mirror of
https://github.com/godotengine/godot
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849c090343
Bug introduced in #45679. Fixes part of #45816.
36 lines
1 KiB
Python
36 lines
1 KiB
Python
#!/usr/bin/env python
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Import("env")
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import os
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from platform_methods import run_in_subprocess
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import platform_windows_builders
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common_win = [
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"godot_windows.cpp",
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"crash_handler_windows.cpp",
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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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"joypad_windows.cpp",
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"windows_terminal_logger.cpp",
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"vulkan_context_win.cpp",
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"context_gl_windows.cpp",
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]
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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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prog = env.add_program("#bin/godot", common_win + res_obj, PROGSUFFIX=env["PROGSUFFIX"])
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# Microsoft Visual Studio Project Generation
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if env["vsproj"]:
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env.vs_srcs += ["platform/windows/" + res_file]
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env.vs_srcs += ["platform/windows/godot.natvis"]
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for x in common_win:
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env.vs_srcs += ["platform/windows/" + str(x)]
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if not os.getenv("VCINSTALLDIR"):
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if env["debug_symbols"] and env["separate_debug_symbols"]:
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env.AddPostAction(prog, run_in_subprocess(platform_windows_builders.make_debug_mingw))
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