godot/platform/winrt/detect.py
Juan Linietsky b24fe3dd20 Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-

-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency

Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-

-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 00:10:51 -03:00

83 lines
2.5 KiB
Python

import os
import sys
def is_active():
return True
def get_name():
return "WinRT"
def can_build():
if (os.name=="nt"):
#building natively on windows!
if (os.getenv("VSINSTALLDIR")):
return True
return False
def get_opts():
return []
def get_flags():
return []
def configure(env):
env.Append(CPPPATH=['#platform/winrt', '#platform/winrt/include'])
env['OBJSUFFIX'] = ".rt" + env['OBJSUFFIX']
env['LIBSUFFIX'] = ".rt" + env['LIBSUFFIX']
env.Append(LIBPATH=['#platform/winrt/x64/lib'])
if (env["target"]=="release"):
env.Append(CCFLAGS=['/O2'])
env.Append(LINKFLAGS=['/SUBSYSTEM:WINDOWS'])
env.Append(LINKFLAGS=['/ENTRY:mainCRTStartup'])
elif (env["target"]=="test"):
env.Append(CCFLAGS=['/O2','/DDEBUG_ENABLED','/DD3D_DEBUG_INFO'])
env.Append(LINKFLAGS=['/SUBSYSTEM:CONSOLE'])
elif (env["target"]=="debug"):
env.Append(CCFLAGS=['/Zi','/DDEBUG_ENABLED','/DD3D_DEBUG_INFO','/O1'])
env.Append(LINKFLAGS=['/SUBSYSTEM:CONSOLE'])
env.Append(LINKFLAGS=['/DEBUG'])
elif (env["target"]=="profile"):
env.Append(CCFLAGS=['-g','-pg'])
env.Append(LINKFLAGS=['-pg'])
env.Append(CCFLAGS=['/Gd','/GR','/nologo', '/EHsc'])
env.Append(CXXFLAGS=['/TP', '/ZW'])
env.Append(CPPFLAGS=['/DMSVC', '/GR', ])
#env.Append(CCFLAGS=['/I'+os.getenv("WindowsSdkDir")+"/Include"])
env.Append(CCFLAGS=['/DWINRT_ENABLED'])
env.Append(CCFLAGS=['/DWINDOWS_ENABLED'])
env.Append(CCFLAGS=['/DWINAPI_FAMILY=WINAPI_FAMILY_APP', '/D_WIN32_WINNT=0x0603', '/DNTDDI_VERSION=0x06030000'])
env.Append(CCFLAGS=['/DRTAUDIO_ENABLED'])
#env.Append(CCFLAGS=['/DWIN32'])
env.Append(CCFLAGS=['/DTYPED_METHOD_BIND'])
env.Append(CCFLAGS=['/DGLES2_ENABLED'])
#env.Append(CCFLAGS=['/DGLES1_ENABLED'])
env.Append(LIBS=['winmm','opengl32','dsound','kernel32','ole32','user32','gdi32', 'IPHLPAPI', 'wsock32', 'shell32','advapi32'])
import methods
env.Append( BUILDERS = { 'GLSL120' : env.Builder(action = methods.build_legacygl_headers, suffix = 'glsl.h',src_suffix = '.glsl') } )
env.Append( BUILDERS = { 'GLSL' : env.Builder(action = methods.build_glsl_headers, suffix = 'glsl.h',src_suffix = '.glsl') } )
env.Append( BUILDERS = { 'HLSL9' : env.Builder(action = methods.build_hlsl_dx9_headers, suffix = 'hlsl.h',src_suffix = '.hlsl') } )
env.Append( BUILDERS = { 'GLSL120GLES' : env.Builder(action = methods.build_gles2_headers, suffix = 'glsl.h',src_suffix = '.glsl') } )
env['ENV'] = os.environ;