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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# Try to detect the host platform automatically.
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# This is used if no `platform` argument is passed
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if sys.platform.startswith('linux'):
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host_platform = 'linux'
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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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else:
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raise ValueError(
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'Could not detect platform automatically, please specify with '
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'platform=<platform>'
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)
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env = Environment(ENV = os.environ)
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opts = Variables([], ARGUMENTS)
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# Define our options
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opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
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opts.Add(EnumVariable('platform', "Compilation platform", host_platform, ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", host_platform, ['', 'windows', 'x11', 'linux', 'osx']))
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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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2020-11-28 10:08:17 +00:00
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opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'bin/', PathVariable.PathAccept))
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2020-11-28 09:05:00 +00:00
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opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
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# Local dependency paths, adapt them to your setup
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2021-02-26 09:02:35 +00:00
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godot_headers_path = "../godot-headers/"
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2020-11-28 09:05:00 +00:00
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cpp_bindings_path = "../"
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cpp_library = "libgodot-cpp"
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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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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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opts.Update(env)
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# Process some arguments
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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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if env['p'] != '':
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env['platform'] = env['p']
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if env['platform'] == '':
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print("No valid target platform selected.")
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quit();
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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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# 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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env.Append(CCFLAGS=['-arch', 'x86_64'])
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env.Append(CXXFLAGS=['-std=c++17'])
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env.Append(LINKFLAGS=['-arch', 'x86_64'])
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS=['-g', '-O2'])
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else:
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env.Append(CCFLAGS=['-g', '-O3'])
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elif env['platform'] in ('x11', 'linux'):
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env['target_path'] += 'x11/'
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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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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS=['-g3', '-Og'])
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else:
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env.Append(CCFLAGS=['-g', '-O3'])
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elif env['platform'] == "windows":
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env['target_path'] += 'win64/'
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cpp_library += '.windows'
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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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env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
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env.Append(CCFLAGS=['-W3', '-GR'])
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2021-02-14 23:41:59 +00:00
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env.Append(CXXFLAGS=['-std:c++17'])
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2020-11-28 09:05:00 +00:00
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if env['target'] in ('debug', 'd'):
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env.Append(CPPDEFINES=['_DEBUG'])
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env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
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env.Append(LINKFLAGS=['-DEBUG'])
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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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if env['target'] in ('debug', 'd'):
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cpp_library += '.debug'
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else:
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cpp_library += '.release'
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cpp_library += '.' + str(bits)
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# make sure our binding library is properly includes
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env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
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env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
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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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env.Append(CPPPATH=['src/'])
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sources = Glob('src/*.cpp')
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library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
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Default(library)
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