Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add custom_modules build option to compile external, user-defined C++ modules #36922

Merged
merged 1 commit into from
May 25, 2020
Merged

Add custom_modules build option to compile external, user-defined C++ modules #36922

merged 1 commit into from
May 25, 2020

Commits on May 25, 2020

  1. Add custom_modules build option to compile external user modules

    This patch adds ability to include external, user-defined C++ modules
    to be compiled as part of Godot via `custom_modules` build option
    which can be passed to `scons`.
    
    ```
    scons platform=x11 tools=yes custom_modules="../project/modules"
    ```
    
    Features:
    
    - detects all available modules under `custom_modules` directory the
    same way as it does for built-in modules (not recursive);
    - works with both relative and absolute paths on the filesystem;
    - multiple search paths can be specified as a comma-separated list.
    
    Module custom documentation and editor icons collection and generation
    process is adapted to work with absolute paths needed by such modules.
    
    Also fixed doctool bug mixing absolute and relative paths respectively.
    
    Implementation details:
    
    - `env.module_list` is a dictionary now, which holds both module name as
      key and either a relative or absolute path to a module as a value.
    - `methods.detect_modules` is run twice: once for built-in modules, and
      second for external modules, all combined later.
    - `methods.detect_modules` was not doing what it says on the tin. It is
      split into `detect_modules` which collects a list of available modules
      and `write_modules` which generates `register_types` sources for each.
    - whether a module is built-in or external is distinguished by relative
      or absolute paths respectively. `custom_modules` scons converter
      ensures that the path is absolute even if relative path is supplied,
      including expanding user paths and symbolic links.
    - treats the parent directory as if it was Godot's base directory, so
      that there's no need to change include paths in cases where custom
      modules are included as dependencies in other modules.
    Andrii Doroshenko (Xrayez) committed May 25, 2020
    Configuration menu
    Copy the full SHA
    a96f0e9 View commit details
    Browse the repository at this point in the history