godot/core/input/SCsub
Andrii Doroshenko (Xrayez) d86de6c98e SCons: Refactor running commands through builders
A new `env.Run` method is added which allows to control the verbosity
of builders output automatically depending on whether the "verbose"
option is set. It also allows to optionally run any SCons commands in a
subprocess using the existing `run_in_subprocess` method, unifying
the interface. `Action` objects wrap all builder functions to include a
short build message associated with any action.

Notably, this removes quite verbose output generated by `make_doc_header`
and `make_editor_icons_action` builders.
2020-07-28 00:09:21 +03:00

27 lines
942 B
Python

#!/usr/bin/env python
Import("env")
from platform_methods import run_in_subprocess
import input_builders
# Order matters here. Higher index controller database files write on top of lower index database files.
controller_databases = [
"#core/input/gamecontrollerdb.txt",
"#core/input/godotcontrollerdb.txt",
]
env.Depends("#core/input/default_controller_mappings.gen.cpp", controller_databases)
env.CommandNoCache(
"#core/input/default_controller_mappings.gen.cpp",
controller_databases,
env.Run(input_builders.make_default_controller_mappings, "Generating default controller mappings."),
)
env.add_source_files(env.core_sources, "*.cpp")
# Don't warn about duplicate entry here, we need it registered manually for first build,
# even if later builds will pick it up twice due to above *.cpp globbing.
env.add_source_files(env.core_sources, "#core/input/default_controller_mappings.gen.cpp", warn_duplicates=False)