Merge pull request #99 from QuentinCaffeino/crosscompiling

Added crosscompiling for linux-windows; Added makefile
pull/102/head
Thomas Herzog 2018-02-25 18:09:31 +01:00 committed by GitHub
commit 3820c0537b
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3 changed files with 140 additions and 64 deletions

49
Makefile Normal file
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@ -0,0 +1,49 @@
GODOT_BIN_PATH = ../godot_fork/bin/godot.x11.tools.64.llvm
REGENERATE_BINDINGS = no
HEADERS = ../godot_headers
TARGET = debug
NAME = godot-cpp
BASE = scons n=$(NAME) regenerate_bindings=$(REGENERATE_BINDINGS) target=$(TARGET) headers=$(HEADERS) godotbinpath=$(GODOT_BIN_PATH) -j4
LINUX = $(BASE) p=linux
WINDOWS = $(BASE) p=windows
OSX = $(BASE) p=osx
all:
make linux
make windows
linux:
make linux32
make linux64
linux32: SConstruct
$(LINUX) a=32
linux64: SConstruct
$(LINUX) a=64
windows:
make windows32
make windows64
windows32: SConstruct
$(WINDOWS) a=32
windows64: SConstruct
$(WINDOWS) a=64
osx:
make osx32
make osx64
osx32: SConstruct
$(OSX) a=32
osx64: SConstruct
$(OSX) a=64

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@ -1,53 +1,44 @@
# cpp_bindings
# godot-cpp
C++ bindings for the Godot script API
# Creating a GDNative library (Linux)
Create a directory named `SimpleLibrary` with subdirectories `lib, src`
Getting latest `cpp_bindings` and `godot_headers`
Getting latest `godot-cpp` and `godot_headers`
```
$ cd SimpleLibrary
$ git clone https://github.com/GodotNativeTools/cpp_bindings
$ git clone https://github.com/GodotNativeTools/godot-cpp
$ git clone https://github.com/GodotNativeTools/godot_headers
```
right now our directory structure should look like this
right now our directory structure should look like this:
```
[SimpleLibrary]
├── cpp_bindings/
├── godot_headers/
godot-cpp
godot_headers
SimpleLibrary
├── lib/
└── src/
```
Now to generate cpp bindings
```
$ cd cpp_bindings
```
Edit `SConstruct` file and assign your godot executable path at line:7 `godot_bin_path = "../godot_fork/bin/"`,
Building cpp_bindings
```
$ scons godotbinpath="../godot_fork/bin/godot_binary" headers="../godot_headers/" p=linux generate_bindings=yes
$ cd godot-cpp
$ scons godotbinpath="../godot_fork/bin/godot_binary" p=linux
$ cd ..
```
resulting libraries will be placed under `bin/` and the generated headers will be placed under `include/*`
**Note:**
> `generate_bindings=yes` is used to generate C++ bindings (`godot_api.json` - Godot API)
> `regenerate_bindings=yes` is used to force regenerating C++ bindings (`godot_api.json` - Godot API)
> Include `use_llvm=yes` for using clang++
Copy binding libraries into the `SimpleLibrary/lib` folder
```
$ cd ..
$ cp cpp_bindings/bin/libgodot_cpp_bindings.a lib/
```
And our directory structure will be
```
[SimpleLibrary]
├── cpp_bindings/
├── godot_headers/
godot-cpp
└── bin/libgodot-cpp.a
godot_headers
SimpleLibrary
├── lib/
│ └──libgodot_cpp_bindings.a
└── src/
```
@ -115,9 +106,9 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
# Compiling
```
$ cd ..
$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Icpp_bindings/include -Igodot_headers
$ clang -o lib/libtest.so -shared src/init.os -Llib -lgodot_cpp_bindings
$ cd SimpleLibrary
$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -I../godot-cpp/include -Igodot_headers
$ clang -o lib/libtest.so -shared src/init.os -L../godot-cpp/lib -lgodot-cpp
```
This creates the file `libtest.so` in your `SimpleLibrary/lib` directory. For windows you need to find out what compiler flags need to be used.

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#!python
import os, subprocess
import os, subprocess, platform
def add_sources(sources, dir, extension):
for f in os.listdir(dir):
if f.endswith('.' + extension):
sources.append(dir + '/' + f)
env = Environment()
host_platform = platform.system()
target_platform = ARGUMENTS.get('p', ARGUMENTS.get('platform', 'linux'))
target_arch = ARGUMENTS.get('a', ARGUMENTS.get('arch', '64'))
# default to debug build, must be same setting as used for cpp_bindings
target = ARGUMENTS.get('target', 'debug')
# Local dependency paths, adapt them to your setup
godot_headers_path = ARGUMENTS.get("headers", os.getenv("GODOT_HEADERS", "../godot_headers/"))
godot_bin_path = ARGUMENTS.get("godotbinpath", os.getenv("GODOT_BIN_PATH", "../godot_fork/bin/godot.x11.tools.64.llvm"))
godot_headers = ARGUMENTS.get('headers', '../godot_headers')
godot_bin_path = ARGUMENTS.get('godotbinpath', os.getenv('GODOT_BIN_PATH', '../godot_fork/bin/godot.x11.tools.64.llvm'))
result_path = 'bin'
result_name = ARGUMENTS.get('n', ARGUMENTS.get('name', os.path.relpath('.', '..')))
target = ARGUMENTS.get("target", "debug")
platform = ARGUMENTS.get("p", ARGUMENTS.get("platform", "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":
if target_platform == 'windows':
env = Environment(ENV = os.environ)
if ARGUMENTS.get("use_llvm", "no") == "yes":
env["CXX"] = "clang++"
def add_sources(sources, directory):
for file in os.listdir(directory):
if file.endswith('.cpp'):
sources.append(directory + '/' + file)
if target_platform == 'linux':
result_name += '.linux.' + target_arch
env['CXX']='gcc-5'
if ARGUMENTS.get('use_llvm', 'no') == 'yes':
env['CXX'] = 'clang++'
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'])
env.Append(CCFLAGS = [ '-fPIC', '-g', '-O3', '-std=c++14', '-Wwrite-strings' ])
env.Append(LINKFLAGS = [ '-Wl,-R,\'$$ORIGIN\'' ])
if platform == "linux":
env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++14'])
if target_arch == '32':
env.Append(CCFLAGS = [ '-m32' ])
env.Append(LINKFLAGS = [ '-m32' ])
elif target_arch == '64':
env.Append(CCFLAGS = [ '-m64' ])
env.Append(LINKFLAGS = [ '-m64' ])
env.Append(CPPPATH=['.', godot_headers_path, 'include', 'include/core'])
elif target_platform == 'windows':
result_name += '.windows.' + target_arch
if platform == "windows":
if target == "debug":
if host_platform == 'Windows':
result_name += '.lib'
env.Append(LINKFLAGS = [ '/WX' ])
if target == 'debug':
env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '/MDd' ])
else:
env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '/MD' ])
else:
if target_arch == '32':
env['CXX']='i686-w64-mingw32-g++'
elif target_arch == '64':
env['CXX']='x86_64-w64-mingw32-g++'
sources = []
add_sources(sources, "src/core")
env.Append(CCFLAGS = [ '-g', '-O3', '-std=c++14', '-Wwrite-strings' ])
env.Append(LINKFLAGS = [ '--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++' ])
if ARGUMENTS.get("generate_bindings", "no") == "yes":
# TODO Generating the API should be done only if the Godot build is more recent than the JSON file
elif platform == 'osx':
if ARGUMENTS.get('use_llvm', 'no') == 'yes':
env['CXX'] = 'clang++'
env.Append(CCFLAGS = [ '-g','-O3', '-std=c++14', '-arch', 'x86_64' ])
env.Append(LINKFLAGS = [ '-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup' ])
env.Append(CPPPATH=['.', godot_headers, 'include', 'include/core'])
# Generate bindings
json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
if os.path.exists(json_api_file) == False or ARGUMENTS.get('regenerate_bindings', 'no') == 'yes':
subprocess.call([os.path.expanduser(godot_bin_path), '--gdnative-generate-json-api', json_api_file])
# actually create the bindings here
import binding_generator
binding_generator.generate_bindings(json_api_file)
add_sources(sources, "src")
library = env.StaticLibrary(target='bin/godot_cpp_bindings', source=sources)
sources = []
add_sources(sources, 'src/core', 'cpp')
add_sources(sources, 'src', 'cpp')
library = env.StaticLibrary(target=result_path + '/' + result_name, source=sources)
Default(library)