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8de6405288
The UWP platform port was never ported to the Godot 4.0+ API, and it's now accumulating bitrot as it doesn't compile, and thus we no longer propagate platform changes in it. So we finally remove to acknowledge this state. There's still some interest in reviving the UWP port eventually, especially as support for Direct3D 12 will soon be merged, but when that happens it will be easiest to redo it from scratch.
115 lines
3.6 KiB
Python
115 lines
3.6 KiB
Python
#!/usr/bin/env python
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Import("env")
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Import("env_modules")
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env_freetype = env_modules.Clone()
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# Thirdparty source files
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thirdparty_obj = []
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if env["builtin_freetype"]:
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thirdparty_dir = "#thirdparty/freetype/"
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thirdparty_sources = [
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"src/autofit/autofit.c",
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"src/base/ftbase.c",
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"src/base/ftbbox.c",
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"src/base/ftbdf.c",
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"src/base/ftbitmap.c",
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"src/base/ftcid.c",
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"src/base/ftdebug.c",
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"src/base/ftfstype.c",
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"src/base/ftgasp.c",
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"src/base/ftglyph.c",
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"src/base/ftgxval.c",
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"src/base/ftinit.c",
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"src/base/ftmm.c",
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"src/base/ftotval.c",
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"src/base/ftpatent.c",
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"src/base/ftpfr.c",
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"src/base/ftstroke.c",
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"src/base/ftsynth.c",
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"src/base/ftsystem.c",
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"src/base/fttype1.c",
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"src/base/ftwinfnt.c",
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"src/bdf/bdf.c",
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"src/bzip2/ftbzip2.c",
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"src/cache/ftcache.c",
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"src/cff/cff.c",
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"src/cid/type1cid.c",
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"src/gxvalid/gxvalid.c",
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"src/gzip/ftgzip.c",
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"src/lzw/ftlzw.c",
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"src/otvalid/otvalid.c",
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"src/pcf/pcf.c",
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"src/pfr/pfr.c",
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"src/psaux/psaux.c",
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"src/pshinter/pshinter.c",
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"src/psnames/psnames.c",
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"src/raster/raster.c",
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"src/sdf/sdf.c",
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"src/svg/svg.c",
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"src/smooth/smooth.c",
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"src/truetype/truetype.c",
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"src/type1/type1.c",
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"src/type42/type42.c",
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"src/winfonts/winfnt.c",
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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if env["brotli"]:
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env_freetype.Append(CPPDEFINES=["FT_CONFIG_OPTION_USE_BROTLI"])
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env_freetype.Prepend(CPPPATH=[thirdparty_dir + "/include"])
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# Also needed in main env for scene/
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env.Prepend(CPPPATH=[thirdparty_dir + "/include"])
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env_freetype.Append(CPPDEFINES=["FT2_BUILD_LIBRARY", "FT_CONFIG_OPTION_USE_PNG", "FT_CONFIG_OPTION_SYSTEM_ZLIB"])
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if env.dev_build:
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env_freetype.Append(CPPDEFINES=["ZLIB_DEBUG"])
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# Also requires libpng headers
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if env["builtin_libpng"]:
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env_freetype.Prepend(CPPPATH=["#thirdparty/libpng"])
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sfnt = thirdparty_dir + "src/sfnt/sfnt.c"
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# Must be done after all CPPDEFINES are being set so we can copy them.
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if env["platform"] == "web":
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# Forcibly undefine this macro so SIMD is not used in this file,
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# since currently unsupported in WASM
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tmp_env = env_freetype.Clone()
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tmp_env.disable_warnings()
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tmp_env.Append(CPPFLAGS=["-U__OPTIMIZE__"])
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sfnt = tmp_env.Object(sfnt)
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thirdparty_sources += [sfnt]
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env_thirdparty = env_freetype.Clone()
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env_thirdparty.disable_warnings()
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lib = env_thirdparty.add_library("freetype_builtin", thirdparty_sources)
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thirdparty_obj += lib
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# Needs to be appended to arrive after libscene in the linker call,
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# but we don't want it to arrive *after* system libs, so manual hack
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# LIBS contains first SCons Library objects ("SCons.Node.FS.File object")
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# and then plain strings for system library. We insert between the two.
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inserted = False
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for idx, linklib in enumerate(env["LIBS"]):
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if isinstance(linklib, (str, bytes)): # first system lib such as "X11", otherwise SCons lib object
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env["LIBS"].insert(idx, lib)
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inserted = True
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break
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if not inserted:
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env.Append(LIBS=[lib])
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# Godot source files
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module_obj = []
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env_freetype.add_source_files(module_obj, "*.cpp")
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env.modules_sources += module_obj
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# Needed to force rebuilding the module files when the thirdparty library is updated.
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env.Depends(module_obj, thirdparty_obj)
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