Files
SDL3CPlusPlus/scripts/dev_commands.py

1968 lines
72 KiB
Python
Executable File

#!/usr/bin/env python3
"""
Improved build helper CLI.
This version addresses Windows quoting issues with the `msvc-quick` command and
provides a cleaner approach for executing `vcvarsall.bat` followed by a CMake
build. The rest of the commands remain platform-neutral and avoid using
`shell=True` wherever possible for greater safety and consistency.
Key changes:
* Simplified the construction of the one-liner used to call `vcvarsall.bat`
and run the subsequent command, avoiding nested quoting that caused errors
under PowerShell. The `cmd.exe` invocation now looks like:
cmd.exe /d /s /c call "<bat>" <arch> && <then command>
where `<then command>` is properly quoted using `subprocess.list2cmdline`.
* Updated `msvc-quick` to use the above construction, while still allowing
users to override the follow-on command via positional arguments after `--`.
* Other commands continue to build argument lists rather than shell strings,
preventing injection and ensuring predictable behavior across platforms.
* Added descriptive comments throughout for maintainability.
Use this script as a drop-in replacement for the original `dev_commands.py`.
"""
from __future__ import annotations
import argparse
import os
import platform
import subprocess
from pathlib import Path
from typing import Iterable, Sequence
IS_WINDOWS = platform.system() == "Windows"
DEFAULT_GENERATOR = "ninja-msvc" if IS_WINDOWS else "ninja"
GENERATOR_DEFAULT_DIR = {
"vs": "build",
"ninja": "build-ninja",
"ninja-msvc": "build-ninja-msvc",
}
CMAKE_GENERATOR = {
"vs": "Visual Studio 17 2022",
"ninja": "Ninja",
"ninja-msvc": "Ninja",
}
DEFAULT_BUILD_DIR = GENERATOR_DEFAULT_DIR[DEFAULT_GENERATOR]
TRACE_ENV_VAR = "DEV_COMMANDS_TRACE"
DEFAULT_VCVARSALL = (
"C:\\Program Files\\Microsoft Visual Studio\\2022\\Professional"
"\\VC\\Auxiliary\\Build\\vcvarsall.bat"
)
VITA_ENV_VAR = "VITASDK"
DEFAULT_VITA_SDK_PATH = "/usr/local/vitasdk"
VITA_PRESETS = {"vita-release"}
def _sh_quote(s: str) -> str:
"""Minimal POSIX-style quoting for display purposes on non-Windows."""
if not s:
return "''"
safe = set(
"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"
"._-/:@=+"
)
if all(c in safe for c in s):
return s
return "'" + s.replace("'", "'\"'\"'") + "'"
def _print_cmd(argv: Sequence[str]) -> None:
"""
Print a command list in a way that approximates how it would appear on the
command line. Uses Windows-specific quoting on Windows via
`subprocess.list2cmdline`, and POSIX-style quoting elsewhere.
"""
if IS_WINDOWS:
rendered = subprocess.list2cmdline(list(argv))
else:
rendered = " ".join(_sh_quote(a) for a in argv)
print("\n> " + rendered)
def _trace(message: str) -> None:
if os.environ.get(TRACE_ENV_VAR) == "1":
print(f"[trace] {message}")
def _strip_leading_double_dash(args: Sequence[str] | None) -> list[str]:
"""Drop a leading `--` that argparse keeps with REMAINDER arguments."""
if not args:
return []
args_list = list(args)
if args_list and args_list[0] == "--":
return args_list[1:]
return args_list
def _has_runtime_config_arg(args: Sequence[str] | None) -> bool:
if not args:
return False
for arg in args:
if arg in {"-j", "--json-file-in"}:
return True
if arg.startswith("--json-file-in="):
return True
if arg.startswith("-j") and len(arg) > 2:
return True
return False
def _merge_env(env_overrides: dict[str, str] | None) -> dict[str, str] | None:
if not env_overrides:
return None
merged = os.environ.copy()
merged.update(env_overrides)
return merged
def run_argvs(
argvs: Iterable[Sequence[str]],
dry_run: bool,
cwd: str | None = None,
env_overrides: dict[str, str] | None = None,
) -> None:
"""
Run a sequence of commands represented as lists of arguments. Each command
is printed before execution. If `dry_run` is True, commands are printed
but not executed.
"""
merged_env = _merge_env(env_overrides)
for argv in argvs:
_print_cmd(argv)
if dry_run:
continue
subprocess.run(list(argv), check=True, cwd=cwd, env=merged_env)
def _as_build_dir(path_str: str | None, fallback: str) -> str:
"""Return the provided path if not None, otherwise the fallback."""
return path_str or fallback
def _has_cache_arg(cmake_args: Sequence[str] | None, name: str) -> bool:
"""Return True if the CMake args already define a cache variable."""
if not cmake_args:
return False
key = f"-D{name}"
prefix = f"-D{name}="
for arg in cmake_args:
if arg == key or arg.startswith(prefix):
return True
return False
def _cmake_cache_arg_value(cmake_args: Sequence[str] | None, name: str) -> str | None:
if not cmake_args:
return None
key = f"-D{name}"
for arg in cmake_args:
if not arg.startswith(key):
continue
if "=" not in arg:
return ""
return arg.split("=", 1)[1]
return None
def _cmake_cache_enabled(cmake_args: Sequence[str] | None, name: str) -> bool:
value = _cmake_cache_arg_value(cmake_args, name)
if value is None:
return False
return value.strip().upper() in {"ON", "TRUE", "1", "YES"}
def _read_cmake_cache_value(build_dir: str, name: str) -> str | None:
cache_path = Path(build_dir) / "CMakeCache.txt"
if not cache_path.is_file():
return None
try:
content = cache_path.read_text(encoding="utf-8", errors="ignore")
except OSError as exc:
_trace(f"Unable to read CMake cache at {cache_path}: {exc}")
return None
needle = f"{name}:"
for line in content.splitlines():
if not line.startswith(needle):
continue
if "=" not in line:
return ""
return line.split("=", 1)[1].strip()
return None
def _is_vita_build_dir(build_dir: str) -> bool:
value = _read_cmake_cache_value(build_dir, "ENABLE_VITA")
if not value:
return False
return value.upper() in {"ON", "TRUE", "1", "YES"}
def _vita_env_overrides(reason: str) -> dict[str, str]:
_trace(f"Setting {VITA_ENV_VAR} for {reason}: {DEFAULT_VITA_SDK_PATH}")
return {VITA_ENV_VAR: DEFAULT_VITA_SDK_PATH}
def _resolve_vita_env_for_configure(
preset: str | None,
cmake_args: Sequence[str] | None,
) -> dict[str, str] | None:
if preset in VITA_PRESETS:
return _vita_env_overrides(f"preset {preset}")
if _cmake_cache_enabled(cmake_args, "ENABLE_VITA"):
return _vita_env_overrides("explicit ENABLE_VITA cache arg")
return None
def _resolve_vita_env_for_build(build_dir: str) -> dict[str, str] | None:
if _is_vita_build_dir(build_dir):
return _vita_env_overrides(f"build dir {build_dir}")
return None
def _find_conan_toolchain(build_type: str) -> Path | None:
"""
Look for the Conan toolchain file in common output locations.
The default `conan install -of build-ninja` + `cmake_layout()` layout produces
`build-ninja/build/<build_type>/generators/conan_toolchain.cmake`.
"""
candidates = [
Path("build-ninja") / "build" / build_type / "generators" / "conan_toolchain.cmake",
Path("build-ninja") / build_type / "generators" / "conan_toolchain.cmake",
Path("build-ninja") / "generators" / "conan_toolchain.cmake",
Path("build-ninja") / "conan_toolchain.cmake",
]
for candidate in candidates:
if candidate.is_file():
return candidate.resolve()
return None
def _has_cmake_cache(build_dir: str) -> bool:
"""Return True if the build directory already has a CMake cache."""
return (Path(build_dir) / "CMakeCache.txt").is_file()
def dependencies(args: argparse.Namespace) -> None:
"""Run Conan profile detection and install dependencies."""
cmd_detect = ["conan", "profile", "detect", "-f"]
cmd_install = ["conan", "install", ".", "-of", "build-ninja", "-b", "missing", "-c", "tools.build:cxxflags=[\"-include\",\"cstdint\"]"]
conan_install_args = _strip_leading_double_dash(args.conan_install_args)
if conan_install_args:
cmd_install.extend(conan_install_args)
run_argvs([cmd_detect, cmd_install], args.dry_run)
def configure(args: argparse.Namespace) -> None:
"""Configure a CMake project based on the chosen generator and options."""
if args.preset:
cmake_args = ["cmake", "--preset", args.preset]
cmake_extra_args = _strip_leading_double_dash(args.cmake_args)
if cmake_extra_args:
cmake_args.extend(cmake_extra_args)
vita_env = _resolve_vita_env_for_configure(args.preset, cmake_extra_args)
run_argvs([cmake_args], args.dry_run, env_overrides=vita_env)
return
generator = args.generator or DEFAULT_GENERATOR
build_dir = _as_build_dir(
args.build_dir, GENERATOR_DEFAULT_DIR.get(generator, "build")
)
cmake_args: list[str] = ["cmake", "-B", build_dir, "-S", "."]
conan_toolchain = _find_conan_toolchain(args.build_type)
if (
conan_toolchain
and not _has_cache_arg(args.cmake_args, "CMAKE_TOOLCHAIN_FILE")
and not _has_cmake_cache(build_dir)
):
cmake_args.append(f"-DCMAKE_TOOLCHAIN_FILE={conan_toolchain}")
if conan_toolchain and not _has_cache_arg(args.cmake_args, "CMAKE_PREFIX_PATH"):
conan_generators_dir = conan_toolchain.parent
cmake_args.append(f"-DCMAKE_PREFIX_PATH={conan_generators_dir}")
if generator == "vs":
cmake_args.extend(["-G", CMAKE_GENERATOR["vs"]])
else:
cmake_args.extend(["-G", CMAKE_GENERATOR[generator]])
cmake_args.append(f"-DCMAKE_BUILD_TYPE={args.build_type}")
cmake_extra_args = _strip_leading_double_dash(args.cmake_args)
if cmake_extra_args:
cmake_args.extend(cmake_extra_args)
vita_env = _resolve_vita_env_for_configure(None, cmake_extra_args)
run_argvs([cmake_args], args.dry_run, env_overrides=vita_env)
def build(args: argparse.Namespace) -> None:
"""Run the `cmake --build` command for a given build directory."""
cmd: list[str] = ["cmake", "--build", args.build_dir]
if args.config:
cmd.extend(["--config", args.config])
if args.target:
cmd.extend(["--target", args.target])
build_tool_args = _strip_leading_double_dash(args.build_tool_args)
if build_tool_args:
cmd.append("--")
cmd.extend(build_tool_args)
vita_env = _resolve_vita_env_for_build(args.build_dir)
run_argvs([cmd], args.dry_run, env_overrides=vita_env)
def tests(args: argparse.Namespace) -> None:
"""Build (optional) and run ctest for a given build directory."""
build_dir = _as_build_dir(args.build_dir, DEFAULT_BUILD_DIR)
vita_env = _resolve_vita_env_for_build(build_dir)
argvs: list[list[str]] = []
if args.build_first:
build_cmd: list[str] = ["cmake", "--build", build_dir]
if args.config:
build_cmd.extend(["--config", args.config])
if args.target:
build_cmd.extend(["--target", args.target])
build_tool_args = _strip_leading_double_dash(args.build_tool_args)
if build_tool_args:
build_cmd.append("--")
build_cmd.extend(build_tool_args)
argvs.append(build_cmd)
ctest_cmd: list[str] = ["ctest", "--output-on-failure", "--test-dir", build_dir]
if args.config:
ctest_cmd.extend(["-C", args.config])
ctest_args = _strip_leading_double_dash(args.ctest_args)
if ctest_args:
ctest_cmd.extend(ctest_args)
argvs.append(ctest_cmd)
run_argvs(argvs, args.dry_run, env_overrides=vita_env)
def _cmd_one_liner_vcvars_then(bat: str, arch: str, then_parts: Sequence[str]) -> list[str]:
"""
Construct a command to call a Visual Studio environment setup batch file and
then run another command. The returned list of arguments can be passed to
subprocess.run with shell=False.
On Windows, we use:
cmd.exe /d /s /c call "<bat>" <arch> && <then...>
The path to the batch file is quoted to handle spaces. The follow-on
command (`then_parts`) is converted to a command string using
`subprocess.list2cmdline`, which properly quotes arguments for cmd.exe.
"""
then_cmdline = subprocess.list2cmdline(list(then_parts))
full_cmd = f'call "{bat}" {arch} && {then_cmdline}'
return ["cmd.exe", "/d", "/s", "/c", full_cmd]
def msvc_quick(args: argparse.Namespace) -> None:
"""
Set up the Visual Studio environment and build the project.
On Windows, this command calls `vcvarsall.bat` (or a custom batch file)
with the specified architecture, then runs a follow-on command. By
default, the follow-on command is `cmake --build <build_dir>` with
optional configuration, target, and extra build-tool arguments. Users can
override the follow-on command entirely by specifying positional arguments
after `--`.
On non-Windows platforms, this command will exit with an error, as there is
no Visual Studio environment to initialize.
"""
if not IS_WINDOWS:
raise SystemExit("msvc-quick is only supported on Windows")
bat = args.bat_path or DEFAULT_VCVARSALL
arch = args.arch or "x64"
if args.then_command:
then_cmd = _strip_leading_double_dash(args.then_command)
else:
build_dir = _as_build_dir(args.build_dir, DEFAULT_BUILD_DIR)
then_cmd = ["cmake", "--build", build_dir]
if args.config:
then_cmd.extend(["--config", args.config])
if args.target:
then_cmd.extend(["--target", args.target])
build_tool_args = _strip_leading_double_dash(args.build_tool_args)
if build_tool_args:
then_cmd.append("--")
then_cmd.extend(build_tool_args)
cmd = _cmd_one_liner_vcvars_then(bat, arch, then_cmd)
run_argvs([cmd], args.dry_run)
def _sync_assets(build_dir: str, dry_run: bool) -> None:
"""
Sync asset files (scripts, shaders, models) from the project root to the
build directory before running the application.
"""
import shutil
build_path = Path(build_dir)
project_root = Path(".")
# Define asset directories to sync
asset_dirs = [
("scripts", ["*.lua"]),
("shaders", ["*.vert", "*.frag", "*.geom", "*.tesc", "*.tese", "*.comp", "*.spv"]),
("scripts/models", ["*.stl", "*.obj", "*.fbx"]),
("config", ["*.json"]),
]
asset_trees = [
"MaterialX/libraries",
"MaterialX/resources",
]
print("\n=== Syncing Assets ===")
for src_dir, patterns in asset_dirs:
src_path = project_root / src_dir
dst_path = build_path / src_dir
if not src_path.exists():
continue
# Create destination directory if needed
if not dry_run:
dst_path.mkdir(parents=True, exist_ok=True)
# Sync files matching patterns
for pattern in patterns:
for src_file in src_path.glob(pattern):
if src_file.is_file() and src_file.name != "dev_commands.py":
dst_file = dst_path / src_file.name
print(f" {src_file} -> {dst_file}")
if not dry_run:
shutil.copy2(src_file, dst_file)
for src_dir in asset_trees:
src_path = project_root / src_dir
dst_path = build_path / src_dir
if not src_path.exists():
continue
print(f" {src_path} -> {dst_path}")
if not dry_run:
shutil.copytree(src_path, dst_path, dirs_exist_ok=True)
print("=== Assets Synced ===\n")
def run_demo(args: argparse.Namespace) -> None:
"""
Run a compiled demo application from the build directory. The default
executable is `sdl3_app` (or `sdl3_app.exe` on Windows). Additional
arguments can be passed to the executable after `--`.
By default, syncs asset files before running.
Use --no-sync to skip asset synchronization.
"""
build_dir = _as_build_dir(args.build_dir, DEFAULT_BUILD_DIR)
if not args.no_sync:
_sync_assets(build_dir, args.dry_run)
exe_name = args.target or ("sdl3_app.exe" if IS_WINDOWS else "sdl3_app")
binary = str(Path(build_dir).resolve() / exe_name)
run_args = _strip_leading_double_dash(args.args)
cmd: list[str] = [binary]
if run_args:
cmd.extend(run_args)
_print_cmd(cmd)
import os
os.chdir(build_dir)
os.execv(binary, cmd)
def gui(args: argparse.Namespace) -> None:
"""
Launch a PyQt6 GUI launcher similar to Steam's interface for managing builds
and running demos.
"""
try:
from PyQt6.QtWidgets import (
QApplication, QMainWindow, QWidget, QVBoxLayout, QHBoxLayout,
QPushButton, QLabel, QTextEdit, QComboBox, QListWidget, QListWidgetItem,
QSplitter, QMenuBar, QDialog, QDialogButtonBox, QFormLayout, QMessageBox,
QPlainTextEdit, QTabWidget, QLineEdit
)
from PyQt6.QtCore import Qt, QProcess, QProcessEnvironment, QSize, QTimer
from PyQt6.QtGui import QFont, QPalette, QColor, QAction, QSyntaxHighlighter, QTextCharFormat, QTextCursor, QTextDocument
except ImportError:
raise SystemExit(
"PyQt6 is not installed. Install it with:\n"
" pip install PyQt6"
)
import sys
import re
class LuaSyntaxHighlighter(QSyntaxHighlighter):
"""Simple Lua syntax highlighter"""
def __init__(self, parent=None):
super().__init__(parent)
# Define colors
keyword_color = QColor("#569cd6") # Blue
string_color = QColor("#ce9178") # Orange
comment_color = QColor("#6a9955") # Green
function_color = QColor("#dcdcaa") # Yellow
number_color = QColor("#b5cea8") # Light green
# Define formatting
self.keyword_format = QTextCharFormat()
self.keyword_format.setForeground(keyword_color)
self.keyword_format.setFontWeight(700)
self.string_format = QTextCharFormat()
self.string_format.setForeground(string_color)
self.comment_format = QTextCharFormat()
self.comment_format.setForeground(comment_color)
self.comment_format.setFontItalic(True)
self.function_format = QTextCharFormat()
self.function_format.setForeground(function_color)
self.number_format = QTextCharFormat()
self.number_format.setForeground(number_color)
# Lua keywords
keywords = [
'and', 'break', 'do', 'else', 'elseif', 'end', 'false', 'for',
'function', 'if', 'in', 'local', 'nil', 'not', 'or', 'repeat',
'return', 'then', 'true', 'until', 'while'
]
# Build highlighting rules
self.rules = []
# Keywords
for word in keywords:
pattern = f'\\b{word}\\b'
self.rules.append((re.compile(pattern), self.keyword_format))
# Numbers
self.rules.append((re.compile(r'\b\d+\.?\d*\b'), self.number_format))
# Functions
self.rules.append((re.compile(r'\b[A-Za-z_][A-Za-z0-9_]*(?=\s*\()'), self.function_format))
# Strings (double quotes)
self.rules.append((re.compile(r'"[^"\\]*(\\.[^"\\]*)*"'), self.string_format))
# Strings (single quotes)
self.rules.append((re.compile(r"'[^'\\]*(\\.[^'\\]*)*'"), self.string_format))
# Comments
self.rules.append((re.compile(r'--[^\n]*'), self.comment_format))
def highlightBlock(self, text):
"""Apply syntax highlighting to the given block of text"""
for pattern, fmt in self.rules:
for match in pattern.finditer(text):
start, end = match.span()
self.setFormat(start, end - start, fmt)
class BuildSettingsDialog(QDialog):
"""Dialog for configuring build settings"""
def __init__(self, parent=None):
super().__init__(parent)
self.setWindowTitle("Build Settings")
self.setMinimumWidth(400)
layout = QFormLayout(self)
self.preset_combo = QComboBox()
self.preset_combo.addItems(["default", "vita-release"])
self.preset_combo.setCurrentText("default")
layout.addRow("Preset:", self.preset_combo)
self.generator_combo = QComboBox()
self.generator_combo.addItems(["ninja", "ninja-msvc", "vs"])
self.generator_combo.setCurrentText(DEFAULT_GENERATOR)
layout.addRow("Generator:", self.generator_combo)
self.build_type_combo = QComboBox()
self.build_type_combo.addItems(["Release", "Debug", "RelWithDebInfo"])
layout.addRow("Build Type:", self.build_type_combo)
self.target_combo = QComboBox()
self.target_combo.addItems([
"sdl3_app",
"all",
"script_engine_tests",
"gxm_backend_tests",
"bgfx_gui_service_tests",
])
layout.addRow("Target:", self.target_combo)
buttons = QDialogButtonBox(
QDialogButtonBox.StandardButton.Ok | QDialogButtonBox.StandardButton.Cancel
)
buttons.accepted.connect(self.accept)
buttons.rejected.connect(self.reject)
layout.addRow(buttons)
class NewProjectDialog(QDialog):
"""Dialog for creating a new project from templates"""
def __init__(self, parent=None):
super().__init__(parent)
self.setWindowTitle("New Project")
self.setMinimumWidth(500)
self.setMinimumHeight(300)
layout = QVBoxLayout(self)
# Project name input
name_layout = QHBoxLayout()
name_label = QLabel("Project Name:")
self.name_input = QLineEdit()
self.name_input.setPlaceholderText("Enter project name")
name_layout.addWidget(name_label)
name_layout.addWidget(self.name_input)
layout.addLayout(name_layout)
# Template selection
template_label = QLabel("Template:")
layout.addWidget(template_label)
self.template_combo = QComboBox()
self.template_combo.addItem("Cube Demo - 3D game with physics", "cube")
self.template_combo.addItem("GUI Demo - ImGui interface demo", "gui")
self.template_combo.addItem("Soundboard - Audio application", "soundboard")
layout.addWidget(self.template_combo)
# Description
self.description_label = QLabel()
self.description_label.setWordWrap(True)
self.description_label.setStyleSheet("color: #666; font-size: 10pt; margin-top: 10px;")
layout.addWidget(self.description_label)
# Update description when template changes
self.template_combo.currentIndexChanged.connect(self.update_description)
self.update_description()
layout.addStretch()
# Buttons
buttons = QDialogButtonBox(
QDialogButtonBox.StandardButton.Ok | QDialogButtonBox.StandardButton.Cancel
)
buttons.accepted.connect(self.accept)
buttons.rejected.connect(self.reject)
layout.addWidget(buttons)
def update_description(self):
"""Update description based on selected template"""
template = self.template_combo.currentData()
descriptions = {
"cube": "A 3D cube room with first-person controls, lanterns, and physics interactions. Includes mouse look, movement controls, and audio.",
"gui": "An interactive GUI demonstration using ImGui widgets and controls. Showcases various UI elements and interactions.",
"soundboard": "An audio soundboard application for playing and mixing sound effects. Features multiple audio channels and controls."
}
self.description_label.setText(descriptions.get(template, ""))
def get_project_data(self):
"""Return the project name and template type"""
return {
"name": self.name_input.text().strip(),
"template": self.template_combo.currentData()
}
class BuildLauncherGUI(QMainWindow):
def __init__(self):
super().__init__()
self.process = None
self.current_game = None
# Build settings
self.preset = "default"
self.generator = DEFAULT_GENERATOR
self.build_type = "Release"
self.target = "sdl3_app"
# Load games from config files
self.games = self.load_games_from_config()
self.init_ui()
def load_games_from_config(self):
"""Scan config directory for JSON files with launcher metadata"""
import json
from pathlib import Path
games = []
config_dir = Path("config")
if not config_dir.exists():
# Fallback if config dir doesn't exist
return [{
"id": "sdl3_app",
"name": "SDL3 Demo Application",
"description": "Main SDL3 demo application showcasing basic functionality",
"config_file": "config/seed_runtime.json",
}]
# Scan all JSON files in config directory
for config_file in sorted(config_dir.glob("*.json")):
try:
with open(config_file, 'r') as f:
data = json.load(f)
# Check if file has launcher metadata
if "launcher" in data:
launcher = data["launcher"]
# Only add if enabled (defaults to True if not specified)
if launcher.get("enabled", True):
games.append({
"id": config_file.stem,
"name": launcher.get("name", config_file.stem),
"description": launcher.get("description", ""),
"config_file": str(config_file),
})
except (json.JSONDecodeError, IOError) as e:
# Skip files that can't be parsed
print(f"Warning: Could not load {config_file}: {e}")
continue
# If no games found, add a default one
if not games:
games.append({
"id": "sdl3_app",
"name": "SDL3 Demo Application",
"description": "Main SDL3 demo application showcasing basic functionality",
"config_file": "config/seed_runtime.json",
})
return games
def init_ui(self):
self.setWindowTitle("SDL3 C++ Launcher")
self.setMinimumSize(1000, 700)
# Set dark theme similar to Steam
self.set_dark_theme()
# Central widget with horizontal splitter
central_widget = QWidget()
self.setCentralWidget(central_widget)
main_layout = QHBoxLayout(central_widget)
main_layout.setContentsMargins(0, 0, 0, 0)
main_layout.setSpacing(0)
# Left sidebar - Game library
sidebar = QWidget()
sidebar.setMaximumWidth(250)
sidebar.setStyleSheet("background-color: #171a21;")
sidebar_layout = QVBoxLayout(sidebar)
sidebar_layout.setContentsMargins(0, 0, 0, 0)
# Library header
library_header = QLabel("LIBRARY")
library_header.setStyleSheet("""
background-color: #1b2838;
color: #c6d1db;
padding: 12px;
font-weight: bold;
font-size: 11pt;
""")
sidebar_layout.addWidget(library_header)
# Game list
self.game_list = QListWidget()
self.game_list.setStyleSheet("""
QListWidget {
background-color: #171a21;
border: none;
color: #c6d1db;
font-size: 10pt;
outline: none;
}
QListWidget::item {
padding: 12px;
border-bottom: 1px solid #0e1216;
}
QListWidget::item:selected {
background-color: #2a475e;
}
QListWidget::item:hover {
background-color: #1b2838;
}
""")
self.game_list.currentItemChanged.connect(self.on_game_selected)
for game in self.games:
item = QListWidgetItem(game["name"])
item.setData(Qt.ItemDataRole.UserRole, game)
self.game_list.addItem(item)
sidebar_layout.addWidget(self.game_list)
main_layout.addWidget(sidebar)
# Right side - Game details and console
right_panel = QWidget()
right_layout = QVBoxLayout(right_panel)
right_layout.setContentsMargins(0, 0, 0, 0)
right_layout.setSpacing(0)
# Game detail header
detail_header = QWidget()
detail_header.setStyleSheet("background-color: #1b2838;")
detail_header.setMinimumHeight(200)
detail_layout = QVBoxLayout(detail_header)
detail_layout.setContentsMargins(30, 30, 30, 30)
# Game title
self.game_title = QLabel("Select a game")
title_font = QFont()
title_font.setPointSize(24)
title_font.setBold(True)
self.game_title.setFont(title_font)
self.game_title.setStyleSheet("color: #ffffff;")
detail_layout.addWidget(self.game_title)
# Game description
self.game_description = QLabel("")
self.game_description.setWordWrap(True)
self.game_description.setStyleSheet("color: #8f98a0; font-size: 11pt;")
detail_layout.addWidget(self.game_description)
# Play button container
button_container = QHBoxLayout()
self.play_btn = QPushButton("▶ PLAY")
self.play_btn.setEnabled(False)
self.play_btn.setMinimumHeight(50)
self.play_btn.setMinimumWidth(200)
play_font = QFont()
play_font.setPointSize(14)
play_font.setBold(True)
self.play_btn.setFont(play_font)
self.play_btn.setStyleSheet("""
QPushButton {
background-color: #5c7e10;
color: white;
border: none;
border-radius: 4px;
padding: 10px 40px;
}
QPushButton:hover {
background-color: #6a9612;
}
QPushButton:pressed {
background-color: #4a6a0d;
}
QPushButton:disabled {
background-color: #3f4e5f;
color: #7a8896;
}
""")
self.play_btn.clicked.connect(self.play_game)
button_container.addWidget(self.play_btn)
self.stop_btn = QPushButton("⏹ STOP")
self.stop_btn.setEnabled(False)
self.stop_btn.setMinimumHeight(50)
self.stop_btn.setMinimumWidth(120)
stop_font = QFont()
stop_font.setPointSize(12)
stop_font.setBold(True)
self.stop_btn.setFont(stop_font)
self.stop_btn.setStyleSheet("""
QPushButton {
background-color: #a83232;
color: white;
border: none;
border-radius: 4px;
padding: 10px 20px;
}
QPushButton:hover {
background-color: #c13838;
}
QPushButton:pressed {
background-color: #8f2828;
}
QPushButton:disabled {
background-color: #3f4e5f;
color: #7a8896;
}
""")
self.stop_btn.clicked.connect(self.stop_process)
button_container.addWidget(self.stop_btn)
button_container.addStretch()
detail_layout.addLayout(button_container)
right_layout.addWidget(detail_header)
# Tabbed interface for code editor and console
self.tab_widget = QTabWidget()
self.tab_widget.setStyleSheet("""
QTabWidget::pane {
background-color: #1b2838;
border: none;
}
QTabBar::tab {
background-color: #1b2838;
color: #8f98a0;
padding: 8px 16px;
border: none;
margin-right: 2px;
}
QTabBar::tab:selected {
background-color: #2a475e;
color: #c6d1db;
}
QTabBar::tab:hover {
background-color: #243447;
}
""")
# Lua Code Editor Tab
editor_container = QWidget()
editor_layout = QVBoxLayout(editor_container)
editor_layout.setContentsMargins(10, 10, 10, 10)
# Editor toolbar
editor_toolbar = QHBoxLayout()
self.lua_file_label = QLabel("No file loaded")
self.lua_file_label.setStyleSheet("color: #8f98a0; font-size: 9pt;")
editor_toolbar.addWidget(self.lua_file_label)
# Search box
self.search_edit = QLineEdit()
self.search_edit.setPlaceholderText("Search...")
self.search_edit.setMaximumWidth(150)
self.search_edit.setStyleSheet("""
QLineEdit {
background-color: #2a475e;
color: #c6d1db;
border: 1px solid #0e1216;
border-radius: 3px;
padding: 3px;
}
""")
self.search_edit.returnPressed.connect(lambda: self.search_in_editor(forward=True))
editor_toolbar.addWidget(self.search_edit)
self.find_prev_btn = QPushButton("⬆ Prev")
self.find_prev_btn.setStyleSheet("""
QPushButton {
background-color: #2a475e;
color: #c6d1db;
border: none;
border-radius: 3px;
padding: 5px;
}
QPushButton:hover {
background-color: #3e5c78;
}
""")
self.find_prev_btn.clicked.connect(lambda: self.search_in_editor(forward=False))
editor_toolbar.addWidget(self.find_prev_btn)
self.find_next_btn = QPushButton("⬇ Next")
self.find_next_btn.setStyleSheet("""
QPushButton {
background-color: #2a475e;
color: #c6d1db;
border: none;
border-radius: 3px;
padding: 5px;
}
QPushButton:hover {
background-color: #3e5c78;
}
""")
self.find_next_btn.clicked.connect(lambda: self.search_in_editor(forward=True))
editor_toolbar.addWidget(self.find_next_btn)
# Status label for feedback
self.status_label = QLabel("")
self.status_label.setStyleSheet("color: #8f98a0; font-size: 9pt;")
editor_toolbar.addWidget(self.status_label)
editor_toolbar.addStretch()
self.save_lua_btn = QPushButton("💾 Save")
self.save_lua_btn.setEnabled(False)
self.save_lua_btn.setStyleSheet("""
QPushButton {
background-color: #2a475e;
color: #c6d1db;
border: none;
border-radius: 3px;
padding: 5px 15px;
}
QPushButton:hover {
background-color: #3e5c78;
}
QPushButton:disabled {
background-color: #1b2838;
color: #4e5a66;
}
""")
self.save_lua_btn.clicked.connect(self.save_lua_script)
editor_toolbar.addWidget(self.save_lua_btn)
self.reload_lua_btn = QPushButton("🔄 Reload")
self.reload_lua_btn.setEnabled(False)
self.reload_lua_btn.setStyleSheet("""
QPushButton {
background-color: #2a475e;
color: #c6d1db;
border: none;
border-radius: 3px;
padding: 5px 15px;
}
QPushButton:hover {
background-color: #3e5c78;
}
QPushButton:disabled {
background-color: #1b2838;
color: #4e5a66;
}
""")
self.reload_lua_btn.clicked.connect(self.reload_lua_script)
editor_toolbar.addWidget(self.reload_lua_btn)
editor_layout.addLayout(editor_toolbar)
# Code editor
self.lua_editor = QPlainTextEdit()
self.lua_editor.setPlaceholderText("Select a game to edit its Lua script...")
editor_font = QFont("Courier New")
editor_font.setPointSize(10)
self.lua_editor.setFont(editor_font)
self.lua_editor.setStyleSheet("""
QPlainTextEdit {
background-color: #1e1e1e;
color: #d4d4d4;
border: 1px solid #0e1216;
border-radius: 3px;
padding: 5px;
}
""")
self.lua_editor.setLineWrapMode(QPlainTextEdit.LineWrapMode.NoWrap)
self.lua_editor.textChanged.connect(self.on_lua_text_changed)
# Apply syntax highlighting
self.lua_highlighter = LuaSyntaxHighlighter(self.lua_editor.document())
editor_layout.addWidget(self.lua_editor)
self.tab_widget.addTab(editor_container, "Lua Script Editor")
# Console Output Tab
console_container = QWidget()
console_layout = QVBoxLayout(console_container)
console_layout.setContentsMargins(10, 10, 10, 10)
console_label = QLabel("OUTPUT")
console_label.setStyleSheet("color: #8f98a0; font-weight: bold; font-size: 9pt;")
console_layout.addWidget(console_label)
self.console = QTextEdit()
self.console.setReadOnly(True)
console_font = QFont("Courier New")
console_font.setPointSize(9)
self.console.setFont(console_font)
self.console.setStyleSheet("""
QTextEdit {
background-color: #0e1216;
color: #c6d1db;
border: 1px solid #0e1216;
border-radius: 3px;
}
""")
# Console toolbar
console_toolbar = QHBoxLayout()
self.copy_console_btn = QPushButton("📋 Copy")
self.copy_console_btn.setStyleSheet("""
QPushButton {
background-color: #2a475e;
color: #c6d1db;
border: none;
border-radius: 3px;
padding: 5px 15px;
}
QPushButton:hover {
background-color: #3e5c78;
}
""")
self.copy_console_btn.clicked.connect(self.copy_console)
console_toolbar.addWidget(self.copy_console_btn)
self.clear_console_btn = QPushButton("🗑 Clear")
self.clear_console_btn.setStyleSheet("""
QPushButton {
background-color: #2a475e;
color: #c6d1db;
border: none;
border-radius: 3px;
padding: 5px 15px;
}
QPushButton:hover {
background-color: #3e5c78;
}
""")
self.clear_console_btn.clicked.connect(self.console.clear)
console_toolbar.addWidget(self.clear_console_btn)
console_toolbar.addStretch()
console_layout.addLayout(console_toolbar)
console_layout.addWidget(self.console)
self.tab_widget.addTab(console_container, "Console Output")
right_layout.addWidget(self.tab_widget)
main_layout.addWidget(right_panel, 1)
# Create menu bar after all widgets are initialized
self.create_menu_bar()
# Select first game by default
if self.games:
self.game_list.setCurrentRow(0)
def create_menu_bar(self):
"""Create menu bar with developer tools"""
menubar = self.menuBar()
menubar.setStyleSheet("""
QMenuBar {
background-color: #171a21;
color: #c6d1db;
padding: 4px;
}
QMenuBar::item:selected {
background-color: #2a475e;
}
QMenu {
background-color: #1b2838;
color: #c6d1db;
border: 1px solid #0e1216;
}
QMenu::item:selected {
background-color: #2a475e;
}
""")
# File menu
file_menu = menubar.addMenu("File")
new_action = QAction("New Project...", self)
new_action.triggered.connect(self.show_new_project_dialog)
file_menu.addAction(new_action)
file_menu.addSeparator()
exit_action = QAction("Exit", self)
exit_action.triggered.connect(self.close)
file_menu.addAction(exit_action)
# Developer menu
dev_menu = menubar.addMenu("Developer")
deps_action = QAction("Install Dependencies", self)
deps_action.triggered.connect(self.run_dependencies)
dev_menu.addAction(deps_action)
config_action = QAction("Configure CMake", self)
config_action.triggered.connect(self.run_configure)
dev_menu.addAction(config_action)
build_action = QAction("Build Project", self)
build_action.triggered.connect(self.run_build)
dev_menu.addAction(build_action)
tests_action = QAction("Run Tests", self)
tests_action.triggered.connect(self.run_tests)
dev_menu.addAction(tests_action)
sync_action = QAction("Sync Assets", self)
sync_action.triggered.connect(self.sync_assets)
dev_menu.addAction(sync_action)
dev_menu.addSeparator()
settings_action = QAction("Build Settings...", self)
settings_action.triggered.connect(self.show_settings)
dev_menu.addAction(settings_action)
# View menu
view_menu = menubar.addMenu("View")
clear_console_action = QAction("Clear Console", self)
clear_console_action.triggered.connect(self.console.clear)
view_menu.addAction(clear_console_action)
def show_settings(self):
"""Show build settings dialog"""
dialog = BuildSettingsDialog(self)
dialog.preset_combo.setCurrentText(self.preset)
dialog.generator_combo.setCurrentText(self.generator)
dialog.build_type_combo.setCurrentText(self.build_type)
dialog.target_combo.setCurrentText(self.target)
if dialog.exec() == QDialog.DialogCode.Accepted:
self.preset = dialog.preset_combo.currentText()
self.generator = dialog.generator_combo.currentText()
self.build_type = dialog.build_type_combo.currentText()
self.target = dialog.target_combo.currentText()
self.log(f"Settings updated: Preset={self.preset}, Generator={self.generator}, Build Type={self.build_type}, Target={self.target}")
def show_new_project_dialog(self):
"""Show new project creation dialog"""
dialog = NewProjectDialog(self)
if dialog.exec() == QDialog.DialogCode.Accepted:
project_data = dialog.get_project_data()
if project_data["name"]:
self.create_new_project(project_data["name"], project_data["template"])
else:
QMessageBox.warning(self, "Invalid Name", "Please enter a valid project name.")
def create_new_project(self, name, template):
"""Create a new project based on template"""
import json
from pathlib import Path
# Create project ID from name
project_id = name.lower().replace(" ", "_").replace("-", "_")
# Template configurations
templates = {
"cube": {
"config": {
"launcher": {
"name": name,
"description": f"3D {name} project based on cube demo template",
"enabled": True
},
"window_width": 1024,
"window_height": 768,
"lua_script": f"scripts/{project_id}_logic.lua",
"scripts_directory": "scripts",
"mouse_grab": {
"enabled": True,
"grab_on_click": True,
"release_on_escape": True,
"start_grabbed": False,
"hide_cursor": True,
"relative_mode": True,
"grab_mouse_button": "left",
"release_key": "escape"
},
"input_bindings": {
"move_forward": "W",
"move_back": "S",
"move_left": "A",
"move_right": "D",
"fly_up": "Q",
"fly_down": "Z",
"jump": "Space",
"noclip_toggle": "N",
"music_toggle": "M"
}
},
"lua_script": f"""-- {name} Logic Script
-- Generated from cube demo template
local function init()
-- Initialize your game here
print("{name} initialized")
end
local function update(dt)
-- Update game logic here
-- dt is the time delta in seconds
end
local function render()
-- Render your game here
end
local function shutdown()
-- Cleanup resources here
print("{name} shutdown")
end
-- Return the game interface
return {{
init = init,
update = update,
render = render,
shutdown = shutdown
}}
"""
},
"gui": {
"config": {
"launcher": {
"name": name,
"description": f"GUI {name} project based on GUI demo template",
"enabled": True
},
"window_width": 1024,
"window_height": 768,
"lua_script": f"scripts/{project_id}_gui.lua",
"scripts_directory": "scripts",
"project_root": "../",
"shaders_directory": "shaders",
"bgfx": {
"renderer": "vulkan"
},
"mouse_grab": {
"enabled": False
}
},
"lua_script": f"""-- {name} GUI Script
-- Generated from GUI demo template
local function init()
-- Initialize ImGui interface here
print("{name} GUI initialized")
end
local function update(dt)
-- Update GUI logic here
end
local function render()
-- Render ImGui interface here
if imgui_begin then
imgui_begin("{name}")
imgui_text("Welcome to {name}!")
if imgui_button then
if imgui_button("Click me!") then
print("Button clicked!")
end
end
imgui_end()
end
end
local function shutdown()
-- Cleanup GUI resources here
print("{name} GUI shutdown")
end
-- Return the GUI interface
return {{
init = init,
update = update,
render = render,
shutdown = shutdown
}}
"""
},
"soundboard": {
"config": {
"launcher": {
"name": name,
"description": f"Soundboard {name} project based on soundboard template",
"enabled": True
},
"window_width": 1024,
"window_height": 768,
"lua_script": f"scripts/{project_id}_soundboard.lua",
"scripts_directory": "scripts",
"project_root": "../",
"shaders_directory": "shaders",
"bgfx": {
"renderer": "vulkan"
},
"config_file": f"config/{project_id}_runtime.json",
"mouse_grab": {
"enabled": False
}
},
"lua_script": f"""-- {name} Soundboard Script
-- Generated from soundboard template
local sounds = {{
-- Add your sound files here
-- "sound1.ogg",
-- "sound2.ogg"
}}
local function init()
-- Initialize soundboard here
print("{name} soundboard initialized")
end
local function update(dt)
-- Update soundboard logic here
end
local function render()
-- Render soundboard interface here
if imgui_begin then
imgui_begin("{name} Soundboard")
imgui_text("Soundboard Controls")
for i, sound in ipairs(sounds) do
if imgui_button then
if imgui_button("Play " .. sound) then
if audio_play_sound then
audio_play_sound(sound)
end
end
end
end
imgui_end()
end
end
local function shutdown()
-- Cleanup soundboard resources here
print("{name} soundboard shutdown")
end
-- Return the soundboard interface
return {{
init = init,
update = update,
render = render,
shutdown = shutdown
}}
"""
}
}
try:
# Create config file
config_path = Path("config") / f"{project_id}_runtime.json"
with open(config_path, 'w') as f:
json.dump(templates[template]["config"], f, indent=2)
# Create Lua script file
script_path = Path("scripts") / f"{project_id}_{template}.lua"
with open(script_path, 'w') as f:
f.write(templates[template]["lua_script"])
self.log(f"Created new project '{name}' based on {template} template")
self.log(f"Config: {config_path}")
self.log(f"Script: {script_path}")
# Refresh the games list
self.games = self.load_games_from_config()
self.game_list.clear()
for game in self.games:
item = QListWidgetItem(game["name"])
item.setData(Qt.ItemDataRole.UserRole, game)
self.game_list.addItem(item)
QMessageBox.information(self, "Project Created",
f"New project '{name}' has been created successfully!\n\n"
f"Config: {config_path}\n"
f"Script: {script_path}")
except Exception as e:
QMessageBox.critical(self, "Error", f"Failed to create project: {str(e)}")
def on_game_selected(self, current, previous):
"""Handle game selection from library"""
if current:
game = current.data(Qt.ItemDataRole.UserRole)
self.current_game = game
self.game_title.setText(game["name"])
self.game_description.setText(game["description"])
self.play_btn.setEnabled(True)
# Load the Lua script for this game
self.load_lua_script()
else:
self.current_game = None
self.game_title.setText("Select a game")
self.game_description.setText("")
self.play_btn.setEnabled(False)
self.lua_editor.clear()
self.lua_file_label.setText("No file loaded")
self.save_lua_btn.setEnabled(False)
self.reload_lua_btn.setEnabled(False)
def load_lua_script(self):
"""Load the Lua script associated with the current game"""
if not self.current_game:
return
import json
try:
# Read the config file to get the lua_script path
config_file = self.current_game.get("config_file", "")
with open(config_file, 'r') as f:
config_data = json.load(f)
lua_script_path = config_data.get("lua_script", "")
if not lua_script_path:
self.lua_editor.setPlainText("# No Lua script specified in config")
self.lua_file_label.setText("No Lua script found")
self.save_lua_btn.setEnabled(False)
self.reload_lua_btn.setEnabled(False)
return
# Load the Lua script
lua_file = Path(lua_script_path)
if lua_file.exists():
with open(lua_file, 'r') as f:
content = f.read()
# Block signals to prevent marking as modified
self.lua_editor.blockSignals(True)
self.lua_editor.setPlainText(content)
self.lua_editor.blockSignals(False)
self.lua_file_label.setText(str(lua_file))
self.current_lua_file = lua_file
self.lua_modified = False
self.save_lua_btn.setEnabled(False)
self.reload_lua_btn.setEnabled(True)
else:
self.lua_editor.setPlainText(f"# Lua script not found: {lua_script_path}")
self.lua_file_label.setText(f"File not found: {lua_script_path}")
self.save_lua_btn.setEnabled(False)
self.reload_lua_btn.setEnabled(False)
except Exception as e:
self.lua_editor.setPlainText(f"# Error loading Lua script: {e}")
self.lua_file_label.setText("Error loading script")
self.save_lua_btn.setEnabled(False)
self.reload_lua_btn.setEnabled(False)
def on_lua_text_changed(self):
"""Handle Lua editor text changes"""
if hasattr(self, 'current_lua_file'):
self.lua_modified = True
self.save_lua_btn.setEnabled(True)
def save_lua_script(self):
"""Save the current Lua script"""
if not hasattr(self, 'current_lua_file'):
return
try:
with open(self.current_lua_file, 'w') as f:
f.write(self.lua_editor.toPlainText())
self.lua_modified = False
self.save_lua_btn.setEnabled(False)
self.status_label.setText(f"✓ Saved {self.current_lua_file}")
self.status_label.setStyleSheet("color: #4caf50; font-size: 9pt;")
QTimer.singleShot(3000, lambda: self.status_label.setText(""))
except Exception as e:
self.status_label.setText(f"❌ Error saving {self.current_lua_file}: {e}")
self.status_label.setStyleSheet("color: #ff6b6b; font-size: 9pt;")
QTimer.singleShot(5000, lambda: self.status_label.setText(""))
def reload_lua_script(self):
"""Reload the Lua script from disk"""
if self.lua_modified:
# Warn user about unsaved changes
from PyQt6.QtWidgets import QMessageBox
reply = QMessageBox.question(
self, 'Unsaved Changes',
'You have unsaved changes. Reload anyway?',
QMessageBox.StandardButton.Yes | QMessageBox.StandardButton.No,
QMessageBox.StandardButton.No
)
if reply == QMessageBox.StandardButton.No:
return
self.load_lua_script()
def search_in_editor(self, forward=True):
"""Search for text in the Lua editor"""
text = self.search_edit.text()
if text:
flags = QTextDocument.FindFlag(0)
if not forward:
flags |= QTextDocument.FindFlag.FindBackward
found = self.lua_editor.find(text, flags)
if not found:
# Wrap around
cursor = self.lua_editor.textCursor()
if forward:
cursor.movePosition(QTextCursor.MoveOperation.Start)
else:
cursor.movePosition(QTextCursor.MoveOperation.End)
self.lua_editor.setTextCursor(cursor)
found = self.lua_editor.find(text, flags)
if not found:
self.status_label.setText(f"No matches for '{text}'")
self.status_label.setStyleSheet("color: #ff6b6b; font-size: 9pt;")
QTimer.singleShot(3000, lambda: self.status_label.setText(""))
def copy_console(self):
"""Copy console output to clipboard"""
from PyQt6.QtWidgets import QApplication
clipboard = QApplication.clipboard()
selected_text = self.console.textCursor().selectedText()
if selected_text:
clipboard.setText(selected_text)
else:
# If no selection, copy all text
clipboard.setText(self.console.toPlainText())
def play_game(self):
"""Launch the selected game"""
if not self.current_game:
return
build_dir = GENERATOR_DEFAULT_DIR.get(self.generator, DEFAULT_BUILD_DIR)
# Build the command to run the demo with the specific config file
exe_name = "sdl3_app.exe" if IS_WINDOWS else "sdl3_app"
binary = str(Path(build_dir) / exe_name)
config_file = self.current_game.get("config_file", "config/seed_runtime.json")
cmd = [binary, "-j", config_file]
self.run_command(cmd)
def stop_process(self):
"""Stop the running process"""
if self.process and self.process.state() == QProcess.ProcessState.Running:
self.log("\n⏸ Stopping process...")
self.process.kill()
self.process.waitForFinished(3000)
def set_dark_theme(self):
"""Apply a dark theme similar to Steam"""
palette = QPalette()
palette.setColor(QPalette.ColorRole.Window, QColor(27, 40, 56))
palette.setColor(QPalette.ColorRole.WindowText, QColor(198, 209, 219))
palette.setColor(QPalette.ColorRole.Base, QColor(35, 47, 62))
palette.setColor(QPalette.ColorRole.AlternateBase, QColor(27, 40, 56))
palette.setColor(QPalette.ColorRole.Text, QColor(198, 209, 219))
palette.setColor(QPalette.ColorRole.Button, QColor(42, 71, 94))
palette.setColor(QPalette.ColorRole.ButtonText, QColor(198, 209, 219))
palette.setColor(QPalette.ColorRole.Highlight, QColor(91, 124, 153))
palette.setColor(QPalette.ColorRole.HighlightedText, QColor(255, 255, 255))
self.setPalette(palette)
def log(self, message: str):
"""Add a message to the console"""
self.console.append(message)
# Auto-scroll to bottom
self.console.verticalScrollBar().setValue(
self.console.verticalScrollBar().maximum()
)
def run_command(self, args: list[str], env_overrides: dict[str, str] | None = None):
"""Execute a command using QProcess"""
if self.process and self.process.state() == QProcess.ProcessState.Running:
self.log("⚠️ A process is already running. Stop it first.")
return
self.console.clear()
self.log(f"▶ Running: {' '.join(args)}\n")
self.process = QProcess(self)
if env_overrides:
env = QProcessEnvironment.systemEnvironment()
for key, value in env_overrides.items():
env.insert(key, value)
self.process.setProcessEnvironment(env)
self.process.readyReadStandardOutput.connect(self.handle_stdout)
self.process.readyReadStandardError.connect(self.handle_stderr)
self.process.finished.connect(self.process_finished)
self.process.start(args[0], args[1:])
self.play_btn.setEnabled(False)
self.stop_btn.setEnabled(True)
def handle_stdout(self):
"""Handle stdout from the process"""
if self.process:
data = self.process.readAllStandardOutput()
text = bytes(data).decode('utf-8', errors='replace')
self.log(text)
def handle_stderr(self):
"""Handle stderr from the process"""
if self.process:
data = self.process.readAllStandardError()
text = bytes(data).decode('utf-8', errors='replace')
self.log(text)
def process_finished(self, exit_code: int, exit_status):
"""Handle process completion"""
if exit_code == 0:
self.log(f"\n✓ Process completed successfully")
else:
self.log(f"\n❌ Process exited with code {exit_code}")
self.stop_btn.setEnabled(False)
if self.current_game:
self.play_btn.setEnabled(True)
def run_dependencies(self):
"""Run conan dependencies installation"""
cmd = [sys.executable, __file__, "dependencies"]
vita_env = None
if self.preset == "vita-release":
cmd.extend(["--conan-install-args", "--profile", "profiles/vita"])
vita_env = _vita_env_overrides(f"preset {self.preset}")
self.run_command(cmd, env_overrides=vita_env)
def run_configure(self):
"""Run CMake configuration"""
cmd = [sys.executable, __file__, "configure"]
vita_env = None
if self.preset != "default":
cmd.extend(["--preset", self.preset])
vita_env = _resolve_vita_env_for_configure(self.preset, None)
else:
cmd.extend([
"--generator", self.generator,
"--build-type", self.build_type
])
self.run_command(cmd, env_overrides=vita_env)
def run_build(self):
"""Run build command"""
if self.preset != "default":
build_dir = f"build-{self.preset.split('-')[0]}" # e.g., build-vita
else:
build_dir = GENERATOR_DEFAULT_DIR.get(self.generator, DEFAULT_BUILD_DIR)
cmd = [
sys.executable, __file__, "build",
"--build-dir", build_dir,
"--target", self.target
]
vita_env = None
if self.preset in VITA_PRESETS:
vita_env = _vita_env_overrides(f"preset {self.preset}")
else:
vita_env = _resolve_vita_env_for_build(build_dir)
self.run_command(cmd, env_overrides=vita_env)
def run_tests(self):
"""Build (optional) and run tests"""
if self.preset != "default":
build_dir = f"build-{self.preset.split('-')[0]}" # e.g., build-vita
else:
build_dir = GENERATOR_DEFAULT_DIR.get(self.generator, DEFAULT_BUILD_DIR)
cmd = [
sys.executable, __file__, "tests",
"--build-dir", build_dir,
"--config", self.build_type,
"--target", "all"
]
vita_env = None
if self.preset in VITA_PRESETS:
vita_env = _vita_env_overrides(f"preset {self.preset}")
else:
vita_env = _resolve_vita_env_for_build(build_dir)
self.run_command(cmd, env_overrides=vita_env)
def sync_assets(self):
"""Sync assets into the active build directory"""
if self.preset != "default":
build_dir = f"build-{self.preset.split('-')[0]}" # e.g., build-vita
else:
build_dir = GENERATOR_DEFAULT_DIR.get(self.generator, DEFAULT_BUILD_DIR)
self.console.clear()
self.log("=== Syncing Assets ===\n")
_sync_assets(build_dir, dry_run=False)
self.log("\n✓ Asset sync completed")
app = QApplication(sys.argv)
window = BuildLauncherGUI()
window.show()
sys.exit(app.exec())
def main() -> int:
parser = argparse.ArgumentParser(description="Run build helper commands.")
parser.add_argument(
"--dry-run",
action="store_true",
help="print commands without executing them",
)
subparsers = parser.add_subparsers(dest="command", required=True)
deps = subparsers.add_parser("dependencies", help="run Conan setup from README")
deps.add_argument(
"--conan-install-args",
nargs=argparse.REMAINDER,
help=(
"extra arguments forwarded to `conan install` "
"(prefix with '--' before conan flags if needed)"
),
)
deps.set_defaults(func=dependencies)
conf = subparsers.add_parser("configure", help="configure CMake project")
conf.add_argument(
"--preset",
help="use a CMake preset instead of manual configuration",
)
conf.add_argument(
"--generator",
choices=["vs", "ninja", "ninja-msvc"],
help=(
"which generator to invoke (default: Ninja+MSVC on Windows, Ninja elsewhere)"
),
)
conf.add_argument("--build-dir", help="override the directory where CMake writes build files")
conf.add_argument(
"--build-type",
default="Release",
help="single-config builds need an explicit CMAKE_BUILD_TYPE",
)
conf.add_argument(
"--cmake-args",
nargs=argparse.REMAINDER,
help=(
"extra arguments forwarded to `cmake` configure step "
"(prefix with '--' before cmake flags if needed)"
),
)
conf.set_defaults(func=configure)
bld = subparsers.add_parser("build", help="run cmake --build")
bld.add_argument(
"--build-dir", default=DEFAULT_BUILD_DIR, help="which directory to build"
)
bld.add_argument(
"--config", default="Release", help="configuration for multi-config generators"
)
bld.add_argument(
"--target",
default="sdl3_app",
help="target to build (e.g. sdl3_app, spinning_cube)",
)
bld.add_argument(
"--build-tool-args",
nargs=argparse.REMAINDER,
help=(
"extra args forwarded to the underlying build tool after `--` "
"(prefix with '--' before the tool args if needed)"
),
)
bld.set_defaults(func=build)
tst = subparsers.add_parser("tests", help="build (optional) and run ctest")
tst.add_argument(
"--build-dir", default=DEFAULT_BUILD_DIR, help="which directory to test"
)
tst.add_argument(
"--config", default="Release", help="configuration for multi-config generators"
)
tst.add_argument(
"--target",
default="all",
help="target to build before tests (use --no-build to skip)",
)
tst.add_argument(
"--no-build",
action="store_true",
help="skip build step and only run tests",
)
tst.add_argument(
"--build-tool-args",
nargs=argparse.REMAINDER,
help=(
"extra args forwarded to the underlying build tool after `--` "
"(prefix with '--' before the tool args if needed)"
),
)
tst.add_argument(
"--ctest-args",
nargs=argparse.REMAINDER,
help=(
"extra arguments forwarded to ctest "
"(prefix with '--' before ctest flags if needed)"
),
)
tst.set_defaults(func=tests, build_first=True)
msvc = subparsers.add_parser(
"msvc-quick", help="run a VS env setup + follow-on command (README one-liner style)"
)
msvc.add_argument("--bat-path", help="full path to vcvarsall.bat")
msvc.add_argument(
"--arch", default="x64", help="architecture argument passed to vcvarsall.bat"
)
msvc.add_argument(
"--build-dir",
default=DEFAULT_BUILD_DIR,
help="build directory (used by default follow-on build command)",
)
msvc.add_argument(
"--config", default="Release", help="configuration for multi-config generators"
)
msvc.add_argument(
"--target",
default="sdl3_app",
help="target to build (used by default follow-on build)",
)
msvc.add_argument(
"--build-tool-args",
nargs=argparse.REMAINDER,
help=(
"extra args forwarded to the underlying build tool after `--` "
"when using the default follow-on build"
),
)
msvc.add_argument(
"then_command",
nargs=argparse.REMAINDER,
help=(
"optional command to run after vcvarsall (overrides default build). "
"Example: msvc-quick -- cmake -B build -S ."
),
)
msvc.set_defaults(func=msvc_quick)
runp = subparsers.add_parser(
"run", help="execute a built binary from the build folder"
)
runp.add_argument("--build-dir", help="where the binary lives")
runp.add_argument(
"--target",
help="executable name to run (defaults to `sdl3_app[.exe]`)",
)
runp.add_argument(
"--no-sync",
action="store_true",
help="skip asset syncing before running",
)
runp.add_argument(
"args",
nargs=argparse.REMAINDER,
help=(
"arguments forwarded to the executable "
"(prefix with '--' before positional args when needed)"
),
)
runp.set_defaults(func=run_demo)
guip = subparsers.add_parser(
"gui", help="launch PyQt6 GUI launcher (Steam-like interface)"
)
guip.set_defaults(func=gui)
args = parser.parse_args()
if hasattr(args, "no_build") and args.no_build:
args.build_first = False
try:
args.func(args)
except subprocess.CalledProcessError as exc:
return int(exc.returncode)
return 0
if __name__ == "__main__":
raise SystemExit(main())