godot-cpp/tools/osx.py

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import os
import sys
def options(opts):
opts.Add("macos_deployment_target", "macOS deployment target", "default")
opts.Add("macos_sdk_path", "macOS SDK path", "")
def exists(env):
return sys.platform == "darwin"
def generate(env):
if env["arch"] not in ("universal", "arm64", "x86_64"):
print("Only universal, arm64, and x86_64 are supported on macOS. Exiting.")
Exit()
if sys.platform == "darwin":
# Use clang on macOS by default
env["CXX"] = "clang++"
env["CC"] = "clang"
if env["arch"] == "universal":
env.Append(LINKFLAGS=["-arch", "x86_64", "-arch", "arm64"])
env.Append(CCFLAGS=["-arch", "x86_64", "-arch", "arm64"])
else:
env.Append(LINKFLAGS=["-arch", env["arch"]])
env.Append(CCFLAGS=["-arch", env["arch"]])
if env["macos_deployment_target"] != "default":
env.Append(CCFLAGS=["-mmacosx-version-min=" + env["macos_deployment_target"]])
env.Append(LINKFLAGS=["-mmacosx-version-min=" + env["macos_deployment_target"]])
if env["macos_sdk_path"]:
env.Append(CCFLAGS=["-isysroot", env["macos_sdk_path"]])
env.Append(LINKFLAGS=["-isysroot", env["macos_sdk_path"]])
env.Append(
LINKFLAGS=[
"-framework",
"Cocoa",
"-Wl,-undefined,dynamic_lookup",
]
)
if env["target"] == "debug":
env.Append(CCFLAGS=["-Og", "-g"])
elif env["target"] == "release":
env.Append(CCFLAGS=["-O3"])