godot-cpp/SConstruct

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#!python
import os, subprocess, platform
def add_sources(sources, dir, extension):
for f in os.listdir(dir):
if f.endswith('.' + extension):
sources.append(dir + '/' + f)
env = Environment()
host_platform = platform.system()
target_platform = ARGUMENTS.get('p', ARGUMENTS.get('platform', 'linux'))
target_arch = ARGUMENTS.get('a', ARGUMENTS.get('arch', '64'))
# default to debug build, must be same setting as used for cpp_bindings
target = ARGUMENTS.get('target', 'debug')
# Local dependency paths, adapt them to your setup
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godot_headers = ARGUMENTS.get('headers', 'godot_headers')
result_path = 'bin'
result_name = ARGUMENTS.get('n', ARGUMENTS.get('name', os.path.relpath('.', '..')))
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if target_platform == 'linux':
result_name += '.linux.' + target_arch
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if ARGUMENTS.get('use_llvm', 'no') == 'yes':
env['CXX'] = 'clang++'
env.Append(CCFLAGS = [ '-fPIC', '-g', '-O3', '-std=c++14', '-Wwrite-strings' ])
env.Append(LINKFLAGS = [ '-Wl,-R,\'$$ORIGIN\'' ])
if target_arch == '32':
env.Append(CCFLAGS = [ '-m32' ])
env.Append(LINKFLAGS = [ '-m32' ])
elif target_arch == '64':
env.Append(CCFLAGS = [ '-m64' ])
env.Append(LINKFLAGS = [ '-m64' ])
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elif target_platform == 'windows':
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# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
if (target_arch == '64'):
env = Environment(ENV = os.environ, TARGET_ARCH='amd64')
else:
env = Environment(ENV = os.environ, TARGET_ARCH='x86')
result_name += '.windows.' + target_arch
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if host_platform == 'Windows':
result_name += '.lib'
env.Append(LINKFLAGS = [ '/WX' ])
if target == 'debug':
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env.Append(CCFLAGS = ['/EHsc', '/D_DEBUG', '/MDd' ])
else:
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env.Append(CCFLAGS = ['/O2', '/EHsc', '/DNDEBUG', '/MD' ])
else:
if target_arch == '32':
env['CXX']='i686-w64-mingw32-g++'
elif target_arch == '64':
env['CXX']='x86_64-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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elif target_platform == 'osx':
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if ARGUMENTS.get('use_llvm', 'no') == 'yes':
env['CXX'] = 'clang++'
# Only 64-bits is supported for OS X
target_arch = '64'
result_name += '.osx.' + target_arch
env.Append(CCFLAGS = [ '-g','-O3', '-std=c++14', '-arch', 'x86_64' ])
env.Append(LINKFLAGS = [ '-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup' ])
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env.Append(CPPPATH=['.', godot_headers, '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=result_path + '/' + result_name, source=sources)
Default(library)