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godot/platform/windows/SCsub
Nintorch 0b3496fb4f Add support for SDL3 joystick input driver
Made possible by EIREXE, xsellier and the SDL team.

This commit includes statically linked SDL3 for Windows, Linux and macOS.
The vendored copy of SDL3 was setup to only build the required subsystems
for gamepad/joystick support, with some patches to be able to make it as
minimal as possible and reduce the impact on binary size and code size.

Co-authored-by: Álex Román Núñez <eirexe123@gmail.com>
Co-authored-by: Xavier Sellier <xsellier@gmail.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-06-25 01:28:50 +02:00

143 lines
4.4 KiB
Python

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