godot-cpp/test/SConstruct

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#!/usr/bin/env python
import os
import sys
env = SConscript("../SConstruct")
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# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
# - CFLAGS are for C-specific compilation flags
# - CXXFLAGS are for C++-specific compilation flags
# - CPPFLAGS are for pre-processor flags
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
# 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/"])
sources = Glob("src/*.cpp")
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doc_header = env.GodotCPPDocHeader("src/doc_data.gen.h", source=Glob("doc_classes/*.xml"))
#sources.append(doc_header)
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if env["platform"] == "macos":
library = env.SharedLibrary(
"project/bin/libgdexample.{}.{}.framework/libgdexample.{}.{}".format(
env["platform"], env["target"], env["platform"], env["target"]
),
source=sources,
)
elif env["platform"] == "ios":
if env["ios_simulator"]:
library = env.StaticLibrary(
"project/bin/libgdexample.{}.{}.simulator.a".format(env["platform"], env["target"]),
source=sources,
)
else:
library = env.StaticLibrary(
"project/bin/libgdexample.{}.{}.a".format(env["platform"], env["target"]),
source=sources,
)
else:
library = env.SharedLibrary(
"project/bin/libgdexample{}{}".format(env["suffix"], env["SHLIBSUFFIX"]),
source=sources,
)
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Default(doc_header, library)