Setup for building both debug and release build for side by side deployment
parent
6a720e5c7c
commit
0f47ba54ee
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@ -2,10 +2,22 @@
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import os
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import sys
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# default values, adapt them to your setup
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default_library_name = "libgdexample"
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default_target_path = "demo/bin/"
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# Local dependency paths, adapt them to your setup
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cpp_bindings_path = "../"
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# cpp_bindings_path = "godot-cpp/"
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godot_headers_path = cpp_bindings_path + "godot-headers/"
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cpp_library = "libgodot-cpp"
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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.startswith("freebsd"):
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host_platform = "freebsd"
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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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@ -18,20 +30,22 @@ 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("target", "Compilation target", "debug", allowed_values=("debug", "release"), ignorecase=2))
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opts.Add(
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EnumVariable("p", "Compilation target, alias for 'platform'", host_platform, ["", "windows", "x11", "linux", "osx"])
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EnumVariable(
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"platform",
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"Compilation platform",
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host_platform,
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# We'll need to support these in due times
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# allowed_values=("linux", "freebsd", "osx", "windows", "android", "ios", "javascript"),
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allowed_values=("linux", "windows"),
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ignorecase=2,
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)
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)
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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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opts.Add(PathVariable("target_path", "The path where the lib is installed.", "demo/bin/", PathVariable.PathAccept))
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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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godot_headers_path = "../godot-headers/"
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cpp_bindings_path = "../"
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cpp_library = "libgodot-cpp"
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opts.Add(PathVariable("target_path", "The path where the lib is installed.", default_target_path, PathVariable.PathAccept))
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opts.Add(PathVariable("target_name", "The library name.", default_library_name, PathVariable.PathAccept))
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# only support 64 at this time..
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bits = 64
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@ -57,9 +71,6 @@ 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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@ -82,23 +93,21 @@ if env["platform"] == "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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if env["target"] == "debug":
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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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if env["target"] == "debug":
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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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@ -107,7 +116,7 @@ elif env["platform"] == "windows":
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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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env.Append(CXXFLAGS=["-std:c++17"])
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if env["target"] in ("debug", "d"):
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if env["target"] == "debug":
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env.Append(CPPDEFINES=["_DEBUG"])
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env.Append(CCFLAGS=["-EHsc", "-MDd", "-ZI", "-FS"])
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env.Append(LINKFLAGS=["-DEBUG"])
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@ -118,12 +127,11 @@ elif env["platform"] == "windows":
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if not(env["use_llvm"]):
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env.Append(CPPDEFINES=["TYPED_METHOD_BIND"])
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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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# determine our architecture suffix
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arch_suffix = str(bits)
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cpp_library += "." + str(bits)
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# suffix our godot-cpp library
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cpp_library += "." + env["target"] + "." + arch_suffix
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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 + "gen/include/"])
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@ -134,6 +142,8 @@ env.Append(LIBS=[cpp_library])
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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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target_name = "{}.{}.{}.{}".format(env["target_name"], env["platform"], env["target"], arch_suffix)
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print(target_name)
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library = env.SharedLibrary(target=env["target_path"] + target_name, source=sources)
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Default(library)
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@ -4,5 +4,7 @@ entry_symbol = "example_library_init"
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[libraries]
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linux.64 = "bin/x11/libgdexample.so"
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windows.64 = "bin/win64/libgdexample.dll"
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linux.64.debug = "bin/libgdexample.linux.debug.64.so"
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linux.64.release = "bin/libgdexample.linux.release.64.so"
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windows.64.debug = "bin/libgdexample.windows.debug.64.dll"
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windows.64.release = "bin/libgdexample.windows.release.64.dll"
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