godot-cpp/tools/windows.py

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import sys
import my_spawn
from SCons.Tool import msvc, mingw
from SCons.Variables import *
def options(opts):
opts.Add(BoolVariable("use_mingw", "Use the MinGW compiler instead of MSVC - only effective on Windows", False))
def exists(env):
return True
def generate(env):
base = None
if not env["use_mingw"] and msvc.exists(env):
if env["arch"] == "x86_64":
env["TARGET_ARCH"] = "amd64"
elif env["arch"] == "x86_32":
env["TARGET_ARCH"] = "x86"
env["is_msvc"] = True
msvc.generate(env)
env.Append(CPPDEFINES=["TYPED_METHOD_BIND"])
env.Append(LINKFLAGS=["/WX"])
if env["target"] == "debug":
env.Append(CCFLAGS=["/Z7", "/Od", "/EHsc", "/D_DEBUG", "/MDd"])
elif env["target"] == "release":
env.Append(CCFLAGS=["/O2", "/EHsc", "/DNDEBUG", "/MD"])
elif sys.platform == "win32" or sys.platform == "msys":
env["use_mingw"] = True
mingw.generate(env)
# Still need to use C++17.
env.Append(CCFLAGS=["-std=c++17"])
# Don't want lib prefixes
env["IMPLIBPREFIX"] = ""
env["SHLIBPREFIX"] = ""
# Want dll suffix
env["SHLIBSUFFIX"] = ".dll"
# Long line hack. Use custom spawn, quick AR append (to avoid files with the same names to override each other).
my_spawn.configure(env)
else:
env["use_mingw"] = True
# Cross-compilation using MinGW
prefix = "i686" if env["arch"] == "x86_32" else env["arch"]
env["CXX"] = prefix + "-w64-mingw32-g++"
env["CC"] = prefix + "-w64-mingw32-gcc"
env["AR"] = prefix + "-w64-mingw32-ar"
env["RANLIB"] = prefix + "-w64-mingw32-ranlib"
env["LINK"] = prefix + "-w64-mingw32-g++"
# Want dll suffix
env["SHLIBSUFFIX"] = ".dll"
# These options are for a release build even using target=debug
env.Append(CCFLAGS=["-O3", "-Wwrite-strings"])
env.Append(
LINKFLAGS=[
"--static",
"-Wl,--no-undefined",
"-static-libgcc",
"-static-libstdc++",
]
)