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https://github.com/libretro/scummvm.git
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434 lines
14 KiB
C++
434 lines
14 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TOOLS_CREATE_PROJECT_H
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#define TOOLS_CREATE_PROJECT_H
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#include <map>
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#include <list>
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#include <string>
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#include <cassert>
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typedef std::list<std::string> StringList;
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/**
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* Structure to describe a game engine to be built into ScummVM.
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*
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* We do get the game engines available by parsing the "configure"
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* script of our source distribution. See "parseConfigure" for more
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* information on that.
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* @see parseConfigure
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*/
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struct EngineDesc {
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/**
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* The name of the engine. We use this to determine the directory
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* the engine is in and to create the define, which needs to be
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* set to enable the engine.
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*/
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std::string name;
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/**
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* A human readable description of the engine. We will use this
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* to display a description of the engine to the user in the list
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* of which engines are built and which are disabled.
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*/
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std::string desc;
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/**
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* Whether the engine should be included in the build or not.
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*/
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bool enable;
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/**
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* A list of all available sub engine names. Sub engines are engines
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* which are built on top of an existing engines and can be only
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* enabled when the parten engine is enabled.
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*/
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StringList subEngines;
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bool operator==(const std::string &n) const {
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return (name == n);
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}
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};
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typedef std::list<EngineDesc> EngineDescList;
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/**
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* This function parses the project configure file and creates a list
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* of available engines.
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*
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* It will also automatically setup the default build state (enabled
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* or disabled) to the state specified in the "configure" file.
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*
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* @param srcDir Path to the root of the project source.
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* @return List of available engines.
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*/
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EngineDescList parseConfigure(const std::string &srcDir);
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/**
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* Checks whether the specified engine is a sub engine. To determine this
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* there is a fully setup engine list needed.
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*
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* @param name Name of the engine to check.
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* @param engines List of engines.
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* @return "true", when the engine is a sub engine, "false" otherwise.
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*/
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bool isSubEngine(const std::string &name, const EngineDescList &engines);
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/**
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* Enables or disables the specified engine in the engines list.
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*
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* This function also disables all sub engines of an engine, when it is
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* to be disabled.
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* Also this function does enable the parent of a sub engine, when a
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* sub engine is to be enabled.
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*
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* @param name Name of the engine to be enabled or disabled.
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* @param engines The list of engines, which should be operated on.
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* @param enable Whether the engine should be enabled or disabled.
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* @return "true", when it succeeded, "false" otherwise.
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*/
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bool setEngineBuildState(const std::string &name, EngineDescList &engines, bool enable);
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/**
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* Returns a list of all defines, according to the engine list passed.
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*
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* @param features The list of engines, which should be operated on. (this may contain engines, which are *not* enabled!)
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*/
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StringList getEngineDefines(const EngineDescList &engines);
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/**
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* Structure to define a given feature, usually an external library,
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* used to build ScummVM.
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*/
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struct Feature {
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const char *name; ///< Name of the feature
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const char *define; ///< Define of the feature
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const char *libraries; ///< Libraries, which need to be linked, for the feature
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bool enable; ///< Whether the feature is enabled or not
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const char *description; ///< Human readable description of the feature
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bool operator==(const std::string &n) const {
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return (name == n);
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}
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};
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typedef std::list<Feature> FeatureList;
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struct Tool {
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const char *name; ///< Name of the tools
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bool enable; ///< Whether the tools is enabled or not
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};
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typedef std::list<Tool> ToolList;
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/**
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* Creates a list of all features available for MSVC.
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*
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* @return A list including all features available.
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*/
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FeatureList getAllFeatures();
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/**
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* Returns a list of all defines, according to the feature set
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* passed.
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*
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* @param features List of features for the build (this may contain features, which are *not* enabled!)
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*/
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StringList getFeatureDefines(const FeatureList &features);
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/**
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* Returns a list of all external library files, according to the
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* feature set passed.
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*
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* @param features List of features for the build (this may contain features, which are *not* enabled!)
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*/
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StringList getFeatureLibraries(const FeatureList &features);
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/**
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* Sets the state of a given feature. This can be used to
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* either include or exclude an feature.
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*
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* @param name Name of the feature.
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* @param features List of features to operate on.
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* @param enable Whether the feature should be enabled or disabled.
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* @return "true", when it succeeded, "false" otherwise.
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*/
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bool setFeatureBuildState(const std::string &name, FeatureList &features, bool enable);
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/**
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* Structure to describe a build setup.
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*
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* This includes various information about which engines to
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* enable, which features should be built into the main executable.
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* It also contains the path to the project source root.
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*/
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struct BuildSetup {
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std::string projectName; ///< Project name
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std::string projectDescription; ///< Project description
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std::string srcDir; ///< Path to the sources.
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std::string filePrefix; ///< Prefix for the relative path arguments in the project files.
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std::string outputDir; ///< Path where to put the MSVC project files.
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EngineDescList engines; ///< Engine list for the build (this may contain engines, which are *not* enabled!).
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FeatureList features; ///< Feature list for the build (this may contain features, which are *not* enabled!).
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StringList defines; ///< List of all defines for the build.
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StringList libraries; ///< List of all external libraries required for the build.
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bool devTools; ///< Generate project files for the tools
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bool runBuildEvents; ///< Run build events as part of the build (generate revision number and copy engine/theme data & needed files to the build folder
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bool createInstaller; ///< Create NSIS installer after the build
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BuildSetup() {
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devTools = false;
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runBuildEvents = false;
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createInstaller = false;
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}
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};
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/**
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* Quits the program with the specified error message.
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*
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* @param message The error message to print to stderr.
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*/
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#if defined(__GNUC__)
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#define NORETURN_POST __attribute__((__noreturn__))
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#elif defined(_MSC_VER)
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#define NORETURN_PRE __declspec(noreturn)
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#endif
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#ifndef NORETURN_PRE
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#define NORETURN_PRE
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#endif
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#ifndef NORETURN_POST
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#define NORETURN_POST
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#endif
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void NORETURN_PRE error(const std::string &message) NORETURN_POST;
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namespace CreateProjectTool {
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/**
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* Gets a proper sequence of \t characters for the given
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* indentation level.
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*
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* For example with an indentation level of 2 this will
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* produce:
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* \t\t
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*
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* @param indentation The indentation level
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* @return Sequence of \t characters.
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*/
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std::string getIndent(const int indentation);
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/**
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* Converts the given path to only use backslashes.
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* This means that for example the path:
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* foo/bar\test.txt
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* will be converted to:
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* foo\bar\test.txt
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*
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* @param path Path string.
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* @return Converted path.
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*/
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std::string convertPathToWin(const std::string &path);
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/**
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* Splits a file name into name and extension.
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* The file name must be only the filename, no
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* additional path name.
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*
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* @param fileName Filename to split
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* @param name Reference to a string, where to store the name.
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* @param ext Reference to a string, where to store the extension.
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*/
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void splitFilename(const std::string &fileName, std::string &name, std::string &ext);
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/**
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* Checks whether the given file will produce an object file or not.
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*
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* @param fileName Name of the file.
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* @return "true" when it will produce a file, "false" otherwise.
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*/
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bool producesObjectFile(const std::string &fileName);
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/**
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* Structure representing a file tree. This contains two
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* members: name and children. "name" holds the name of
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* the node. "children" does contain all the node's children.
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* When the list "children" is empty, the node is a file entry,
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* otherwise it's a directory.
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*/
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struct FileNode {
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typedef std::list<FileNode *> NodeList;
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explicit FileNode(const std::string &n) : name(n), children() {}
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~FileNode() {
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for (NodeList::iterator i = children.begin(); i != children.end(); ++i)
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delete *i;
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}
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std::string name; ///< Name of the node
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NodeList children; ///< List of children for the node
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};
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class ProjectProvider {
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public:
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typedef std::map<std::string, std::string> UUIDMap;
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/**
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* Instantiate new ProjectProvider class
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*
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* @param global_warnings List of warnings that apply to all projects
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* @param project_warnings List of project-specific warnings
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* @param version Target project version.
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*/
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ProjectProvider(StringList &global_warnings, std::map<std::string, StringList> &project_warnings, const int version = 0);
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virtual ~ProjectProvider() {}
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/**
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* Creates all build files
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*
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* @param setup Description of the desired build setup.
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*/
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void createProject(const BuildSetup &setup);
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protected:
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const int _version; ///< Target project version
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StringList &_globalWarnings; ///< Global warnings
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std::map<std::string, StringList> &_projectWarnings; ///< Per-project warnings
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UUIDMap _uuidMap; ///< List of (project name, UUID) pairs
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/**
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* Create workspace/solution file
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*
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* @param setup Description of the desired build setup.
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*/
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virtual void createWorkspace(const BuildSetup &setup) = 0;
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/**
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* Create other files (such as build properties)
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*
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* @param setup Description of the desired build setup.
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*/
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virtual void createOtherBuildFiles(const BuildSetup &setup) = 0;
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/**
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* Create a project file for the specified list of files.
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*
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* @param name Name of the project file.
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* @param uuid UUID of the project file.
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* @param setup Description of the desired build.
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* @param moduleDir Path to the module.
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* @param includeList Files to include (must have "moduleDir" as prefix).
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* @param excludeList Files to exclude (must have "moduleDir" as prefix).
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*/
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virtual void createProjectFile(const std::string &name, const std::string &uuid, const BuildSetup &setup, const std::string &moduleDir,
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const StringList &includeList, const StringList &excludeList) = 0;
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/**
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* Writes file entries for the specified directory node into
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* the given project file. It will also take care of duplicate
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* object files.
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*
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* @param dir Directory node.
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* @param projectFile File stream to write to.
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* @param indentation Indentation level to use.
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* @param duplicate List of duplicate object file names.
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* @param objPrefix Prefix to use for object files, which would name clash.
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* @param filePrefix Generic prefix to all files of the node.
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*/
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virtual void writeFileListToProject(const FileNode &dir, std::ofstream &projectFile, const int indentation,
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const StringList &duplicate, const std::string &objPrefix, const std::string &filePrefix) = 0;
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/**
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* Output a list of project references to the file stream
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*
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* @param output File stream to write to.
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*/
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virtual void writeReferences(const BuildSetup &, std::ofstream &) {}
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/**
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* Get the file extension for project files
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*/
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virtual const char *getProjectExtension() { return ""; }
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/**
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* Adds files of the specified directory recursively to given project file.
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*
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* @param dir Path to the directory.
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* @param projectFile Output stream object, where all data should be written to.
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* @param includeList Files to include (must have a relative directory as prefix).
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* @param excludeList Files to exclude (must have a relative directory as prefix).
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* @param filePrefix Prefix to use for relative path arguments.
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*/
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void addFilesToProject(const std::string &dir, std::ofstream &projectFile,
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const StringList &includeList, const StringList &excludeList,
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const std::string &filePrefix);
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/**
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* Creates a list of files of the specified module. This also
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* creates a list of files, which should not be included.
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* All filenames will have "moduleDir" as prefix.
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*
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* @param moduleDir Path to the module.
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* @param defines List of set defines.
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* @param includeList Reference to a list, where included files should be added.
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* @param excludeList Reference to a list, where excluded files should be added.
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*/
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void createModuleList(const std::string &moduleDir, const StringList &defines, StringList &includeList, StringList &excludeList) const;
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/**
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* Creates an UUID for every enabled engine of the
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* passed build description.
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*
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* @param setup Description of the desired build.
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* @return A map, which includes UUIDs for all enabled engines.
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*/
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UUIDMap createUUIDMap(const BuildSetup &setup) const;
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/**
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* Creates an UUID for every enabled tool of the
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* passed build description.
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*
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* @return A map, which includes UUIDs for all enabled engines.
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*/
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UUIDMap createToolsUUIDMap() const;
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/**
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* Creates an UUID and returns it in string representation.
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*
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* @return A new UUID as string.
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*/
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std::string createUUID() const;
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};
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} // End of CreateProjectTool namespace
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#endif // TOOLS_CREATE_PROJECT_H
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