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-rw-r--r--methods.py608
1 files changed, 453 insertions, 155 deletions
diff --git a/methods.py b/methods.py
index f36591d211..c22b1f11e4 100644
--- a/methods.py
+++ b/methods.py
@@ -774,161 +774,6 @@ def add_to_vs_project(env, sources):
env.vs_srcs += [basename + ".cpp"]
-def generate_vs_project(env, original_args, project_name="godot"):
- batch_file = find_visual_c_batch_file(env)
- filtered_args = original_args.copy()
- # Ignore the "vsproj" option to not regenerate the VS project on every build
- filtered_args.pop("vsproj", None)
- # The "platform" option is ignored because only the Windows platform is currently supported for VS projects
- filtered_args.pop("platform", None)
- # The "target" option is ignored due to the way how targets configuration is performed for VS projects (there is a separate project configuration for each target)
- filtered_args.pop("target", None)
- # The "progress" option is ignored as the current compilation progress indication doesn't work in VS
- filtered_args.pop("progress", None)
-
- if batch_file:
-
- class ModuleConfigs(Mapping):
- # This version information (Win32, x64, Debug, Release) seems to be
- # required for Visual Studio to understand that it needs to generate an NMAKE
- # project. Do not modify without knowing what you are doing.
- PLATFORMS = ["Win32", "x64"]
- PLATFORM_IDS = ["x86_32", "x86_64"]
- CONFIGURATIONS = ["editor", "template_release", "template_debug"]
- DEV_SUFFIX = ".dev" if env["dev_build"] else ""
-
- @staticmethod
- def for_every_variant(value):
- return [value for _ in range(len(ModuleConfigs.CONFIGURATIONS) * len(ModuleConfigs.PLATFORMS))]
-
- def __init__(self):
- shared_targets_array = []
- self.names = []
- self.arg_dict = {
- "variant": [],
- "runfile": shared_targets_array,
- "buildtarget": shared_targets_array,
- "cpppaths": [],
- "cppdefines": [],
- "cmdargs": [],
- }
- self.add_mode() # default
-
- def add_mode(
- self,
- name: str = "",
- includes: str = "",
- cli_args: str = "",
- defines=None,
- ):
- if defines is None:
- defines = []
- self.names.append(name)
- self.arg_dict["variant"] += [
- f'{config}{f"_[{name}]" if name else ""}|{platform}'
- for config in ModuleConfigs.CONFIGURATIONS
- for platform in ModuleConfigs.PLATFORMS
- ]
- self.arg_dict["runfile"] += [
- f'bin\\godot.windows.{config}{ModuleConfigs.DEV_SUFFIX}{".double" if env["precision"] == "double" else ""}.{plat_id}{f".{name}" if name else ""}.exe'
- for config in ModuleConfigs.CONFIGURATIONS
- for plat_id in ModuleConfigs.PLATFORM_IDS
- ]
- self.arg_dict["cpppaths"] += ModuleConfigs.for_every_variant(env["CPPPATH"] + [includes])
- self.arg_dict["cppdefines"] += ModuleConfigs.for_every_variant(list(env["CPPDEFINES"]) + defines)
- self.arg_dict["cmdargs"] += ModuleConfigs.for_every_variant(cli_args)
-
- def build_commandline(self, commands):
- configuration_getter = (
- "$(Configuration"
- + "".join([f'.Replace("{name}", "")' for name in self.names[1:]])
- + '.Replace("_[]", "")'
- + ")"
- )
-
- common_build_prefix = [
- 'cmd /V /C set "plat=$(PlatformTarget)"',
- '(if "$(PlatformTarget)"=="x64" (set "plat=x86_amd64"))',
- 'call "' + batch_file + '" !plat!',
- ]
-
- # Windows allows us to have spaces in paths, so we need
- # to double quote off the directory. However, the path ends
- # in a backslash, so we need to remove this, lest it escape the
- # last double quote off, confusing MSBuild
- common_build_postfix = [
- "--directory=\"$(ProjectDir.TrimEnd('\\'))\"",
- "platform=windows",
- f"target={configuration_getter}",
- "progress=no",
- ]
-
- for arg, value in filtered_args.items():
- common_build_postfix.append(f"{arg}={value}")
-
- result = " ^& ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
- return result
-
- # Mappings interface definitions
-
- def __iter__(self) -> Iterator[str]:
- for x in self.arg_dict:
- yield x
-
- def __len__(self) -> int:
- return len(self.names)
-
- def __getitem__(self, k: str):
- return self.arg_dict[k]
-
- add_to_vs_project(env, env.core_sources)
- add_to_vs_project(env, env.drivers_sources)
- add_to_vs_project(env, env.main_sources)
- add_to_vs_project(env, env.modules_sources)
- add_to_vs_project(env, env.scene_sources)
- add_to_vs_project(env, env.servers_sources)
- if env["tests"]:
- add_to_vs_project(env, env.tests_sources)
- if env.editor_build:
- add_to_vs_project(env, env.editor_sources)
-
- for header in glob_recursive("**/*.h"):
- env.vs_incs.append(str(header))
-
- module_configs = ModuleConfigs()
-
- if env.get("module_mono_enabled"):
- mono_defines = [("GD_MONO_HOT_RELOAD",)] if env.editor_build else []
- module_configs.add_mode(
- "mono",
- cli_args="module_mono_enabled=yes",
- defines=mono_defines,
- )
-
- scons_cmd = "scons"
-
- path_to_venv = os.getenv("VIRTUAL_ENV")
- path_to_scons_exe = Path(str(path_to_venv)) / "Scripts" / "scons.exe"
- if path_to_venv and path_to_scons_exe.exists():
- scons_cmd = str(path_to_scons_exe)
-
- env["MSVSBUILDCOM"] = module_configs.build_commandline(scons_cmd)
- env["MSVSREBUILDCOM"] = module_configs.build_commandline(f"{scons_cmd} vsproj=yes")
- env["MSVSCLEANCOM"] = module_configs.build_commandline(f"{scons_cmd} --clean")
- if not env.get("MSVS"):
- env["MSVS"]["PROJECTSUFFIX"] = ".vcxproj"
- env["MSVS"]["SOLUTIONSUFFIX"] = ".sln"
- env.MSVSProject(
- target=["#" + project_name + env["MSVSPROJECTSUFFIX"]],
- incs=env.vs_incs,
- srcs=env.vs_srcs,
- auto_build_solution=1,
- **module_configs,
- )
- else:
- print("Could not locate Visual Studio batch file to set up the build environment. Not generating VS project.")
-
-
def precious_program(env, program, sources, **args):
program = env.ProgramOriginal(program, sources, **args)
env.Precious(program)
@@ -1229,3 +1074,456 @@ def dump(env):
with open(".scons_env.json", "w") as f:
dump(env.Dictionary(), f, indent=4, default=non_serializable)
+
+
+# Custom Visual Studio project generation logic that supports any platform that has a msvs.py
+# script, so Visual Studio can be used to run scons for any platform, with the right defines per target.
+# Invoked with scons vsproj=yes
+#
+# Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included.
+# Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch
+# will have a build configuration generated, because we only know what the right defines/includes/flags/etc are
+# on the active build target.
+#
+# Platforms that don't support an editor target will have a dummy editor target that won't do anything on build,
+# but will have the files and configuration for the windows editor target.
+#
+# To generate build configuration files for all platforms+targets+arch combinations, users can call
+# scons vsproj=yes
+# for each combination of platform+target+arch. This will generate the relevant vs project files but
+# skip the build process. This lets project files be quickly generated even if there are build errors.
+#
+# To generate AND build from the command line:
+# scons vsproj=yes vsproj_gen_only=yes
+def generate_vs_project(env, original_args, project_name="godot"):
+ # Augmented glob_recursive that also fills the dirs argument with traversed directories that have content.
+ def glob_recursive_2(pattern, dirs, node="."):
+ from SCons import Node
+ from SCons.Script import Glob
+
+ results = []
+ for f in Glob(str(node) + "/*", source=True):
+ if type(f) is Node.FS.Dir:
+ results += glob_recursive_2(pattern, dirs, f)
+ r = Glob(str(node) + "/" + pattern, source=True)
+ if len(r) > 0 and not str(node) in dirs:
+ d = ""
+ for part in str(node).split("\\"):
+ d += part
+ if not d in dirs:
+ dirs.append(d)
+ d += "\\"
+ results += r
+ return results
+
+ def get_bool(args, option, default):
+ from SCons.Variables.BoolVariable import _text2bool
+
+ val = args.get(option, default)
+ if val is not None:
+ try:
+ return _text2bool(val)
+ except:
+ return default
+ else:
+ return default
+
+ def format_key_value(v):
+ if type(v) in [tuple, list]:
+ return v[0] if len(v) == 1 else f"{v[0]}={v[1]}"
+ return v
+
+ filtered_args = original_args.copy()
+
+ # Ignore the "vsproj" option to not regenerate the VS project on every build
+ filtered_args.pop("vsproj", None)
+
+ # This flag allows users to regenerate the proj files but skip the building process.
+ # This lets projects be regenerated even if there are build errors.
+ filtered_args.pop("vsproj_gen_only", None)
+
+ # The "progress" option is ignored as the current compilation progress indication doesn't work in VS
+ filtered_args.pop("progress", None)
+
+ # We add these three manually because they might not be explicitly passed in, and it's important to always set them.
+ filtered_args.pop("platform", None)
+ filtered_args.pop("target", None)
+ filtered_args.pop("arch", None)
+
+ platform = env["platform"]
+ target = env["target"]
+ arch = env["arch"]
+
+ vs_configuration = {}
+ common_build_prefix = []
+ confs = []
+ for x in sorted(glob.glob("platform/*")):
+ # Only platforms that opt in to vs proj generation are included.
+ if not os.path.isdir(x) or not os.path.exists(x + "/msvs.py"):
+ continue
+ tmppath = "./" + x
+ sys.path.insert(0, tmppath)
+ import msvs
+
+ vs_plats = []
+ vs_confs = []
+ try:
+ platform_name = x[9:]
+ vs_plats = msvs.get_platforms()
+ vs_confs = msvs.get_configurations()
+ val = []
+ for plat in vs_plats:
+ val += [{"platform": plat[0], "architecture": plat[1]}]
+
+ vsconf = {"platform": platform_name, "targets": vs_confs, "arches": val}
+ confs += [vsconf]
+
+ # Save additional information about the configuration for the actively selected platform,
+ # so we can generate the platform-specific props file with all the build commands/defines/etc
+ if platform == platform_name:
+ common_build_prefix = msvs.get_build_prefix(env)
+ vs_configuration = vsconf
+ except Exception:
+ pass
+
+ sys.path.remove(tmppath)
+ sys.modules.pop("msvs")
+
+ headers = []
+ headers_dirs = []
+ for file in glob_recursive_2("*.h", headers_dirs):
+ headers.append(str(file).replace("/", "\\"))
+ for file in glob_recursive_2("*.hpp", headers_dirs):
+ headers.append(str(file).replace("/", "\\"))
+
+ sources = []
+ sources_dirs = []
+ for file in glob_recursive_2("*.cpp", sources_dirs):
+ sources.append(str(file).replace("/", "\\"))
+ for file in glob_recursive_2("*.c", sources_dirs):
+ sources.append(str(file).replace("/", "\\"))
+
+ others = []
+ others_dirs = []
+ for file in glob_recursive_2("*.natvis", others_dirs):
+ others.append(str(file).replace("/", "\\"))
+ for file in glob_recursive_2("*.glsl", others_dirs):
+ others.append(str(file).replace("/", "\\"))
+
+ skip_filters = False
+ import hashlib
+ import json
+
+ md5 = hashlib.md5(
+ json.dumps(headers + headers_dirs + sources + sources_dirs + others + others_dirs, sort_keys=True).encode(
+ "utf-8"
+ )
+ ).hexdigest()
+
+ if os.path.exists(f"{project_name}.vcxproj.filters"):
+ existing_filters = open(f"{project_name}.vcxproj.filters", "r").read()
+ match = re.search(r"(?ms)^<!-- CHECKSUM$.([0-9a-f]{32})", existing_filters)
+ if match is not None and md5 == match.group(1):
+ skip_filters = True
+
+ import uuid
+
+ # Don't regenerate the filters file if nothing has changed, so we keep the existing UUIDs.
+ if not skip_filters:
+ print(f"Regenerating {project_name}.vcxproj.filters")
+
+ filters_template = open("misc/msvs/vcxproj.filters.template", "r").read()
+ for i in range(1, 10):
+ filters_template = filters_template.replace(f"%%UUID{i}%%", str(uuid.uuid4()))
+
+ filters = ""
+
+ for d in headers_dirs:
+ filters += f'<Filter Include="Header Files\\{d}"><UniqueIdentifier>{{{str(uuid.uuid4())}}}</UniqueIdentifier></Filter>\n'
+ for d in sources_dirs:
+ filters += f'<Filter Include="Source Files\\{d}"><UniqueIdentifier>{{{str(uuid.uuid4())}}}</UniqueIdentifier></Filter>\n'
+ for d in others_dirs:
+ filters += f'<Filter Include="Other Files\\{d}"><UniqueIdentifier>{{{str(uuid.uuid4())}}}</UniqueIdentifier></Filter>\n'
+
+ filters_template = filters_template.replace("%%FILTERS%%", filters)
+
+ filters = ""
+ for file in headers:
+ filters += (
+ f'<ClInclude Include="{file}"><Filter>Header Files\\{os.path.dirname(file)}</Filter></ClInclude>\n'
+ )
+ filters_template = filters_template.replace("%%INCLUDES%%", filters)
+
+ filters = ""
+ for file in sources:
+ filters += (
+ f'<ClCompile Include="{file}"><Filter>Source Files\\{os.path.dirname(file)}</Filter></ClCompile>\n'
+ )
+
+ filters_template = filters_template.replace("%%COMPILES%%", filters)
+
+ filters = ""
+ for file in others:
+ filters += f'<None Include="{file}"><Filter>Other Files\\{os.path.dirname(file)}</Filter></None>\n'
+ filters_template = filters_template.replace("%%OTHERS%%", filters)
+
+ filters_template = filters_template.replace("%%HASH%%", md5)
+
+ with open(f"{project_name}.vcxproj.filters", "w") as f:
+ f.write(filters_template)
+
+ envsources = []
+
+ envsources += env.core_sources
+ envsources += env.drivers_sources
+ envsources += env.main_sources
+ envsources += env.modules_sources
+ envsources += env.scene_sources
+ envsources += env.servers_sources
+ if env.editor_build:
+ envsources += env.editor_sources
+ envsources += env.platform_sources
+
+ headers_active = []
+ sources_active = []
+ others_active = []
+ for x in envsources:
+ fname = ""
+ if type(x) == type(""):
+ fname = env.File(x).path
+ else:
+ # Some object files might get added directly as a File object and not a list.
+ try:
+ fname = env.File(x)[0].path
+ except:
+ fname = x.path
+ pass
+
+ if fname:
+ fname = fname.replace("\\\\", "/")
+ parts = os.path.splitext(fname)
+ basename = parts[0]
+ ext = parts[1]
+ idx = fname.find(env["OBJSUFFIX"])
+ if ext in [".h", ".hpp"]:
+ headers_active += [fname]
+ elif ext in [".c", ".cpp"]:
+ sources_active += [fname]
+ elif idx > 0:
+ basename = fname[:idx]
+ if os.path.isfile(basename + ".h"):
+ headers_active += [basename + ".h"]
+ elif os.path.isfile(basename + ".hpp"):
+ headers_active += [basename + ".hpp"]
+ elif basename.endswith(".gen") and os.path.isfile(basename[:-4] + ".h"):
+ headers_active += [basename[:-4] + ".h"]
+ if os.path.isfile(basename + ".c"):
+ sources_active += [basename + ".c"]
+ elif os.path.isfile(basename + ".cpp"):
+ sources_active += [basename + ".cpp"]
+ else:
+ fname = os.path.relpath(os.path.abspath(fname), env.Dir("").abspath)
+ others_active += [fname]
+
+ all_items = []
+ properties = []
+ activeItems = []
+ extraItems = []
+
+ set_headers = set(headers_active)
+ set_sources = set(sources_active)
+ set_others = set(others_active)
+ for file in headers:
+ all_items.append(f'<ClInclude Include="{file}">')
+ all_items.append(
+ f" <ExcludedFromBuild Condition=\"!$(ActiveProjectItemList.Contains(';{file};'))\">true</ExcludedFromBuild>"
+ )
+ all_items.append("</ClInclude>")
+ if file in set_headers:
+ activeItems.append(file)
+
+ for file in sources:
+ all_items.append(f'<ClCompile Include="{file}">')
+ all_items.append(
+ f" <ExcludedFromBuild Condition=\"!$(ActiveProjectItemList.Contains(';{file};'))\">true</ExcludedFromBuild>"
+ )
+ all_items.append("</ClCompile>")
+ if file in set_sources:
+ activeItems.append(file)
+
+ for file in others:
+ all_items.append(f'<None Include="{file}">')
+ all_items.append(
+ f" <ExcludedFromBuild Condition=\"!$(ActiveProjectItemList.Contains(';{file};'))\">true</ExcludedFromBuild>"
+ )
+ all_items.append("</None>")
+ if file in set_others:
+ activeItems.append(file)
+
+ if vs_configuration:
+ vsconf = ""
+ for a in vs_configuration["arches"]:
+ if arch == a["architecture"]:
+ vsconf = f'{target}|{a["platform"]}'
+ break
+
+ condition = "'$(Configuration)|$(Platform)'=='" + vsconf + "'"
+ properties.append("<ActiveProjectItemList>;" + ";".join(activeItems) + ";</ActiveProjectItemList>")
+ output = f'bin\\godot{env["PROGSUFFIX"]}'
+
+ props_template = open("misc/msvs/props.template", "r").read()
+
+ props_template = props_template.replace("%%VSCONF%%", vsconf)
+ props_template = props_template.replace("%%CONDITION%%", condition)
+ props_template = props_template.replace("%%PROPERTIES%%", "\n ".join(properties))
+ props_template = props_template.replace("%%EXTRA_ITEMS%%", "\n ".join(extraItems))
+
+ props_template = props_template.replace("%%OUTPUT%%", output)
+
+ props_template = props_template.replace(
+ "%%DEFINES%%", ";".join([format_key_value(v) for v in list(env["CPPDEFINES"])])
+ )
+ props_template = props_template.replace("%%INCLUDES%%", ";".join([str(j) for j in env["CPPPATH"]]))
+ props_template = props_template.replace(
+ "%%OPTIONS%%",
+ " ".join(env["CCFLAGS"]) + " " + " ".join([x for x in env["CXXFLAGS"] if not x.startswith("$")]),
+ )
+
+ # Windows allows us to have spaces in paths, so we need
+ # to double quote off the directory. However, the path ends
+ # in a backslash, so we need to remove this, lest it escape the
+ # last double quote off, confusing MSBuild
+ common_build_postfix = [
+ "--directory=&quot;$(ProjectDir.TrimEnd(&apos;\\&apos;))&quot;",
+ "progress=no",
+ f"platform={platform}",
+ f"target={target}",
+ f"arch={arch}",
+ ]
+
+ for arg, value in filtered_args.items():
+ common_build_postfix.append(f"{arg}={value}")
+
+ cmd_rebuild = [
+ "vsproj=yes",
+ f"vsproj_name={project_name}",
+ ] + common_build_postfix
+
+ cmd_clean = [
+ "--clean",
+ ] + common_build_postfix
+
+ commands = "scons"
+ if len(common_build_prefix) == 0:
+ commands = "echo Starting SCons &amp;&amp; cmd /V /C " + commands
+ else:
+ common_build_prefix[0] = "echo Starting SCons &amp;&amp; cmd /V /C " + common_build_prefix[0]
+
+ cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + common_build_postfix)])
+ props_template = props_template.replace("%%BUILD%%", cmd)
+
+ cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + cmd_rebuild)])
+ props_template = props_template.replace("%%REBUILD%%", cmd)
+
+ cmd = " ^&amp; ".join(common_build_prefix + [" ".join([commands] + cmd_clean)])
+ props_template = props_template.replace("%%CLEAN%%", cmd)
+
+ with open(f"{project_name}.{platform}.{target}.{arch}.generated.props", "w") as f:
+ f.write(props_template)
+
+ proj_uuid = str(uuid.uuid4())
+ sln_uuid = str(uuid.uuid4())
+
+ if os.path.exists(f"{project_name}.sln"):
+ for line in open(f"{project_name}.sln", "r").read().splitlines():
+ if line.startswith('Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}")'):
+ proj_uuid = re.search(
+ r"\"{(\b[0-9a-fA-F]{8}\b-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-\b[0-9a-fA-F]{12}\b)}\"$",
+ line,
+ ).group(1)
+ elif line.strip().startswith("SolutionGuid ="):
+ sln_uuid = re.search(
+ r"{(\b[0-9a-fA-F]{8}\b-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-\b[0-9a-fA-F]{12}\b)}", line
+ ).group(1)
+ break
+
+ configurations = []
+ imports = []
+ properties = []
+ section1 = []
+ section2 = []
+ for conf in confs:
+ godot_platform = conf["platform"]
+ for p in conf["arches"]:
+ sln_plat = p["platform"]
+ proj_plat = sln_plat
+ godot_arch = p["architecture"]
+
+ # Redirect editor configurations for non-Windows platforms to the Windows one, so the solution has all the permutations
+ # and VS doesn't complain about missing project configurations.
+ # These configurations are disabled, so they show up but won't build.
+ if godot_platform != "windows":
+ section1 += [f"editor|{sln_plat} = editor|{proj_plat}"]
+ section2 += [
+ f"{{{proj_uuid}}}.editor|{proj_plat}.ActiveCfg = editor|{proj_plat}",
+ ]
+
+ for t in conf["targets"]:
+ godot_target = t
+
+ # Windows x86 is a special little flower that requires a project platform == Win32 but a solution platform == x86.
+ if godot_platform == "windows" and godot_target == "editor" and godot_arch == "x86_32":
+ sln_plat = "x86"
+
+ configurations += [
+ f'<ProjectConfiguration Include="{godot_target}|{proj_plat}">',
+ f" <Configuration>{godot_target}</Configuration>",
+ f" <Platform>{proj_plat}</Platform>",
+ "</ProjectConfiguration>",
+ ]
+
+ if godot_platform != "windows":
+ configurations += [
+ f'<ProjectConfiguration Include="editor|{proj_plat}">',
+ f" <Configuration>editor</Configuration>",
+ f" <Platform>{proj_plat}</Platform>",
+ "</ProjectConfiguration>",
+ ]
+
+ p = f"{project_name}.{godot_platform}.{godot_target}.{godot_arch}.generated.props"
+ imports += [
+ f'<Import Project="$(MSBuildProjectDirectory)\\{p}" Condition="Exists(\'$(MSBuildProjectDirectory)\\{p}\')"/>'
+ ]
+
+ section1 += [f"{godot_target}|{sln_plat} = {godot_target}|{sln_plat}"]
+
+ section2 += [
+ f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.ActiveCfg = {godot_target}|{proj_plat}",
+ f"{{{proj_uuid}}}.{godot_target}|{sln_plat}.Build.0 = {godot_target}|{proj_plat}",
+ ]
+
+ section1 = sorted(section1)
+ section2 = sorted(section2)
+
+ proj_template = open("misc/msvs/vcxproj.template", "r").read()
+
+ proj_template = proj_template.replace("%%UUID%%", proj_uuid)
+ proj_template = proj_template.replace("%%CONFS%%", "\n ".join(configurations))
+ proj_template = proj_template.replace("%%IMPORTS%%", "\n ".join(imports))
+ proj_template = proj_template.replace("%%DEFAULT_ITEMS%%", "\n ".join(all_items))
+ proj_template = proj_template.replace("%%PROPERTIES%%", "\n ".join(properties))
+
+ with open(f"{project_name}.vcxproj", "w") as f:
+ f.write(proj_template)
+
+ sln_template = open("misc/msvs/sln.template", "r").read()
+ sln_template = sln_template.replace("%%NAME%%", project_name)
+ sln_template = sln_template.replace("%%UUID%%", proj_uuid)
+ sln_template = sln_template.replace("%%SLNUUID%%", sln_uuid)
+ sln_template = sln_template.replace("%%SECTION1%%", "\n ".join(section1))
+ sln_template = sln_template.replace("%%SECTION2%%", "\n ".join(section2))
+ with open(f"{project_name}.sln", "w") as f:
+ f.write(sln_template)
+
+ if get_bool(original_args, "vsproj_gen_only", True):
+ sys.exit()