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	* Add a new GodotInstance GDCLASS that provides startup and iteration commands to control a Godot instance. * Adds a libgodot_create_godot_instance entry point that creates a new Godot instance and returns a GodotInstance object. * Adds a libgodot_destroy_godot_instance entry point that destroys the Godot instance. Sample Apps: https://github.com/migeran/libgodot_project Developed by [Migeran](https://migeran.com) Sponsors & Acknowledgements: * Initial development sponsored by [Smirk Software](https://www.smirk.gg/) * Rebasing to Godot 4.3 and further development sponsored by [Xibbon Inc.](https://xibbon.com) * The GDExtension registration of the host process & build system changes were based on @Faolan-Rad's LibGodot PR: https://github.com/godotengine/godot/pull/72883 * Thanks to Ben Rog-Wilhelm (Zorbathut) for creating a smaller, minimal version for easier review. * Thanks to Ernest Lee (iFire) for his support Co-Authored-By: Gabor Koncz <gabor.koncz@migeran.com> Co-Authored-By: Ben Rog-Wilhelm <zorba-github@pavlovian.net>
		
			
				
	
	
		
			162 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			162 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
#!/usr/bin/env python
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from misc.utility.scons_hints import *
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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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from methods import redirect_emitter
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sources = []
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common_win = [
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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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    "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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    "drop_target_windows.cpp",
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]
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if env["library_type"] == "executable":
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    common_win += ["godot_windows.cpp"]
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else:
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    common_win += ["libgodot_windows.cpp"]
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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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env_wrap = env.Clone()
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if env["arch"] == "x86_64" and env["library_type"] == "executable":
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    env_cpp_check = env.Clone()
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    env_cpp_check.add_source_files(sources, ["cpu_feature_validation.c"])
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    if env.msvc:
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        if "/d2archSSE42" in env_cpp_check["CCFLAGS"]:
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            env_cpp_check["CCFLAGS"].remove("/d2archSSE42")
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        env.Append(LINKFLAGS=["/ENTRY:ShimMainCRTStartup"])
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    else:
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        if "-msse4.2" in env_cpp_check["CCFLAGS"]:
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            env_cpp_check["CCFLAGS"].remove("-msse4.2")
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        env.Append(LINKFLAGS=["-Wl,--entry=ShimMainCRTStartup"])
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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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env["BUILDERS"]["RES"].emitter = redirect_emitter
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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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if env["accesskit"] and not env.msvc:
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    sources += env.DEFLIB("uiautomationcore")
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if env["library_type"] == "static_library":
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    prog = env.add_library("#bin/godot", sources, PROGSUFFIX=env["PROGSUFFIX"])
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elif env["library_type"] == "shared_library":
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    prog = env.add_shared_library("#bin/godot", sources, PROGSUFFIX=env["PROGSUFFIX"])
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else:
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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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env.Depends(prog, "godot.manifest")
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if env.msvc:
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    env.Depends(prog, "godot.natvis")
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# Build console wrapper app.
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if env["windows_subsystem"] == "gui":
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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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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.CommandNoCache(
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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.CommandNoCache(
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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 env.msvc:
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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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