godot-cpp/SConstruct

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#!python
import os, subprocess
# Local dependency paths, adapt them to your setup
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godot_headers_path = "../godot_headers/"
godot_bin_path = "../godot_fork/bin/"
# for windows
godot_lib_path = "../godot_fork/bin/"
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target = ARGUMENTS.get("target", "debug")
platform = ARGUMENTS.get("p", "linux")
# 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
env = Environment()
if platform == "windows":
env = Environment(ENV = os.environ)
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if ARGUMENTS.get("use_llvm", "no") == "yes":
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env["CXX"] = "clang++"
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godot_name = "godot." + ("x11" if platform == "linux" else platform) + ".tools.64"
def add_sources(sources, directory):
for file in os.listdir(directory):
if file.endswith('.cpp'):
sources.append(directory + '/' + file)
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if platform == "osx":
env.Append(CCFLAGS = ['-g','-O3', '-std=c++14', '-arch', 'x86_64'])
env.Append(LINKFLAGS = ['-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup'])
if platform == "linux":
env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++14'])
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env.Append(CPPPATH=['.', godot_headers_path, 'include', 'include/core'])
if platform == "windows":
env.Append(LIBS=[godot_name])
env.Append(LIBPATH=[godot_lib_path])
sources = []
add_sources(sources, "src/core")
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if ARGUMENTS.get("generate_bindings", "no") == "yes":
godot_executable = godot_bin_path + godot_name
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if env["CXX"] == "clang++":
godot_executable += ".llvm"
if platform == "windows":
godot_executable += ".exe"
# TODO Generating the API should be done only if the Godot build is more recent than the JSON file
json_api_file = 'godot_api.json'
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subprocess.call([godot_executable, '--gdnative-generate-json-api', json_api_file])
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# actually create the bindings here
import binding_generator
binding_generator.generate_bindings(json_api_file)
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add_sources(sources, "src")
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library = env.StaticLibrary(target='bin/godot_cpp_bindings', source=sources)
Default(library)