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Fix .sln project generation logic for Rider to support all OS and all C++ toolchains
Co-authored-by: Andreia Gaita <[email protected]>
1 parent e585e6a commit 83e9fb8

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8 files changed

+137
-36
lines changed

8 files changed

+137
-36
lines changed

.editorconfig

+4
Original file line numberDiff line numberDiff line change
@@ -15,3 +15,7 @@ indent_style = space
1515
[{*.{yml,yaml},.clang{-format,-tidy,d}}]
1616
indent_size = 2
1717
indent_style = space
18+
19+
[{*.props,*.vcxproj}]
20+
indent_style = space
21+
indent_size = 2

methods.py

+75-27
Original file line numberDiff line numberDiff line change
@@ -14,6 +14,7 @@
1414
from typing import Generator, List, Optional, Union, cast
1515

1616
from misc.utility.color import print_error, print_info, print_warning
17+
from platform_methods import detect_arch
1718

1819
# Get the "Godot" folder name ahead of time
1920
base_folder = Path(__file__).resolve().parent
@@ -1067,8 +1068,22 @@ def get_dependencies(file, env, exts, headers, sources, others):
10671068
platform = env["platform"]
10681069
target = env["target"]
10691070
arch = env["arch"]
1071+
host_arch = detect_arch()
1072+
1073+
host_platform = "windows"
1074+
if (
1075+
sys.platform.startswith("linux")
1076+
or sys.platform.startswith("dragonfly")
1077+
or sys.platform.startswith("freebsd")
1078+
or sys.platform.startswith("netbsd")
1079+
or sys.platform.startswith("openbsd")
1080+
):
1081+
host_platform = "linuxbsd"
1082+
elif sys.platform == "darwin":
1083+
host_platform = "macos"
10701084

10711085
vs_configuration = {}
1086+
host_vs_configuration = {}
10721087
common_build_prefix = []
10731088
confs = []
10741089
for x in sorted(glob.glob("platform/*")):
@@ -1097,6 +1112,12 @@ def get_dependencies(file, env, exts, headers, sources, others):
10971112
if platform == platform_name:
10981113
common_build_prefix = msvs.get_build_prefix(env)
10991114
vs_configuration = vsconf
1115+
if platform_name == host_platform:
1116+
host_vs_configuration = vsconf
1117+
for a in vsconf["arches"]:
1118+
if host_arch == a["architecture"]:
1119+
host_arch = a["platform"]
1120+
break
11001121
except Exception:
11011122
pass
11021123

@@ -1254,12 +1275,11 @@ def get_dependencies(file, env, exts, headers, sources, others):
12541275
properties.append(
12551276
"<ActiveProjectItemList_%s>;%s;</ActiveProjectItemList_%s>" % (x, ";".join(itemlist[x]), x)
12561277
)
1257-
output = f"bin\\godot{env['PROGSUFFIX']}"
1278+
output = os.path.join("bin", f"godot{env['PROGSUFFIX']}")
12581279

12591280
with open("misc/msvs/props.template", "r", encoding="utf-8") as file:
12601281
props_template = file.read()
12611282

1262-
props_template = props_template.replace("%%VSCONF%%", vsconf)
12631283
props_template = props_template.replace("%%CONDITION%%", condition)
12641284
props_template = props_template.replace("%%PROPERTIES%%", "\n ".join(properties))
12651285
props_template = props_template.replace("%%EXTRA_ITEMS%%", "\n ".join(extraItems))
@@ -1272,6 +1292,7 @@ def get_dependencies(file, env, exts, headers, sources, others):
12721292

12731293
proplist = [str(j) for j in env["CPPPATH"]]
12741294
proplist += [str(j) for j in env.get("VSHINT_INCLUDES", [])]
1295+
proplist += [str(j) for j in get_default_include_paths(env)]
12751296
props_template = props_template.replace("%%INCLUDES%%", ";".join(proplist))
12761297

12771298
proplist = env["CCFLAGS"]
@@ -1307,17 +1328,17 @@ def get_dependencies(file, env, exts, headers, sources, others):
13071328

13081329
commands = "scons"
13091330
if len(common_build_prefix) == 0:
1310-
commands = "echo Starting SCons &amp;&amp; cmd /V /C " + commands
1331+
commands = "echo Starting SCons &amp; " + commands
13111332
else:
1312-
common_build_prefix[0] = "echo Starting SCons &amp;&amp; cmd /V /C " + common_build_prefix[0]
1333+
common_build_prefix[0] = "echo Starting SCons &amp; " + common_build_prefix[0]
13131334

1314-
cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
1335+
cmd = " ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
13151336
props_template = props_template.replace("%%BUILD%%", cmd)
13161337

1317-
cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + cmd_rebuild)])
1338+
cmd = " ".join(common_build_prefix + [" ".join([commands] + cmd_rebuild)])
13181339
props_template = props_template.replace("%%REBUILD%%", cmd)
13191340

1320-
cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + cmd_clean)])
1341+
cmd = " ".join(common_build_prefix + [" ".join([commands] + cmd_clean)])
13211342
props_template = props_template.replace("%%CLEAN%%", cmd)
13221343

13231344
with open(
@@ -1348,18 +1369,45 @@ def get_dependencies(file, env, exts, headers, sources, others):
13481369
section2 = []
13491370
for conf in confs:
13501371
godot_platform = conf["platform"]
1372+
has_editor = "editor" in conf["targets"]
1373+
1374+
# Skip any platforms that can build the editor and don't match the host platform.
1375+
#
1376+
# When both Windows and Mac define an editor target, it's defined as platform+target+arch (windows+editor+x64 for example).
1377+
# VS only supports two attributes, a "Configuration" and a "Platform", and we currently map our target to the Configuration
1378+
# (i.e. editor/template_debug/template_release), and our architecture to the "Platform" (i.e. x64, arm64, etc).
1379+
# Those two are not enough to disambiguate multiple godot targets for different godot platforms with the same architecture,
1380+
# i.e. editor|x64 would currently match both windows editor intel 64 and linux editor intel 64.
1381+
#
1382+
# TODO: More work is needed in order to support generating VS projects that unambiguously support all platform+target+arch variations.
1383+
# The VS "Platform" has to be a known architecture that VS recognizes, so we can only play around with the "Configuration" part of the combo.
1384+
if has_editor and godot_platform != host_vs_configuration["platform"]:
1385+
continue
1386+
13511387
for p in conf["arches"]:
13521388
sln_plat = p["platform"]
13531389
proj_plat = sln_plat
13541390
godot_arch = p["architecture"]
13551391

1356-
# Redirect editor configurations for non-Windows platforms to the Windows one, so the solution has all the permutations
1357-
# and VS doesn't complain about missing project configurations.
1392+
# Redirect editor configurations for platforms that don't support the editor target to the default editor target on the
1393+
# active host platform, so the solution has all the permutations and VS doesn't complain about missing project configurations.
13581394
# These configurations are disabled, so they show up but won't build.
1359-
if godot_platform != "windows":
1395+
if not has_editor:
13601396
section1 += [f"editor|{sln_plat} = editor|{proj_plat}"]
1361-
section2 += [
1362-
f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{proj_plat}",
1397+
section2 += [f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{host_arch}"]
1398+
1399+
configurations += [
1400+
f'<ProjectConfiguration Include="editor|{proj_plat}">',
1401+
" <Configuration>editor</Configuration>",
1402+
f" <Platform>{proj_plat}</Platform>",
1403+
"</ProjectConfiguration>",
1404+
]
1405+
1406+
properties += [
1407+
f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='editor|{proj_plat}'\">",
1408+
" <GodotConfiguration>editor</GodotConfiguration>",
1409+
f" <GodotPlatform>{proj_plat}</GodotPlatform>",
1410+
"</PropertyGroup>",
13631411
]
13641412

13651413
for t in conf["targets"]:
@@ -1383,21 +1431,6 @@ def get_dependencies(file, env, exts, headers, sources, others):
13831431
"</PropertyGroup>",
13841432
]
13851433

1386-
if godot_platform != "windows":
1387-
configurations += [
1388-
f'<ProjectConfiguration Include="editor|{proj_plat}">',
1389-
" <Configuration>editor</Configuration>",
1390-
f" <Platform>{proj_plat}</Platform>",
1391-
"</ProjectConfiguration>",
1392-
]
1393-
1394-
properties += [
1395-
f"<PropertyGroup Condition=\"'$(Configuration)|$(Platform)'=='editor|{proj_plat}'\">",
1396-
" <GodotConfiguration>editor</GodotConfiguration>",
1397-
f" <GodotPlatform>{proj_plat}</GodotPlatform>",
1398-
"</PropertyGroup>",
1399-
]
1400-
14011434
p = f"{project_name}.{godot_platform}.{godot_target}.{godot_arch}.generated.props"
14021435
imports += [
14031436
f'<Import Project="$(MSBuildProjectDirectory)\\{p}" Condition="Exists(\'$(MSBuildProjectDirectory)\\{p}\')"/>'
@@ -1606,3 +1639,18 @@ def to_raw_cstring(value: Union[str, List[str]]) -> str:
16061639
else:
16071640
# Wrap multiple segments in parenthesis to suppress `string-concatenation` warnings on clang.
16081641
return "({})".format(" ".join(f'R"<!>({segment.decode()})<!>"' for segment in split))
1642+
1643+
1644+
def get_default_include_paths(env):
1645+
if env.msvc:
1646+
return []
1647+
compiler = env.subst("$CXX")
1648+
target = os.path.join(env.Dir("#main").abspath, "main.cpp")
1649+
args = [compiler, target, "-x", "c++", "-v"]
1650+
ret = subprocess.run(args, stdout=subprocess.PIPE, stderr=subprocess.STDOUT, text=True)
1651+
output = ret.stdout
1652+
match = re.search(r"#include <\.\.\.> search starts here:([\S\s]*)End of search list.", output)
1653+
if not match:
1654+
print_warning("Failed to find the include paths in the compiler output.")
1655+
return []
1656+
return [x.strip() for x in match[1].strip().splitlines()]

misc/msvs/nmake.substitution.props

+19
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,19 @@
1+
<?xml version="1.0" encoding="utf-8"?>
2+
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
3+
<PropertyGroup>
4+
<!-- override the PlatformToolset, which is set in the godot.vcxproj-->
5+
<!-- Unknown matches to a set of conservative rules for the code analysis-->
6+
<PlatformToolset>Unknown</PlatformToolset>
7+
<LocalDebuggerCommand Condition="'$(LocalDebuggerCommand)' == ''">$(NMakeOutput)</LocalDebuggerCommand>
8+
</PropertyGroup>
9+
<!-- Build/Rebuild/Clean targets for NMake are defined in MSVC, so we need to provide them, when using MSBuild without MSVC targets -->
10+
<Target Name="Build">
11+
<Exec Command="$(NMakeBuildCommandLine)"/>
12+
</Target>
13+
<Target Name="Rebuild">
14+
<Exec Command="$(NMakeReBuildCommandLine)"/>
15+
</Target>
16+
<Target Name="Clean">
17+
<Exec Command="$(NMakeCleanCommandLine)"/>
18+
</Target>
19+
</Project>

misc/msvs/props.template

+4-1
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,6 @@
11
<?xml version="1.0" encoding="utf-8"?>
22
<Project ToolsVersion="17.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
3-
<PropertyGroup Condition="'$(GodotConfiguration)|$(GodotPlatform)'=='%%VSCONF%%'">
3+
<PropertyGroup Condition="%%CONDITION%%">
44
<NMakeBuildCommandLine>%%BUILD%%</NMakeBuildCommandLine>
55
<NMakeReBuildCommandLine>%%REBUILD%%</NMakeReBuildCommandLine>
66
<NMakeCleanCommandLine>%%CLEAN%%</NMakeCleanCommandLine>
@@ -18,6 +18,9 @@
1818
<ItemGroup Condition="%%CONDITION%%">
1919
%%EXTRA_ITEMS%%
2020
</ItemGroup>
21+
22+
<!-- Build/Rebuild/Clean targets for NMake are defined in MSVC, so we need to provide them, when using MSBuild without MSVC targets -->
23+
<Import Project="$(MSBuildProjectDirectory)\misc\msvs\nmake.substitution.props" Condition="%%CONDITION%% And !Exists('$(VCTargetsPath)\Microsoft.Cpp.targets')" />
2124
</Project>
2225
<!-- CHECKSUM
2326
%%HASH%%

misc/msvs/vcxproj.template

+7-6
Original file line numberDiff line numberDiff line change
@@ -10,31 +10,32 @@
1010
<VCProjectUpgraderObjectName>NoUpgrade</VCProjectUpgraderObjectName>
1111
</PropertyGroup>
1212
%%PROPERTIES%%
13-
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
13+
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" Condition="Exists('$(VCTargetsPath)\Microsoft.Cpp.Default.props') "/>
1414
<PropertyGroup Label="Configuration">
1515
<ConfigurationType>Makefile</ConfigurationType>
1616
<UseOfMfc>false</UseOfMfc>
17-
<PlatformToolset>v143</PlatformToolset>
17+
<PlatformToolset>v143</PlatformToolset> <!--Might be overridden in the platform specific import or Microsoft.Cpp.$(GodotPlatform).user.props -->
18+
<DefaultPlatformToolset Condition="'$(DefaultPlatformToolset)'==''"/> <!--Workaround until https://youtrack.jetbrains.com/issue/RIDER-123783 is resolved. -->
1819
<OutDir>$(SolutionDir)\bin\$(GodotPlatform)\$(GodotConfiguration)\</OutDir>
1920
<IntDir>obj\$(GodotPlatform)\$(GodotConfiguration)\</IntDir>
2021
<LayoutDir>$(OutDir)\Layout</LayoutDir>
2122
</PropertyGroup>
22-
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
23+
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" Condition="Exists('$(VCTargetsPath)\Microsoft.Cpp.props') "/>
2324
<ImportGroup Label="ExtensionSettings">
2425
</ImportGroup>
2526
<ImportGroup Label="PropertySheets">
26-
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props')" Label="LocalAppDataPlatform" />
27+
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props" Condition="Exists('$(UserRootDir)\Microsoft.Cpp.$(GodotPlatform).user.props')" Label="LocalAppDataPlatform" />
2728
</ImportGroup>
2829
<PropertyGroup Label="UserMacros" />
30+
%%IMPORTS%%
2931
<PropertyGroup>
3032
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
3133
<ActiveProjectItemList></ActiveProjectItemList>
3234
</PropertyGroup>
33-
%%IMPORTS%%
3435
<ItemGroup Condition="'$(IncludeListImported)'==''">
3536
%%DEFAULT_ITEMS%%
3637
</ItemGroup>
37-
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
38+
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" Condition="Exists('$(VCTargetsPath)\Microsoft.Cpp.targets') "/>
3839
<ImportGroup Label="ExtensionTargets">
3940
</ImportGroup>
4041
</Project>

platform/linuxbsd/msvs.py

+11
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,11 @@
1+
# Tuples with the name of the arch
2+
def get_platforms():
3+
return [("x64", "x86_64")]
4+
5+
6+
def get_configurations():
7+
return ["editor", "template_debug", "template_release"]
8+
9+
10+
def get_build_prefix(env):
11+
return []

platform/macos/msvs.py

+11
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,11 @@
1+
# Tuples with the name of the arch
2+
def get_platforms():
3+
return [("arm64", "arm64"), ("x64", "x86_64")]
4+
5+
6+
def get_configurations():
7+
return ["editor", "template_debug", "template_release"]
8+
9+
10+
def get_build_prefix(env):
11+
return []

platform/windows/msvs.py

+6-2
Original file line numberDiff line numberDiff line change
@@ -12,9 +12,13 @@ def get_configurations():
1212

1313

1414
def get_build_prefix(env):
15+
if not env.msvc:
16+
return []
1517
batch_file = methods.find_visual_c_batch_file(env)
1618
return [
19+
"cmd /V /C",
1720
"set &quot;plat=$(PlatformTarget)&quot;",
18-
"(if &quot;$(PlatformTarget)&quot;==&quot;x64&quot; (set &quot;plat=x86_amd64&quot;))",
19-
f"call &quot;{batch_file}&quot; !plat!",
21+
"^&amp; (if &quot;$(PlatformTarget)&quot;==&quot;x64&quot; (set &quot;plat=x86_amd64&quot;))",
22+
f"^&amp; call &quot;{batch_file}&quot; !plat!",
23+
"^&amp;",
2024
]

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