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leanCLR_gdext/scripts/build-windows.sh
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2026-06-07 23:00:52 +08:00

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#!/usr/bin/env bash
# Build the Windows (Desktop) target: native GDExtension + managed C# DLLs.
# Run from the repo root.
set -euo pipefail
REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
cd "$REPO_ROOT"
# Pull submodules if missing.
if [ ! -f "thirdparty/leanclr/CMakeLists.txt" ]; then
git submodule update --init --recursive
fi
# Re-apply the LeanCLR NotImplemented patch if a fresh submodule overwrote it.
if grep -q "LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1" \
thirdparty/leanclr/src/runtime/build_config.h 2>/dev/null; then
echo "[build-windows] Re-applying leanclr NotImplemented patch..."
sed -i 's/LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1/LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 0/' \
thirdparty/leanclr/src/runtime/build_config.h
fi
# Generate bindings (needs the just-fetched extension_api.json).
python3 tools/binding_generator/generate_bindings.py \
--api build-master/_deps/godot-cpp-src/gdextension/extension_api.json
# Configure CMake (first pass — fetches godot-cpp via FetchContent).
cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug
# Re-configure so add_library sees the generated cpp, then build.
cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug
cmake --build build-master --config Debug --target leanclr_godot
# Managed C#.
dotnet msbuild managed/GodotSharpCompat/GodotSharpCompat.csproj -p:Configuration=Debug
dotnet msbuild project/Game.csproj -p:Configuration=Debug
echo "[build-windows] Done. Run with: \"/path/to/Godot\" --path project"