`debug_symbols=yes` will now behave like `debug_symbols=full` did
before. The difference in compressed file sizes is not that large,
which means there isn't much point in having two different values.
This helps make the buildsystem easier to understand.
(cherry picked from commit ff1f0d2cb5
)
35 lines
1 KiB
Python
35 lines
1 KiB
Python
#!/usr/bin/env python
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Import("env")
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import os
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from platform_methods import run_in_subprocess
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import platform_windows_builders
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common_win = [
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"godot_windows.cpp",
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"context_gl_windows.cpp",
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"crash_handler_windows.cpp",
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"os_windows.cpp",
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"key_mapping_windows.cpp",
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"joypad_windows.cpp",
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"power_windows.cpp",
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"windows_terminal_logger.cpp",
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]
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res_file = "godot_res.rc"
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res_target = "godot_res" + env["OBJSUFFIX"]
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res_obj = env.RES(res_target, res_file)
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prog = env.add_program("#bin/godot", common_win + res_obj, PROGSUFFIX=env["PROGSUFFIX"])
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# Microsoft Visual Studio Project Generation
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if env["vsproj"]:
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env.vs_srcs += ["platform/windows/" + res_file]
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env.vs_srcs += ["platform/windows/godot.natvis"]
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for x in common_win:
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env.vs_srcs += ["platform/windows/" + str(x)]
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if not os.getenv("VCINSTALLDIR"):
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if env["debug_symbols"] == "yes" and env["separate_debug_symbols"]:
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env.AddPostAction(prog, run_in_subprocess(platform_windows_builders.make_debug_mingw))
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