godot/platform/windows/SCsub

#!/usr/bin/env python
from misc.utility.scons_hints import *

Import("env")

import os
from pathlib import Path

import platform_windows_builders

sources = []

common_win = [
    "godot_windows.cpp",
    "os_windows.cpp",
    "display_server_windows.cpp",
    "key_mapping_windows.cpp",
    "joypad_windows.cpp",
    "tts_windows.cpp",
    "windows_terminal_logger.cpp",
    "windows_utils.cpp",
    "native_menu_windows.cpp",
    "gl_manager_windows_native.cpp",
    "gl_manager_windows_angle.cpp",
    "wgl_detect_version.cpp",
    "rendering_context_driver_vulkan_windows.cpp",
    "drop_target_windows.cpp",
]

if env.msvc:
    common_win += ["crash_handler_windows_seh.cpp"]
else:
    common_win += ["crash_handler_windows_signal.cpp"]

common_win_wrap = [
    "console_wrapper_windows.cpp",
]


def arrange_program_clean(prog):
    """
    Given an SCons program, arrange for output files SCons doesn't know about
    to be cleaned when SCons is called with --clean
    """
    extensions_to_clean = [".ilk", ".exp", ".pdb", ".lib"]
    for program in prog:
        executable_stem = Path(program.name).stem
        extra_files_to_clean = [f"#bin/{executable_stem}{extension}" for extension in extensions_to_clean]
        Clean(prog, extra_files_to_clean)


res_file = "godot_res.rc"
res_target = "godot_res" + env["OBJSUFFIX"]
res_obj = env.RES(res_target, res_file)
env.Depends(res_obj, "#core/version_generated.gen.h")

env.add_source_files(sources, common_win)
sources += res_obj

prog = env.add_program("#bin/godot", sources, PROGSUFFIX=env["PROGSUFFIX"])
arrange_program_clean(prog)

if env.msvc:
    env.Depends(prog, "godot.natvis")

# Build console wrapper app.
if env["windows_subsystem"] == "gui":
    env_wrap = env.Clone()
    res_wrap_file = "godot_res_wrap.rc"
    res_wrap_target = "godot_res_wrap" + env["OBJSUFFIX"]
    res_wrap_obj = env_wrap.RES(res_wrap_target, res_wrap_file)
    env_wrap.Depends(res_wrap_obj, "#core/version_generated.gen.h")

    if env.msvc:
        env_wrap.Append(LINKFLAGS=["/SUBSYSTEM:CONSOLE"])
        env_wrap.Append(LINKFLAGS=["version.lib"])
    else:
        env_wrap.Append(LINKFLAGS=["-Wl,--subsystem,console"])
        env_wrap.Append(LIBS=["version"])

    prog_wrap = env_wrap.add_program("#bin/godot", common_win_wrap + res_wrap_obj, PROGSUFFIX=env["PROGSUFFIX_WRAP"])
    arrange_program_clean(prog_wrap)
    env_wrap.Depends(prog_wrap, prog)
    sources += common_win_wrap + res_wrap_obj

if env["d3d12"]:
    dxc_target_aliases = {
        "x86_32": "x86",
        "x86_64": "x64",
        "arm32": "arm",
        "arm64": "arm64",
    }
    dxc_arch_subdir = dxc_target_aliases[env["arch"]]

    agility_target_aliases = {
        "x86_32": "win32",
        "x86_64": "x64",
        "arm32": "arm",
        "arm64": "arm64",
    }
    agility_arch_subdir = agility_target_aliases[env["arch"]]

    # Used in cases where we can have multiple archs side-by-side.
    arch_bin_dir = "#bin/" + env["arch"]

    # Agility SDK
    if env["agility_sdk_path"] != "" and os.path.exists(env["agility_sdk_path"]):
        agility_dlls = ["D3D12Core.dll", "d3d12SDKLayers.dll"]
        # Whether these are loaded from arch-specific directory or not has to be known at build time.
        target_dir = arch_bin_dir if env["agility_sdk_multiarch"] else "#bin"
        for dll in agility_dlls:
            env.Command(
                target_dir + "/" + dll,
                env["agility_sdk_path"] + "/build/native/bin/" + agility_arch_subdir + "/" + dll,
                Copy("$TARGET", "$SOURCE"),
            )

    # PIX
    if env["use_pix"]:
        pix_dll = "WinPixEventRuntime.dll"
        env.Command(
            "#bin/" + pix_dll,
            env["pix_path"] + "/bin/" + dxc_arch_subdir + "/" + pix_dll,
            Copy("$TARGET", "$SOURCE"),
        )

if not os.getenv("VCINSTALLDIR"):
    if env["debug_symbols"]:
        env.AddPostAction(prog, env.Run(platform_windows_builders.make_debug_mingw))
        if env["windows_subsystem"] == "gui":
            env.AddPostAction(prog_wrap, env.Run(platform_windows_builders.make_debug_mingw))

env.platform_sources += sources