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Add header builders script for env.GLSL_HEADER and SVG icons

Aaron Franke 6 months ago
parent
commit
51008e1556
2 changed files with 74 additions and 0 deletions
  1. 5 0
      tools/godotcpp.py
  2. 69 0
      tools/header_builders.py

+ 5 - 0
tools/godotcpp.py

@@ -2,6 +2,7 @@ import os
 import platform
 import sys
 
+import header_builders
 from SCons import __version__ as scons_raw_version
 from SCons.Action import Action
 from SCons.Builder import Builder
@@ -529,6 +530,10 @@ def generate(env):
         BUILDERS={
             "GodotCPPBindings": Builder(action=Action(scons_generate_bindings, "$GENCOMSTR"), emitter=scons_emit_files),
             "GodotCPPDocData": Builder(action=scons_generate_doc_source),
+            "GLSL_HEADER": Builder(
+                action=header_builders.build_raw_headers_action,
+                suffix="glsl.gen.h",
+            ),
         }
     )
     env.AddMethod(_godot_cpp, "GodotCPP")

+ 69 - 0
tools/header_builders.py

@@ -0,0 +1,69 @@
+import os.path
+
+
+## See https://github.com/godotengine/godot/blob/master/glsl_builders.py
+def build_raw_header(source_filename: str, constant_name: str) -> None:
+    # Read the source file content.
+    with open(source_filename, "r") as source_file:
+        source_content = source_file.read()
+        constant_name = constant_name.replace(".", "_")
+        # Build header content using a C raw string literal.
+        header_content = (
+            "/* THIS FILE IS GENERATED. EDITS WILL BE LOST. */\n\n"
+            "#pragma once\n\n"
+            f"inline constexpr const char *{constant_name}"
+            " = "
+            f'R"<!>({source_content})<!>"'
+            ";\n"
+        )
+        # Write the header to the provided file name with a ".gen.h" suffix.
+        header_filename = f"{source_filename}.gen.h"
+        with open(header_filename, "w") as header_file:
+            header_file.write(header_content)
+
+
+def build_raw_headers_action(target, source, env):
+    env.NoCache(target)
+    for src in source:
+        source_filename = str(src)
+        # To match Godot, replace ".glsl" with "_shader_glsl". Does nothing for non-GLSL files.
+        constant_name = os.path.basename(source_filename).replace(".glsl", "_shader_glsl")
+        build_raw_header(source_filename, constant_name)
+
+
+def escape_svg(filename: str) -> str:
+    with open(filename, encoding="utf-8", newline="\n") as svg_file:
+        svg_content = svg_file.read()
+        return f'R"<!>({svg_content})<!>"'
+
+
+## See https://github.com/godotengine/godot/blob/master/editor/icons/editor_icons_builders.py
+## See https://github.com/godotengine/godot/blob/master/scene/theme/icons/default_theme_icons_builders.py
+def make_svg_icons_action(target, source, env):
+    destination = str(target[0])
+    constant_prefix = os.path.basename(destination).replace(".gen.h", "")
+    svg_icons = [str(x) for x in source]
+    # Convert the SVG icons to escaped strings and convert their names to C strings.
+    icon_names = [f'"{os.path.basename(fname)[:-4]}"' for fname in svg_icons]
+    icon_sources = [escape_svg(fname) for fname in svg_icons]
+    # Join them as indented comma-separated items for use in an array initializer.
+    icon_names_str = ",\n\t".join(icon_names)
+    icon_sources_str = ",\n\t".join(icon_sources)
+    # Write the file to disk.
+    with open(destination, "w", encoding="utf-8", newline="\n") as destination_file:
+        destination_file.write(
+            f"""\
+/* THIS FILE IS GENERATED. EDITS WILL BE LOST. */
+
+#pragma once
+
+inline constexpr int {constant_prefix}_count = {len(icon_names)};
+inline constexpr const char *{constant_prefix}_sources[] = {{
+	{icon_sources_str}
+}};
+
+inline constexpr const char *{constant_prefix}_names[] = {{
+	{icon_names_str}
+}};
+"""
+        )