godot-cpp/SConstruct

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#!python
import os, subprocess, platform, sys
def add_sources(sources, dir, extension):
for f in os.listdir(dir):
if f.endswith('.' + extension):
sources.append(dir + '/' + f)
# Try to detect the host platform automatically
# This is used if no `platform` argument is passed
if sys.platform.startswith('linux'):
host_platform = 'linux'
elif sys.platform == 'darwin':
host_platform = 'osx'
elif sys.platform == 'win32':
host_platform = 'windows'
else:
raise ValueError('Could not detect platform automatically, please specify with platform=<platform>')
opts = Variables([], ARGUMENTS)
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opts.Add(EnumVariable('platform', 'Target platform', host_platform, ('linux', 'osx', 'windows')))
opts.Add(EnumVariable('bits', 'Target platform bits', 'default', ('default', '32', '64')))
opts.Add(BoolVariable('use_llvm', 'Use the LLVM compiler - only effective when targeting Linux', False))
opts.Add(BoolVariable('use_mingw', 'Use the MinGW compiler - only effective on Windows', False))
# Must be the same setting as used for cpp_bindings
opts.Add(EnumVariable('target', 'Compilation target', 'debug', ('debug', 'release')))
opts.Add(PathVariable('headers_dir', 'Path to the directory containing Godot headers', 'godot_headers'))
env = Environment()
opts.Update(env)
Help(opts.GenerateHelpText(env))
# This makes sure to keep the session environment variables on Windows
# This way, you can run SCons in a Visual Studio 2017 prompt and it will find all the required tools
if env['platform'] == 'windows':
if env['bits'] == '64':
env = Environment(TARGET_ARCH='amd64')
elif env['bits'] == '32':
env = Environment(TARGET_ARCH='x86')
opts.Update(env)
is64 = sys.maxsize > 2**32
if env['bits'] == 'default':
env['bits'] = '64' if is64 else '32'
if env['platform'] == 'linux':
if env['use_llvm']:
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env['CXX'] = 'clang++'
env.Append(CCFLAGS=['-fPIC', '-g', '-std=c++14', '-Wwrite-strings'])
env.Append(LINKFLAGS=["-Wl,-R,'$$ORIGIN'"])
if env['target'] == 'debug':
env.Append(CCFLAGS=['-Og'])
elif env['target'] == 'release':
env.Append(CCFLAGS=['-O3'])
if env['bits'] == '64':
env.Append(CCFLAGS=['-m64'])
env.Append(LINKFLAGS=['-m64'])
elif env['bits'] == '32':
env.Append(CCFLAGS=['-m32'])
env.Append(LINKFLAGS=['-m32'])
elif env['platform'] == 'osx':
if env['bits'] == '32':
raise ValueError('Only 64-bit builds are supported for the macOS target.')
env.Append(CCFLAGS=['-g', '-std=c++14', '-arch', 'x86_64'])
env.Append(LINKFLAGS=['-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup'])
if env['target'] == 'debug':
env.Append(CCFLAGS=['-Og'])
elif env['target'] == 'release':
env.Append(CCFLAGS=['-O3'])
elif env['platform'] == 'windows':
if host_platform == 'windows' and not env['use_mingw']:
# MSVC
env.Append(LINKFLAGS=['/WX'])
if env['target'] == 'debug':
env.Append(CCFLAGS=['/EHsc', '/D_DEBUG', '/MDd'])
elif env['target'] == 'release':
env.Append(CCFLAGS=['/O2', '/EHsc', '/DNDEBUG', '/MD'])
else:
# MinGW
if env['bits'] == '64':
env['CXX'] = 'x86_64-w64-mingw32-g++'
elif env['bits'] == '32':
env['CXX'] = 'i686-w64-mingw32-g++'
env.Append(CCFLAGS=['-g', '-O3', '-std=c++14', '-Wwrite-strings'])
env.Append(LINKFLAGS=['--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++'])
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env.Append(CPPPATH=['.', env['headers_dir'], 'include', 'include/core'])
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# Generate bindings?
json_api_file = ''
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if ARGUMENTS.get('use_custom_api_file', 'no') == 'yes':
json_api_file = ARGUMENTS.get('custom_api_file', '')
else:
json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
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if ARGUMENTS.get('generate_bindings', 'no') == 'yes':
# Actually create the bindings here
import binding_generator
binding_generator.generate_bindings(json_api_file)
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sources = []
add_sources(sources, 'src/core', 'cpp')
add_sources(sources, 'src', 'cpp')
library = env.StaticLibrary(
target='bin/' + 'libgodot-cpp.{}.{}.{}'.format(env['platform'], env['target'], env['bits']), source=sources
)
Default(library)