-- -- Embed the Lua scripts into src/host/scripts.c as static data buffers. -- I embed the actual scripts, rather than Lua bytecodes, because the -- bytecodes are not portable to different architectures, which causes -- issues in Mac OS X Universal builds. -- local function loadScript(fname) local f = io.open(fname) local s = assert(f:read("*a")) f:close() -- strip tabs s = s:gsub("[\t]", "") -- strip any CRs s = s:gsub("[\r]", "") -- strip out block comments s = s:gsub("[^\"']%-%-%[%[.-%]%]", "") s = s:gsub("[^\"']%-%-%[=%[.-%]=%]", "") s = s:gsub("[^\"']%-%-%[==%[.-%]==%]", "") -- strip out inline comments s = s:gsub("\n%-%-[^\n]*", "\n") -- escape backslashes s = s:gsub("\\", "\\\\") -- strip duplicate line feeds s = s:gsub("\n+", "\n") -- strip out leading comments s = s:gsub("^%-%-[^\n]*\n", "") -- escape line feeds s = s:gsub("\n", "\\n") -- escape double quote marks s = s:gsub("\"", "\\\"") return s end local function appendScript(result, contents) -- break up large strings to fit in Visual Studio's string length limit local max = 4096 local start = 1 local len = contents:len() while start <= len do local n = len - start if n > max then n = max end local finish = start + n -- make sure I don't cut an escape sequence while contents:sub(finish, finish) == "\\" do finish = finish - 1 end local s = contents:sub(start, finish) table.insert(result, "\t\"" .. s .. iif(finish < len, '"', '",')) start = finish + 1 end table.insert(result, "") end -- Prepare the file header local result = {} table.insert(result, "/* Premake's Lua scripts, as static data buffers for release mode builds */") table.insert(result, "/* DO NOT EDIT - this file is autogenerated - see BUILD.txt */") table.insert(result, "/* To regenerate this file, run: premake5 embed */") table.insert(result, "") table.insert(result, '#include "premake.h"') table.insert(result, "") -- Find all of the _manifest.lua files within the project local mask = path.join(_MAIN_SCRIPT_DIR, "**/_manifest.lua") local manifests = os.matchfiles(mask) -- Generate an index of the script file names. Script names are stored -- relative to the directory containing the manifest, i.e. the main -- Xcode script, which is at $/modules/xcode/xcode.lua is stored as -- "xcode/xcode.lua". table.insert(result, "const char* builtin_scripts_index[] = {") for mi = 1, #manifests do local manifestName = manifests[mi] local manifestDir = path.getdirectory(manifestName) local baseDir = path.getdirectory(manifestDir) local files = dofile(manifests[mi]) for fi = 1, #files do local filename = path.join(manifestDir, files[fi]) filename = path.getrelative(baseDir, filename) table.insert(result, '\t"' .. filename .. '",') end end table.insert(result, '\t"src/_premake_main.lua",') table.insert(result, '\t"src/_manifest.lua",') table.insert(result, "\tNULL") table.insert(result, "};") table.insert(result, "") -- Embed the actual script contents table.insert(result, "const char* builtin_scripts[] = {") for mi = 1, #manifests do local manifestName = manifests[mi] local manifestDir = path.getdirectory(manifestName) local files = dofile(manifests[mi]) for fi = 1, #files do local filename = path.join(manifestDir, files[fi]) local scr = loadScript(filename) appendScript(result, scr) end end appendScript(result, loadScript(path.join(_SCRIPT_DIR, "../src/_premake_main.lua"))) appendScript(result, loadScript(path.join(_SCRIPT_DIR, "../src/_manifest.lua"))) table.insert(result, "\tNULL") table.insert(result, "};") table.insert(result, "") -- Write it all out. Check against the current contents of scripts.c first, -- and only overwrite it if there are actual changes. result = table.concat(result, "\n") local scriptsFile = path.getabsolute(path.join(_SCRIPT_DIR, "../src/host/scripts.c")) local oldVersion local file = io.open(scriptsFile, "r") if file then oldVersion = file:read("*a") file:close() end if oldVersion ~= result then print("Writing scripts.c") file = io.open(scriptsFile, "w+b") file:write(result) file:close() end