mirror of
https://github.com/Redot-Engine/redot-engine.git
synced 2025-12-05 23:07:42 -05:00
Merge pull request #756 from tokengamedev/fix-vsproj-creation
Fixed the visual studio project creation for debugging
This commit is contained in:
44
methods.py
44
methods.py
@@ -10,7 +10,7 @@ from io import StringIO, TextIOWrapper
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from pathlib import Path
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from typing import Generator, List, Optional, Union
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# Get the "Godot" folder name ahead of time
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# Get the "Redot" folder name ahead of time
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base_folder_path = str(os.path.abspath(Path(__file__).parent)) + "/"
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base_folder_only = os.path.basename(os.path.normpath(base_folder_path))
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# Listing all the folders we have converted
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@@ -353,7 +353,7 @@ def detect_modules(search_path, recursive=False):
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version_path = os.path.join(path, "version.py")
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if os.path.exists(version_path):
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with open(version_path, "r", encoding="utf-8") as f:
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if 'short_name = "godot"' in f.read():
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if 'short_name = "redot"' in f.read():
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return True
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return False
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@@ -563,7 +563,7 @@ def detect_visual_c_compiler_version(tools_env):
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# "x86" Native 32 bit compiler
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# "x86_amd64" 32 bit Cross Compiler for 64 bit
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# There are other architectures, but Godot does not support them currently, so this function does not detect arm/amd64_arm
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# There are other architectures, but Redot does not support them currently, so this function does not detect arm/amd64_arm
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# and similar architectures/compilers
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# Set chosen compiler to "not detected"
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@@ -1376,7 +1376,7 @@ def generate_vs_project(env, original_args, project_name="redot"):
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vsconf = f'{target}|{a["platform"]}'
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break
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condition = "'$(GodotConfiguration)|$(GodotPlatform)'=='" + vsconf + "'"
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condition = "'$(RedotConfiguration)|$(RedotPlatform)'=='" + vsconf + "'"
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itemlist = {}
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for item in activeItems:
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key = os.path.dirname(item).replace("\\", "_")
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@@ -1389,7 +1389,7 @@ def generate_vs_project(env, original_args, project_name="redot"):
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properties.append(
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"<ActiveProjectItemList_%s>;%s;</ActiveProjectItemList_%s>" % (x, ";".join(itemlist[x]), x)
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)
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output = f'bin\\godot{env["PROGSUFFIX"]}'
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output = f'bin\\redot{env["PROGSUFFIX"]}'
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with open("misc/msvs/props.template", "r", encoding="utf-8") as file:
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props_template = file.read()
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@@ -1482,43 +1482,43 @@ def generate_vs_project(env, original_args, project_name="redot"):
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section1 = []
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section2 = []
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for conf in confs:
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godot_platform = conf["platform"]
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redot_platform = conf["platform"]
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for p in conf["arches"]:
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sln_plat = p["platform"]
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proj_plat = sln_plat
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godot_arch = p["architecture"]
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redot_arch = p["architecture"]
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# Redirect editor configurations for non-Windows platforms to the Windows one, so the solution has all the permutations
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# and VS doesn't complain about missing project configurations.
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# These configurations are disabled, so they show up but won't build.
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if godot_platform != "windows":
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if redot_platform != "windows":
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section1 += [f"editor|{sln_plat} = editor|{proj_plat}"]
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section2 += [
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f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{proj_plat}",
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]
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for t in conf["targets"]:
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godot_target = t
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redot_target = t
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# Windows x86 is a special little flower that requires a project platform == Win32 but a solution platform == x86.
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if godot_platform == "windows" and godot_target == "editor" and godot_arch == "x86_32":
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if redot_platform == "windows" and redot_target == "editor" and redot_arch == "x86_32":
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sln_plat = "x86"
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configurations += [
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f'<ProjectConfiguration Include="{godot_target}|{proj_plat}">',
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f" <Configuration>{godot_target}</Configuration>",
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f'<ProjectConfiguration Include="{redot_target}|{proj_plat}">',
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f" <Configuration>{redot_target}</Configuration>",
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f" <Platform>{proj_plat}</Platform>",
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"</ProjectConfiguration>",
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]
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properties += [
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f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='{godot_target}|{proj_plat}'\">",
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f" <GodotConfiguration>{godot_target}</GodotConfiguration>",
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f" <GodotPlatform>{proj_plat}</GodotPlatform>",
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f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='{redot_target}|{proj_plat}'\">",
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f" <RedotConfiguration>{redot_target}</RedotConfiguration>",
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f" <RedotPlatform>{proj_plat}</RedotPlatform>",
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"</PropertyGroup>",
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]
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if godot_platform != "windows":
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if redot_platform != "windows":
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configurations += [
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f'<ProjectConfiguration Include="editor|{proj_plat}">',
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" <Configuration>editor</Configuration>",
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@@ -1528,21 +1528,21 @@ def generate_vs_project(env, original_args, project_name="redot"):
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properties += [
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f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='editor|{proj_plat}'\">",
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" <GodotConfiguration>editor</GodotConfiguration>",
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f" <GodotPlatform>{proj_plat}</GodotPlatform>",
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" <RedotConfiguration>editor</RedotConfiguration>",
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f" <RedotPlatform>{proj_plat}</RedotPlatform>",
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"</PropertyGroup>",
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]
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p = f"{project_name}.{godot_platform}.{godot_target}.{godot_arch}.generated.props"
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p = f"{project_name}.{redot_platform}.{redot_target}.{redot_arch}.generated.props"
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imports += [
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f'<Import Project="$(MSBuildProjectDirectory)\\{p}" Condition="Exists(\'$(MSBuildProjectDirectory)\\{p}\')"/>'
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]
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section1 += [f"{godot_target}|{sln_plat} = {godot_target}|{sln_plat}"]
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section1 += [f"{redot_target}|{sln_plat} = {redot_target}|{sln_plat}"]
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section2 += [
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f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.ActiveCfg = {godot_target}|{proj_plat}",
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f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.Build.0 = {godot_target}|{proj_plat}",
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f"{{{proj_uuid}}}.{redot_target}|{sln_plat}.ActiveCfg = {redot_target}|{proj_plat}",
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f"{{{proj_uuid}}}.{redot_target}|{sln_plat}.Build.0 = {redot_target}|{proj_plat}",
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]
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# Add an extra import for a local user props file at the end, so users can add more overrides.
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="17.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup Condition="'$(GodotConfiguration)|$(GodotPlatform)'=='%%VSCONF%%'">
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<PropertyGroup Condition="'$(RedotConfiguration)|$(RedotPlatform)'=='%%VSCONF%%'">
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<NMakeBuildCommandLine>%%BUILD%%</NMakeBuildCommandLine>
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<NMakeReBuildCommandLine>%%REBUILD%%</NMakeReBuildCommandLine>
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<NMakeCleanCommandLine>%%CLEAN%%</NMakeCleanCommandLine>
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@@ -5,7 +5,7 @@
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{%%UUID%%}</ProjectGuid>
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<RootNamespace>godot</RootNamespace>
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<RootNamespace>redot</RootNamespace>
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<Keyword>MakeFileProj</Keyword>
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<VCProjectUpgraderObjectName>NoUpgrade</VCProjectUpgraderObjectName>
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</PropertyGroup>
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@@ -15,15 +15,15 @@
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<ConfigurationType>Makefile</ConfigurationType>
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<UseOfMfc>false</UseOfMfc>
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<PlatformToolset>v143</PlatformToolset>
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<OutDir>$(SolutionDir)\bin\$(GodotPlatform)\$(GodotConfiguration)\</OutDir>
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<IntDir>obj\$(GodotPlatform)\$(GodotConfiguration)\</IntDir>
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<OutDir>$(SolutionDir)\bin\$(RedotPlatform)\$(RedotConfiguration)\</OutDir>
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<IntDir>obj\$(RedotPlatform)\$(RedotConfiguration)\</IntDir>
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<LayoutDir>$(OutDir)\Layout</LayoutDir>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props')" Label="LocalAppDataPlatform" />
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(RedotPlatform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(RedotPlatform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup>
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