2020-11-28 09:05:00 +00:00
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#!/usr/bin/env python
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import os
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import sys
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2021-09-29 00:47:08 +00:00
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# default values, adapt them to your setup
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default_library_name = "libgdexample"
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default_target_path = "demo/bin/"
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# Local dependency paths, adapt them to your setup
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cpp_bindings_path = "../"
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# cpp_bindings_path = "godot-cpp/"
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godot_headers_path = cpp_bindings_path + "godot-headers/"
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cpp_library = "libgodot-cpp"
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2020-11-28 09:05:00 +00:00
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# Try to detect the host platform automatically.
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# This is used if no `platform` argument is passed
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2021-08-19 17:51:41 +00:00
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if sys.platform.startswith("linux"):
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host_platform = "linux"
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2021-09-29 00:47:08 +00:00
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elif sys.platform.startswith("freebsd"):
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host_platform = "freebsd"
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2021-08-19 17:51:41 +00:00
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elif sys.platform == "darwin":
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host_platform = "osx"
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elif sys.platform == "win32" or sys.platform == "msys":
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host_platform = "windows"
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2020-11-28 09:05:00 +00:00
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else:
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2021-08-19 17:51:41 +00:00
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raise ValueError("Could not detect platform automatically, please specify with " "platform=<platform>")
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2020-11-28 09:05:00 +00:00
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2021-08-19 17:51:41 +00:00
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env = Environment(ENV=os.environ)
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2020-11-28 09:05:00 +00:00
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opts = Variables([], ARGUMENTS)
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# Define our options
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2021-09-29 00:47:08 +00:00
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opts.Add(EnumVariable("target", "Compilation target", "debug", allowed_values=("debug", "release"), ignorecase=2))
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2021-08-19 17:51:41 +00:00
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opts.Add(
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2021-09-29 00:47:08 +00:00
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EnumVariable(
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"platform",
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"Compilation platform",
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host_platform,
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# We'll need to support these in due times
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# allowed_values=("linux", "freebsd", "osx", "windows", "android", "ios", "javascript"),
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2021-11-12 10:03:29 +00:00
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allowed_values=("linux", "windows", "osx"),
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2021-09-29 00:47:08 +00:00
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ignorecase=2,
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)
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2021-08-19 17:51:41 +00:00
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)
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opts.Add(EnumVariable("bits", "Target platform bits", "64", ("32", "64")))
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opts.Add(BoolVariable("use_llvm", "Use the LLVM / Clang compiler", "no"))
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2021-11-12 10:03:29 +00:00
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opts.Add(EnumVariable("macos_arch", "Target macOS architecture", "universal", ["universal", "x86_64", "arm64"]))
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2021-09-29 00:47:08 +00:00
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opts.Add(PathVariable("target_path", "The path where the lib is installed.", default_target_path, PathVariable.PathAccept))
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opts.Add(PathVariable("target_name", "The library name.", default_library_name, PathVariable.PathAccept))
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2020-11-28 09:05:00 +00:00
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# only support 64 at this time..
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bits = 64
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# Updates the environment with the option variables.
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opts.Update(env)
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# Generates help for the -h scons option.
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Help(opts.GenerateHelpText(env))
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# This makes sure to keep the session environment variables on Windows.
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# This way, you can run SCons in a Visual Studio 2017 prompt and it will find
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# all the required tools
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2021-08-19 17:51:41 +00:00
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if host_platform == "windows" and env["platform"] != "android":
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if env["bits"] == "64":
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env = Environment(TARGET_ARCH="amd64")
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elif env["bits"] == "32":
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env = Environment(TARGET_ARCH="x86")
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2020-11-28 09:05:00 +00:00
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opts.Update(env)
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# Process some arguments
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2021-08-19 17:51:41 +00:00
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if env["use_llvm"]:
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env["CC"] = "clang"
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env["CXX"] = "clang++"
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2020-11-28 09:05:00 +00:00
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2021-08-19 17:51:41 +00:00
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if env["platform"] == "":
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2020-11-28 09:05:00 +00:00
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print("No valid target platform selected.")
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quit()
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2020-11-28 09:05:00 +00:00
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# For the reference:
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# - CCFLAGS are compilation flags shared between C and C++
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# - CFLAGS are for C-specific compilation flags
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# - CXXFLAGS are for C++-specific compilation flags
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# - CPPFLAGS are for pre-processor flags
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# - CPPDEFINES are for pre-processor defines
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# - LINKFLAGS are for linking flags
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2021-08-19 17:51:41 +00:00
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if env["target"] == "debug":
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env.Append(CPPDEFINES=["DEBUG_ENABLED", "DEBUG_METHODS_ENABLED"])
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2020-11-28 09:05:00 +00:00
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# Check our platform specifics
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if env["platform"] == "osx":
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env["target_path"] += "osx/"
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cpp_library += ".osx"
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if env["bits"] == "32":
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raise ValueError("Only 64-bit builds are supported for the macOS target.")
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if env["macos_arch"] == "universal":
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env.Append(LINKFLAGS=["-arch", "x86_64", "-arch", "arm64"])
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env.Append(CCFLAGS=["-arch", "x86_64", "-arch", "arm64"])
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else:
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env.Append(LINKFLAGS=["-arch", env["macos_arch"]])
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env.Append(CCFLAGS=["-arch", env["macos_arch"]])
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2021-08-19 17:51:41 +00:00
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env.Append(CXXFLAGS=["-std=c++17"])
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2021-09-29 00:47:08 +00:00
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if env["target"] == "debug":
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env.Append(CCFLAGS=["-g", "-O2"])
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2020-11-28 09:05:00 +00:00
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else:
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env.Append(CCFLAGS=["-g", "-O3"])
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2021-11-12 10:03:29 +00:00
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arch_suffix = env["macos_arch"]
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2021-08-19 17:51:41 +00:00
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elif env["platform"] in ("x11", "linux"):
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cpp_library += ".linux"
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env.Append(CCFLAGS=["-fPIC"])
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env.Append(CXXFLAGS=["-std=c++17"])
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2021-09-29 00:47:08 +00:00
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if env["target"] == "debug":
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env.Append(CCFLAGS=["-g3", "-Og"])
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2020-11-28 09:05:00 +00:00
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else:
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env.Append(CCFLAGS=["-g", "-O3"])
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2020-11-28 09:05:00 +00:00
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2021-11-12 10:03:29 +00:00
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arch_suffix = str(bits)
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2021-08-19 17:51:41 +00:00
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elif env["platform"] == "windows":
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cpp_library += ".windows"
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2020-11-28 09:05:00 +00:00
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# This makes sure to keep the session environment variables on windows,
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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env.Append(ENV=os.environ)
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2021-08-19 17:51:41 +00:00
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env.Append(CPPDEFINES=["WIN32", "_WIN32", "_WINDOWS", "_CRT_SECURE_NO_WARNINGS"])
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env.Append(CCFLAGS=["-W3", "-GR"])
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2021-08-21 11:50:22 +00:00
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env.Append(CXXFLAGS=["-std:c++17"])
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2021-09-29 00:47:08 +00:00
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if env["target"] == "debug":
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2021-08-19 17:51:41 +00:00
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env.Append(CPPDEFINES=["_DEBUG"])
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2021-08-21 11:50:22 +00:00
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env.Append(CCFLAGS=["-EHsc", "-MDd", "-ZI", "-FS"])
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env.Append(LINKFLAGS=["-DEBUG"])
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2020-11-28 09:05:00 +00:00
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else:
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env.Append(CPPDEFINES=["NDEBUG"])
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env.Append(CCFLAGS=["-O2", "-EHsc", "-MD"])
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2020-11-28 09:05:00 +00:00
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2021-08-21 11:50:22 +00:00
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if not(env["use_llvm"]):
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env.Append(CPPDEFINES=["TYPED_METHOD_BIND"])
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2021-11-12 10:03:29 +00:00
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arch_suffix = str(bits)
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2020-11-28 09:05:00 +00:00
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2021-09-29 00:47:08 +00:00
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# suffix our godot-cpp library
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cpp_library += "." + env["target"] + "." + arch_suffix
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2020-11-28 09:05:00 +00:00
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# make sure our binding library is properly includes
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2021-08-19 17:51:41 +00:00
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env.Append(CPPPATH=[".", godot_headers_path, cpp_bindings_path + "include/", cpp_bindings_path + "gen/include/"])
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env.Append(LIBPATH=[cpp_bindings_path + "bin/"])
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2020-11-28 09:05:00 +00:00
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env.Append(LIBS=[cpp_library])
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# tweak this if you want to use different folders, or more folders, to store your source code in.
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2021-08-19 17:51:41 +00:00
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env.Append(CPPPATH=["src/"])
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sources = Glob("src/*.cpp")
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2020-11-28 09:05:00 +00:00
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2021-09-29 00:47:08 +00:00
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target_name = "{}.{}.{}.{}".format(env["target_name"], env["platform"], env["target"], arch_suffix)
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print(target_name)
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library = env.SharedLibrary(target=env["target_path"] + target_name, source=sources)
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2020-11-28 09:05:00 +00:00
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Default(library)
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