Merge pull request #1306 from dsnopek/4.1-cherrypicks-6
Cherry-picks for the godot-cpp 4.1 branch - 6th batchpull/1441/head godot-4.1.3-stable
commit
631cd5fe37
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@ -191,3 +191,7 @@ godot.creator.*
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# compile commands (https://clang.llvm.org/docs/JSONCompilationDatabase.html)
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compile_commands.json
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# Python development
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.venv
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venv
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@ -325,10 +325,12 @@ public:
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_gde_binding_create_callback, \
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_gde_binding_free_callback, \
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_gde_binding_reference_callback, \
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};
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}; \
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\
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private:
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// Don't use this for your classes, use GDCLASS() instead.
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#define GDEXTENSION_CLASS_ALIAS(m_class, m_alias_for, m_inherits) \
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#define GDEXTENSION_CLASS_ALIAS(m_class, m_alias_for, m_inherits) /******************************************************************************************************************/ \
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private: \
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inline static ::godot::internal::EngineClassRegistration<m_class> _gde_engine_class_registration_helper; \
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void operator=(const m_class &p_rval) {} \
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@ -357,6 +359,10 @@ protected:
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return nullptr; \
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} \
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\
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static inline bool has_get_property_list() { \
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return false; \
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} \
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\
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static void (Wrapped::*_get_get_property_list())(List<PropertyInfo> * p_list) const { \
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return nullptr; \
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} \
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@ -369,6 +375,10 @@ protected:
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return nullptr; \
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} \
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\
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static void (Wrapped::*_get_validate_property())(::godot::PropertyInfo & p_property) const { \
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return nullptr; \
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} \
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\
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static String (Wrapped::*_get_to_string())() const { \
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return nullptr; \
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} \
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@ -391,10 +401,6 @@ public:
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return nullptr; \
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} \
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\
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static GDExtensionClassInstancePtr recreate(void *data, GDExtensionObjectPtr obj) { \
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return nullptr; \
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} \
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\
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static void free(void *data, GDExtensionClassInstancePtr ptr) { \
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} \
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\
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@ -415,7 +421,9 @@ public:
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_gde_binding_free_callback, \
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_gde_binding_reference_callback, \
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}; \
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m_class() : m_class(#m_alias_for) {}
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m_class() : m_class(#m_alias_for) {} \
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\
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private:
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// Don't use this for your classes, use GDCLASS() instead.
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#define GDEXTENSION_CLASS(m_class, m_inherits) GDEXTENSION_CLASS_ALIAS(m_class, m_class, m_inherits)
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@ -11,20 +11,32 @@ def options(opts):
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"18" if "32" in ARGUMENTS.get("arch", "arm64") else "21",
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)
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opts.Add(
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"ANDROID_NDK_ROOT",
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"Path to your Android NDK installation. By default, uses ANDROID_NDK_ROOT from your defined environment variables.",
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os.environ.get("ANDROID_NDK_ROOT", None),
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"ANDROID_HOME",
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"Path to your Android SDK installation. By default, uses ANDROID_HOME from your defined environment variables.",
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os.environ.get("ANDROID_HOME", os.environ.get("ANDROID_SDK_ROOT")),
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)
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def exists(env):
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return "ANDROID_NDK_ROOT" in os.environ or "ANDROID_NDK_ROOT" in ARGUMENTS
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return get_android_ndk_root(env) is not None
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# This must be kept in sync with the value in https://github.com/godotengine/godot/blob/master/platform/android/detect.py#L58.
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def get_ndk_version():
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return "23.2.8568313"
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def get_android_ndk_root(env):
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if env["ANDROID_HOME"]:
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return env["ANDROID_HOME"] + "/ndk/" + get_ndk_version()
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else:
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return os.environ.get("ANDROID_NDK_ROOT")
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def generate(env):
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if "ANDROID_NDK_ROOT" not in env:
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if get_android_ndk_root(env) is None:
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raise ValueError(
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"To build for Android, ANDROID_NDK_ROOT must be defined. Please set ANDROID_NDK_ROOT to the root folder of your Android NDK installation."
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"To build for Android, the path to the NDK must be defined. Please set ANDROID_HOME to the root folder of your Android SDK installation."
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)
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if env["arch"] not in ("arm64", "x86_64", "arm32", "x86_32"):
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@ -42,7 +54,7 @@ def generate(env):
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api_level = 21
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# Setup toolchain
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toolchain = env["ANDROID_NDK_ROOT"] + "/toolchains/llvm/prebuilt/"
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toolchain = get_android_ndk_root(env) + "/toolchains/llvm/prebuilt/"
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if sys.platform == "win32" or sys.platform == "msys":
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toolchain += "windows"
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import platform as pltfm
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@ -239,6 +239,15 @@ def generate(env):
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print("Building for architecture " + env["arch"] + " on platform " + env["platform"])
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tool = Tool(env["platform"], toolpath=["tools"])
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if tool is None or not tool.exists(env):
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raise ValueError("Required toolchain not found for platform " + env["platform"])
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tool.generate(env)
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target_tool = Tool("targets", toolpath=["tools"])
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target_tool.generate(env)
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# Disable exception handling. Godot doesn't use exceptions anywhere, and this
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# saves around 20% of binary size and very significant build time.
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if env["disable_exceptions"]:
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@ -249,15 +258,6 @@ def generate(env):
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elif env.get("is_msvc", False):
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env.Append(CXXFLAGS=["/EHsc"])
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tool = Tool(env["platform"], toolpath=["tools"])
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if tool is None or not tool.exists(env):
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raise ValueError("Required toolchain not found for platform " + env["platform"])
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tool.generate(env)
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target_tool = Tool("targets", toolpath=["tools"])
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target_tool.generate(env)
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# Require C++17
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if env.get("is_msvc", False):
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env.Append(CXXFLAGS=["/std:c++17"])
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