extern crate gcc; use std::fs; use std::io; use std::env; use std::path::{Path, PathBuf}; use std::process::Command; use std::ffi::OsString; use std::ffi::OsStr; trait CommandExt { fn execute(&mut self) -> io::Result<()>; } impl CommandExt for Command { /// Execute the command and return an error if it exited with a failure status. fn execute(&mut self) -> io::Result<()> { let status = try!(self.status()); if status.success() { Ok(()) } else { Err(io::Error::new( io::ErrorKind::Other, format!( "The command\n\ \t{:?}\n\ did not run successfully.", self ), )) } } } /// The command to build lua, with switches for different *nix targets. fn build_lua(tooling: &gcc::Tool, source: &Path, build: &Path) -> io::Result<()> { // calculate the Lua platform name let platform = match env::var("TARGET").unwrap().split('-').nth(2).unwrap() { "windows" => "mingw", "darwin" => "macosx", "linux" => "linux", "freebsd" => "freebsd", "dragonfly" => "bsd", // fall back to the "generic" system _ => "generic", }; // extract CC and MYCFLAGS from the detected tooling let cc = tooling.path(); let mut cflags = OsString::new(); for arg in tooling.args() { cflags.push(arg); cflags.push(" "); } // VPATH is used to invoke "make" from the directory where we want Lua to // be built into, but read the sources from the provided source directory. // Setting MAKE to match the command we invoke means that the VPATH and // Makefile path will be carried over when the Makefile invokes itself. let makefile = source.join("Makefile"); let make = OsString::from(format!( "make -e -f {:?}", makefile.to_string_lossy().replace("\\", "/") )); // call the makefile let mut command = Command::new("make"); for &(ref key, ref val) in tooling.env() { command.env(key, val); } command .current_dir(build) .env("VPATH", source.to_string_lossy().replace("\\", "/")) .env("MAKE", make) .env("CC", cc) .env("MYCFLAGS", cflags) .arg("-e") .arg("-f") .arg(makefile) .arg(platform) .execute() } /// Ensure we have cl.exe and lib.exe at our disposal. fn verify_msvc_environment() { let found_cl_exe = Command::new("cl.exe").arg("/help").output().is_ok(); let found_lib_exe = Command::new("lib.exe").arg("/help").output().is_ok(); if !found_cl_exe || !found_lib_exe { panic!( "cl.exe and lib.exe must be on your %PATH% to compile Lua for MSVC.\n\ Please install this crate through the Visual Studio Native Tools Command Line." ); } } /// Compile liblua.lib for use with MSVC flavored Rust. fn build_lua_msvc(source: &Path, build: &Path) -> io::Result<()> { verify_msvc_environment(); let build_str = build.as_os_str().to_str().unwrap(); // Compile our .obj files let mut compile_cmd = Command::new("cl.exe"); compile_cmd.current_dir(&source); // Give cl.exe our .c files. for file_res in fs::read_dir(source).unwrap() { let dir_entry = file_res.unwrap(); let file_name = dir_entry.file_name().into_string().unwrap(); if file_name.ends_with(".c") && file_name != "luac.c" { compile_cmd.arg(file_name); } } compile_cmd.arg("/c") // Don't link. Just generate .obj files. .arg("/MP") // Builds multiple source files concurrently. .arg(format!("/Fo{}\\", &build_str)) // Output to the build folder .arg("/nologo"); // Prevent stdout pollution //.arg("/LD") // Not sure if I need this or not. compile_cmd.execute().unwrap(); // Block until compilation is complete. // Link our .obj files into liblua.lib. let mut lib_cmd = Command::new("lib.exe"); lib_cmd.current_dir(&build); for file_res in fs::read_dir(build).unwrap() { let dir_entry = file_res.unwrap(); let file_name = dir_entry.file_name().into_string().unwrap(); if file_name.ends_with(".obj") { lib_cmd.arg(file_name); } } lib_cmd.arg(format!("/out:{}\\lua.lib", &build_str)) // Output file .arg("/NOLOGO"); lib_cmd.execute() } /// If a static Lua is not yet available from a prior run of this script, this /// will download Lua and build it. The cargo configuration text to link /// statically against liblua.a/liblua.lib is then printed to stdout. fn prebuild() -> io::Result<()> { let lua_dir: PathBuf = match env::var_os("LUA_LOCAL_SOURCE") { // If LUA_LOCAL_SOURCE is set, use it Some(dir) => PathBuf::from(dir), // Otherwise, pull from lua-source/src in the crate root None => { let mut dir = PathBuf::from(env::var_os("CARGO_MANIFEST_DIR").unwrap()); dir.push(OsStr::new("lua-source/src").to_str().unwrap()); dir } }; let build_dir = PathBuf::from(env::var_os("OUT_DIR").unwrap()); let mut config = gcc::Build::new(); let msvc = env::var("TARGET").unwrap().split('-').last().unwrap() == "msvc"; println!("cargo:rustc-link-lib=static=lua"); if !msvc && lua_dir.join("liblua.a").exists() { // If liblua.a is already in lua_dir, use it println!("cargo:rustc-link-search=native={}", &lua_dir.display()); } else if msvc { if !build_dir.join("lua.lib").exists() { try!(build_lua_msvc(&lua_dir, &build_dir)); } println!("cargo:rustc-link-search=native={}", &build_dir.display()); } else { // Check build_dir if !build_dir.join("liblua.a").exists() { // Build liblua.a let tooling = config.get_compiler(); try!(fs::create_dir_all(&build_dir)); try!(build_lua(&tooling, &lua_dir, &build_dir)); } println!("cargo:rustc-link-search=native={}", &build_dir.display()); } // Ensure the presence of glue.rs if !build_dir.join("glue.rs").exists() { // Compile and run glue.c let glue = build_dir.join("glue"); try!( config .include(&lua_dir) .get_compiler() .to_command() .arg("-I") .arg(&lua_dir) .arg("src/glue/glue.c") .arg("-o") .arg(&glue) .execute() ); try!(Command::new(glue).arg(build_dir.join("glue.rs")).execute()); } Ok(()) } fn main() { match prebuild() { Err(e) => panic!("Error: {}", e), Ok(()) => (), } }