From 41eed14ec5a1964eaee2cf26663351e028eed3a9 Mon Sep 17 00:00:00 2001 From: Token Gamedev Date: Fri, 18 Oct 2024 15:26:22 +0530 Subject: [PATCH] Fixed the VS project creation --- methods.py | 44 +++++++++++++++++++------------------- misc/msvs/props.template | 2 +- misc/msvs/vcxproj.template | 8 +++---- 3 files changed, 27 insertions(+), 27 deletions(-) diff --git a/methods.py b/methods.py index 472c048aa32..4aed32e72c1 100644 --- a/methods.py +++ b/methods.py @@ -10,7 +10,7 @@ from pathlib import Path from typing import Generator, List, Optional, Union -# Get the "Godot" folder name ahead of time +# Get the "Redot" folder name ahead of time base_folder_path = str(os.path.abspath(Path(__file__).parent)) + "/" base_folder_only = os.path.basename(os.path.normpath(base_folder_path)) # Listing all the folders we have converted @@ -353,7 +353,7 @@ def is_engine(path): version_path = os.path.join(path, "version.py") if os.path.exists(version_path): with open(version_path, "r", encoding="utf-8") as f: - if 'short_name = "godot"' in f.read(): + if 'short_name = "redot"' in f.read(): return True return False @@ -563,7 +563,7 @@ def detect_visual_c_compiler_version(tools_env): # "x86" Native 32 bit compiler # "x86_amd64" 32 bit Cross Compiler for 64 bit - # There are other architectures, but Godot does not support them currently, so this function does not detect arm/amd64_arm + # There are other architectures, but Redot does not support them currently, so this function does not detect arm/amd64_arm # and similar architectures/compilers # Set chosen compiler to "not detected" @@ -1376,7 +1376,7 @@ def format_key_value(v): vsconf = f'{target}|{a["platform"]}' break - condition = "'$(GodotConfiguration)|$(GodotPlatform)'=='" + vsconf + "'" + condition = "'$(RedotConfiguration)|$(RedotPlatform)'=='" + vsconf + "'" itemlist = {} for item in activeItems: key = os.path.dirname(item).replace("\\", "_") @@ -1389,7 +1389,7 @@ def format_key_value(v): properties.append( ";%s;" % (x, ";".join(itemlist[x]), x) ) - output = f'bin\\godot{env["PROGSUFFIX"]}' + output = f'bin\\redot{env["PROGSUFFIX"]}' with open("misc/msvs/props.template", "r", encoding="utf-8") as file: props_template = file.read() @@ -1482,43 +1482,43 @@ def format_key_value(v): section1 = [] section2 = [] for conf in confs: - godot_platform = conf["platform"] + redot_platform = conf["platform"] for p in conf["arches"]: sln_plat = p["platform"] proj_plat = sln_plat - godot_arch = p["architecture"] + redot_arch = p["architecture"] # Redirect editor configurations for non-Windows platforms to the Windows one, so the solution has all the permutations # and VS doesn't complain about missing project configurations. # These configurations are disabled, so they show up but won't build. - if godot_platform != "windows": + if redot_platform != "windows": section1 += [f"editor|{sln_plat} = editor|{proj_plat}"] section2 += [ f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{proj_plat}", ] for t in conf["targets"]: - godot_target = t + redot_target = t # Windows x86 is a special little flower that requires a project platform == Win32 but a solution platform == x86. - if godot_platform == "windows" and godot_target == "editor" and godot_arch == "x86_32": + if redot_platform == "windows" and redot_target == "editor" and redot_arch == "x86_32": sln_plat = "x86" configurations += [ - f'', - f" {godot_target}", + f'', + f" {redot_target}", f" {proj_plat}", "", ] properties += [ - f"", - f" {godot_target}", - f" {proj_plat}", + f"", + f" {redot_target}", + f" {proj_plat}", "", ] - if godot_platform != "windows": + if redot_platform != "windows": configurations += [ f'', " editor", @@ -1528,21 +1528,21 @@ def format_key_value(v): properties += [ f"", - " editor", - f" {proj_plat}", + " editor", + f" {proj_plat}", "", ] - p = f"{project_name}.{godot_platform}.{godot_target}.{godot_arch}.generated.props" + p = f"{project_name}.{redot_platform}.{redot_target}.{redot_arch}.generated.props" imports += [ f'' ] - section1 += [f"{godot_target}|{sln_plat} = {godot_target}|{sln_plat}"] + section1 += [f"{redot_target}|{sln_plat} = {redot_target}|{sln_plat}"] section2 += [ - f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.ActiveCfg = {godot_target}|{proj_plat}", - f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.Build.0 = {godot_target}|{proj_plat}", + f"{{{proj_uuid}}}.{redot_target}|{sln_plat}.ActiveCfg = {redot_target}|{proj_plat}", + f"{{{proj_uuid}}}.{redot_target}|{sln_plat}.Build.0 = {redot_target}|{proj_plat}", ] # Add an extra import for a local user props file at the end, so users can add more overrides. diff --git a/misc/msvs/props.template b/misc/msvs/props.template index 82e3e81f182..6d1d1d6d749 100644 --- a/misc/msvs/props.template +++ b/misc/msvs/props.template @@ -1,6 +1,6 @@ - + %%BUILD%% %%REBUILD%% %%CLEAN%% diff --git a/misc/msvs/vcxproj.template b/misc/msvs/vcxproj.template index 2cdb82d01f2..0d3b56c949b 100644 --- a/misc/msvs/vcxproj.template +++ b/misc/msvs/vcxproj.template @@ -5,7 +5,7 @@ {%%UUID%%} - godot + redot MakeFileProj NoUpgrade @@ -15,15 +15,15 @@ Makefile false v143 - $(SolutionDir)\bin\$(GodotPlatform)\$(GodotConfiguration)\ - obj\$(GodotPlatform)\$(GodotConfiguration)\ + $(SolutionDir)\bin\$(RedotPlatform)\$(RedotConfiguration)\ + obj\$(RedotPlatform)\$(RedotConfiguration)\ $(OutDir)\Layout - +