refactor xmake scripts

This commit is contained in:
2024-08-11 13:58:25 +02:00
parent d9e2c19cd4
commit a7fcaa95fe
5 changed files with 107 additions and 112 deletions

View File

@@ -18,4 +18,4 @@ GODOT_PROJECT_FOLDER = "demo"
PUBLISH_FOLDER = "publish" PUBLISH_FOLDER = "publish"
includes("godot.lua") includes("xmake/godot.lua")

15
xmake/editor.lua Normal file
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@@ -0,0 +1,15 @@
target("Editor")
set_default(false)
-- Disable building
on_build((function() end))
on_run(
(function(godot_project_folder)
return function(target)
local project_file = path.join(godot_project_folder, "project.godot")
os.execv("echo", {"godot", project_file})
os.exec("godot " .. project_file)
end
end)(GODOT_PROJECT_FOLDER)
)

26
xmake/godot.lua Normal file
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@@ -0,0 +1,26 @@
------- project settings -------
-- project name
set_project(PROJECT_NAME)
-- project version
set_version(VERSION)
-- min version of xmake we need to run
-- NOTE: this is the version i used to develop this template, may not 100% correct
set_xmakever("2.9.0")
add_rules("mode.debug", "mode.release")
-- c++17 is required for godot 4.x, we use c++20 here
set_languages("c++20")
-- use latest 4.x version by default
add_requires("godotcpp4")
includes("tasks.lua")
includes("target.lua")
includes("editor.lua")

65
xmake/target.lua Normal file
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@@ -0,0 +1,65 @@
-- more on https://xmake.io/#/manual/project_target
target(PROJECT_NAME)
set_kind("shared")
set_default(true)
add_packages("godotcpp4")
-- more on https://xmake.io/#/manual/project_target?id=targetadd_files
add_files("../src/**.cpp")
-- change the output name
set_basename(PROJECT_NAME .. ".$(os)_$(mode)_$(arch)")
-- libraries will saved in os level folder
set_targetdir("../" .. GODOT_PROJECT_FOLDER .. "/lib")
-- where to save .obj files
-- we use a seprate folder, so that it will not populate the targer folder
set_objectdir("../build/.objs")
-- where .d files are saved
set_dependir("../build/.deps")
-- set_optimize("smallest")
-- handlers
-- before_run(function (target) end)
-- after_run(function (target) end)
-- before_build(function (target) end)
-- after_build(function (target) end)
-- before_clean(function (target) end)
-- after_clean(function (target) end)
on_run(
(function(godot_project_folder)
return function(target)
os.execv("echo", {"godot --path", godot_project_folder})
os.exec("godot --path " .. godot_project_folder)
end
end)(GODOT_PROJECT_FOLDER)
)
on_package(function(target)
import("core.base.task")
target_platform = "Unknown"
if is_plat("windows") then
target_platform = "Windows Desktop"
elseif is_plat("macosx") then
target_platform = "macOS"
elseif is_plat("linux") then
target_platform = "Linux/X11"
elseif is_plat("android") then
target_platform = "Android"
end
task.run("export", {}, target_platform)
end)
after_clean(function (target)
import("core.base.task")
task.run("clean-publish")
end)

View File

@@ -1,27 +1,3 @@
------- project settings -------
-- project name
set_project(PROJECT_NAME)
-- project version
set_version(VERSION)
-- min version of xmake we need to run
-- NOTE: this is the version i used to develop this template, may not 100% correct
set_xmakever("2.9.0")
add_rules("mode.debug", "mode.release")
-- c++17 is required for godot 4.x, we use c++20 here
set_languages("c++20")
-- use latest 4.x version by default
add_requires("godotcpp4")
------- custom tasks -------
-- NOTE: -- NOTE:
-- xmake cannot accept the global variables in on_xxx functions, so we use a wrapper function to bind it -- xmake cannot accept the global variables in on_xxx functions, so we use a wrapper function to bind it
@@ -226,90 +202,3 @@ android.release.arm64 = "res://lib/libProjectName.android_release_arm64.so"
description = "Generate gdextension file", description = "Generate gdextension file",
} }
task_end() task_end()
------- output settings -------
-- more on https://xmake.io/#/manual/project_target
target(PROJECT_NAME)
set_kind("shared")
set_default(true)
add_packages("godotcpp4")
-- more on https://xmake.io/#/manual/project_target?id=targetadd_files
add_files("src/*.cpp")
-- change the output name
set_basename(PROJECT_NAME .. ".$(os)_$(mode)_$(arch)")
-- libraries will saved in os level folder
set_targetdir(GODOT_PROJECT_FOLDER .. "/lib")
-- where to save .obj files
-- we use a seprate folder, so that it will not populate the targer folder
set_objectdir("build/.objs")
-- where .d files are saved
set_dependir("build/.deps")
-- set_optimize("smallest")
-- handlers
-- before_run(function (target) end)
-- after_run(function (target) end)
-- before_build(function (target) end)
-- after_build(function (target) end)
-- before_clean(function (target) end)
-- after_clean(function (target) end)
on_run(
(function(godot_project_folder)
return function(target)
os.execv("echo", {"godot --path", godot_project_folder})
os.exec("godot --path " .. godot_project_folder)
end
end)(GODOT_PROJECT_FOLDER)
)
on_package(function(target)
import("core.base.task")
target_platform = "Unknown"
if is_plat("windows") then
target_platform = "Windows Desktop"
elseif is_plat("macosx") then
target_platform = "macOS"
elseif is_plat("linux") then
target_platform = "Linux/X11"
elseif is_plat("android") then
target_platform = "Android"
end
task.run("export", {}, target_platform)
end)
after_clean(function (target)
import("core.base.task")
task.run("clean-publish")
end)
target("Editor")
set_default(false)
-- Disable building
on_build((function() end))
on_run(
(function(godot_project_folder)
return function(target)
local project_file = path.join(godot_project_folder, "project.godot")
os.execv("echo", {"godot", project_file})
os.exec("godot " .. project_file)
end
end)(GODOT_PROJECT_FOLDER)
)