
f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.ActiveCfg = {godot_target}|{proj_plat}",
f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.Build.0 = {godot_target}|{proj_plat}",
f"{{{proj_uuid}}}.{redot_target}|{sln_plat}.ActiveCfg = {redot_target}|{proj_plat}",
f"{{{proj_uuid}}}.{redot_target}|{sln_plat}.Build.0 = {redot_target}|{proj_plat}",
]
# Add an extra import for a local user props file at the end, so users can add more overrides.