godot-cpp/SConstruct

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#!/usr/bin/env python
import os
import platform
import sys
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import subprocess
from binding_generator import scons_generate_bindings, scons_emit_files
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EnsureSConsVersion(4, 0)
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"):
default_platform = "linux"
elif sys.platform == "darwin":
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default_platform = "macos"
elif sys.platform == "win32" or sys.platform == "msys":
default_platform = "windows"
elif ARGUMENTS.get("platform", ""):
default_platform = ARGUMENTS.get("platform")
else:
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raise ValueError("Could not detect platform automatically, please specify with platform=<platform>")
env = Environment(tools=["default"])
# Default num_jobs to local cpu count if not user specified.
# SCons has a peculiarity where user-specified options won't be overridden
# by SetOption, so we can rely on this to know if we should use our default.
initial_num_jobs = env.GetOption("num_jobs")
altered_num_jobs = initial_num_jobs + 1
env.SetOption("num_jobs", altered_num_jobs)
if env.GetOption("num_jobs") == altered_num_jobs:
cpu_count = os.cpu_count()
if cpu_count is None:
print("Couldn't auto-detect CPU count to configure build parallelism. Specify it with the -j argument.")
else:
safer_cpu_count = cpu_count if cpu_count <= 4 else cpu_count - 1
print(
"Auto-detected %d CPU cores available for build parallelism. Using %d cores by default. You can override it with the -j argument."
% (cpu_count, safer_cpu_count)
)
env.SetOption("num_jobs", safer_cpu_count)
# Custom options and profile flags.
customs = ["custom.py"]
profile = ARGUMENTS.get("profile", "")
if profile:
if os.path.isfile(profile):
customs.append(profile)
elif os.path.isfile(profile + ".py"):
customs.append(profile + ".py")
opts = Variables(customs, ARGUMENTS)
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platforms = ("linux", "macos", "windows", "android", "ios", "javascript")
opts.Add(
EnumVariable(
"platform",
"Target platform",
default_platform,
allowed_values=platforms,
ignorecase=2,
)
)
# Editor and template_debug are compatible (i.e. you can use the same binary for Godot editor builds and Godot debug templates).
# Godot release templates are only compatible with "template_release" builds.
# For this reason, we default to template_debug builds, unlike Godot which defaults to editor builds.
opts.Add(
EnumVariable("target", "Compilation target", "template_debug", ("editor", "template_release", "template_debug"))
)
opts.Add(
PathVariable(
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"headers_dir", "Path to the directory containing Godot headers", "godot-headers", PathVariable.PathIsDir
)
)
opts.Add(PathVariable("custom_api_file", "Path to a custom JSON API file", None, PathVariable.PathIsFile))
opts.Add(
BoolVariable("generate_bindings", "Force GDExtension API bindings generation. Auto-detected by default.", False)
)
opts.Add(BoolVariable("generate_template_get_node", "Generate a template version of the Node class's get_node.", True))
opts.Add(BoolVariable("build_library", "Build the godot-cpp library.", True))
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opts.Add(EnumVariable("float", "Floating-point precision", "32", ("32", "64")))
# Add platform options
tools = {}
for pl in platforms:
tool = Tool(pl, toolpath=["tools"])
if hasattr(tool, "options"):
tool.options(opts)
tools[pl] = tool
# CPU architecture options.
architecture_array = ["", "universal", "x86_32", "x86_64", "arm32", "arm64", "rv64", "ppc32", "ppc64", "wasm32"]
architecture_aliases = {
"x64": "x86_64",
"amd64": "x86_64",
"armv7": "arm32",
"armv8": "arm64",
"arm64v8": "arm64",
"aarch64": "arm64",
"rv": "rv64",
"riscv": "rv64",
"riscv64": "rv64",
"ppcle": "ppc32",
"ppc": "ppc32",
"ppc64le": "ppc64",
}
opts.Add(EnumVariable("arch", "CPU architecture", "", architecture_array, architecture_aliases))
# Targets flags tool (optimizations, debug symbols)
target_tool = Tool("targets", toolpath=["tools"])
target_tool.options(opts)
opts.Update(env)
Help(opts.GenerateHelpText(env))
# Process CPU architecture argument.
if env["arch"] == "":
# No architecture specified. Default to arm64 if building for Android,
# universal if building for macOS or iOS, wasm32 if building for web,
# otherwise default to the host architecture.
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if env["platform"] in ["macos", "ios"]:
env["arch"] = "universal"
elif env["platform"] == "android":
env["arch"] = "arm64"
elif env["platform"] == "javascript":
env["arch"] = "wasm32"
else:
host_machine = platform.machine().lower()
if host_machine in architecture_array:
env["arch"] = host_machine
elif host_machine in architecture_aliases.keys():
env["arch"] = architecture_aliases[host_machine]
elif "86" in host_machine:
# Catches x86, i386, i486, i586, i686, etc.
env["arch"] = "x86_32"
else:
print("Unsupported CPU architecture: " + host_machine)
Exit()
tool = Tool(env["platform"], toolpath=["tools"])
if tool is None or not tool.exists(env):
raise ValueError("Required toolchain not found for platform " + env["platform"])
tool.generate(env)
target_tool.generate(env)
# Detect and print a warning listing unknown SCons variables to ease troubleshooting.
unknown = opts.UnknownVariables()
if unknown:
print("WARNING: Unknown SCons variables were passed and will be ignored:")
for item in unknown.items():
print(" " + item[0] + "=" + item[1])
print("Building for architecture " + env["arch"] + " on platform " + env["platform"])
# Require C++17
if env.get("is_msvc", False):
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env.Append(CXXFLAGS=["/std:c++17"])
else:
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env.Append(CXXFLAGS=["-std=c++17"])
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if env["float"] == "64":
env.Append(CPPDEFINES=["REAL_T_IS_DOUBLE"])
# Generate bindings
env.Append(BUILDERS={"GenerateBindings": Builder(action=scons_generate_bindings, emitter=scons_emit_files)})
json_api_file = ""
if "custom_api_file" in env:
json_api_file = env["custom_api_file"]
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else:
json_api_file = os.path.join(os.getcwd(), env["headers_dir"], "extension_api.json")
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bindings = env.GenerateBindings(
env.Dir("."),
[json_api_file, os.path.join(env["headers_dir"], "godot", "gdnative_interface.h"), "binding_generator.py"],
)
scons_cache_path = os.environ.get("SCONS_CACHE")
if scons_cache_path is not None:
CacheDir(scons_cache_path)
Decider("MD5")
# Forces bindings regeneration.
if env["generate_bindings"]:
AlwaysBuild(bindings)
NoCache(bindings)
# Includes
env.Append(CPPPATH=[[env.Dir(d) for d in [env["headers_dir"], "include", os.path.join("gen", "include")]]])
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# Sources to compile
sources = []
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add_sources(sources, "src", "cpp")
add_sources(sources, "src/classes", "cpp")
add_sources(sources, "src/core", "cpp")
add_sources(sources, "src/variant", "cpp")
sources.extend([f for f in bindings if str(f).endswith(".cpp")])
suffix = ".{}.{}".format(env["platform"], env["target"])
if env.dev_build:
suffix += ".dev"
if env["float"] == "64":
suffix += ".double"
suffix += "." + env["arch"]
if env["ios_simulator"]:
suffix += ".simulator"
# Expose it when included from another project
env["suffix"] = suffix
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library = None
env["OBJSUFFIX"] = suffix + env["OBJSUFFIX"]
library_name = "libgodot-cpp{}{}".format(suffix, env["LIBSUFFIX"])
if env["build_library"]:
library = env.StaticLibrary(target=env.File("bin/%s" % library_name), source=sources)
Default(library)
env.Append(LIBPATH=[env.Dir("bin")])
env.Append(LIBS=library_name)
Return("env")