Merge pull request #99 from QuentinCaffeino/crosscompiling
Added crosscompiling for linux-windows; Added makefilepull/102/head
commit
3820c0537b
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@ -0,0 +1,49 @@
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GODOT_BIN_PATH = ../godot_fork/bin/godot.x11.tools.64.llvm
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REGENERATE_BINDINGS = no
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HEADERS = ../godot_headers
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TARGET = debug
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NAME = godot-cpp
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BASE = scons n=$(NAME) regenerate_bindings=$(REGENERATE_BINDINGS) target=$(TARGET) headers=$(HEADERS) godotbinpath=$(GODOT_BIN_PATH) -j4
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LINUX = $(BASE) p=linux
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WINDOWS = $(BASE) p=windows
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OSX = $(BASE) p=osx
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all:
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make linux
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make windows
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linux:
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make linux32
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make linux64
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linux32: SConstruct
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$(LINUX) a=32
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linux64: SConstruct
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$(LINUX) a=64
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windows:
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make windows32
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make windows64
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windows32: SConstruct
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$(WINDOWS) a=32
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windows64: SConstruct
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$(WINDOWS) a=64
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osx:
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make osx32
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make osx64
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osx32: SConstruct
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$(OSX) a=32
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osx64: SConstruct
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$(OSX) a=64
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57
README.md
57
README.md
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@ -1,54 +1,45 @@
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# cpp_bindings
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# godot-cpp
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C++ bindings for the Godot script API
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# Creating a GDNative library (Linux)
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Create a directory named `SimpleLibrary` with subdirectories `lib, src`
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Getting latest `cpp_bindings` and `godot_headers`
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Getting latest `godot-cpp` and `godot_headers`
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```
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$ cd SimpleLibrary
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$ git clone https://github.com/GodotNativeTools/cpp_bindings
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$ git clone https://github.com/GodotNativeTools/godot-cpp
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$ git clone https://github.com/GodotNativeTools/godot_headers
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```
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right now our directory structure should look like this
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right now our directory structure should look like this:
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```
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[SimpleLibrary]
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├── cpp_bindings/
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├── godot_headers/
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├── lib/
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└── src/
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godot-cpp
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godot_headers
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SimpleLibrary
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├── lib/
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└── src/
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```
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Now to generate cpp bindings
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```
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$ cd cpp_bindings
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```
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Edit `SConstruct` file and assign your godot executable path at line:7 `godot_bin_path = "../godot_fork/bin/"`,
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Building cpp_bindings
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```
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$ scons godotbinpath="../godot_fork/bin/godot_binary" headers="../godot_headers/" p=linux generate_bindings=yes
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$ cd godot-cpp
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$ scons godotbinpath="../godot_fork/bin/godot_binary" p=linux
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$ cd ..
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```
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resulting libraries will be placed under `bin/` and the generated headers will be placed under `include/*`
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**Note:**
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> `generate_bindings=yes` is used to generate C++ bindings (`godot_api.json` - Godot API)
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> `regenerate_bindings=yes` is used to force regenerating C++ bindings (`godot_api.json` - Godot API)
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> Include `use_llvm=yes` for using clang++
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Copy binding libraries into the `SimpleLibrary/lib` folder
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```
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$ cd ..
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$ cp cpp_bindings/bin/libgodot_cpp_bindings.a lib/
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```
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And our directory structure will be
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```
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[SimpleLibrary]
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├── cpp_bindings/
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├── godot_headers/
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├── lib/
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│ └──libgodot_cpp_bindings.a
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└── src/
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godot-cpp
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└── bin/libgodot-cpp.a
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godot_headers
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SimpleLibrary
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├── lib/
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└── src/
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```
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# Creating simple class
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@ -115,9 +106,9 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
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# Compiling
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```
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$ cd ..
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$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Icpp_bindings/include -Igodot_headers
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$ clang -o lib/libtest.so -shared src/init.os -Llib -lgodot_cpp_bindings
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$ cd SimpleLibrary
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$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -I../godot-cpp/include -Igodot_headers
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$ clang -o lib/libtest.so -shared src/init.os -L../godot-cpp/lib -lgodot-cpp
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```
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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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98
SConstruct
98
SConstruct
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@ -1,62 +1,98 @@
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#!python
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import os, subprocess
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import os, subprocess, platform
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def add_sources(sources, dir, extension):
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for f in os.listdir(dir):
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if f.endswith('.' + extension):
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sources.append(dir + '/' + f)
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env = Environment()
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host_platform = platform.system()
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target_platform = ARGUMENTS.get('p', ARGUMENTS.get('platform', 'linux'))
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target_arch = ARGUMENTS.get('a', ARGUMENTS.get('arch', '64'))
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# default to debug build, must be same setting as used for cpp_bindings
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target = ARGUMENTS.get('target', 'debug')
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# Local dependency paths, adapt them to your setup
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godot_headers_path = ARGUMENTS.get("headers", os.getenv("GODOT_HEADERS", "../godot_headers/"))
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godot_bin_path = ARGUMENTS.get("godotbinpath", os.getenv("GODOT_BIN_PATH", "../godot_fork/bin/godot.x11.tools.64.llvm"))
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godot_headers = ARGUMENTS.get('headers', '../godot_headers')
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godot_bin_path = ARGUMENTS.get('godotbinpath', os.getenv('GODOT_BIN_PATH', '../godot_fork/bin/godot.x11.tools.64.llvm'))
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result_path = 'bin'
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result_name = ARGUMENTS.get('n', ARGUMENTS.get('name', os.path.relpath('.', '..')))
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target = ARGUMENTS.get("target", "debug")
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platform = ARGUMENTS.get("p", ARGUMENTS.get("platform", "linux"))
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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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env = Environment()
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if platform == "windows":
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if target_platform == 'windows':
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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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def add_sources(sources, directory):
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for file in os.listdir(directory):
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if file.endswith('.cpp'):
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sources.append(directory + '/' + file)
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if target_platform == 'linux':
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result_name += '.linux.' + target_arch
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env['CXX']='gcc-5'
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if ARGUMENTS.get('use_llvm', 'no') == 'yes':
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env['CXX'] = 'clang++'
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if platform == "osx":
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env.Append(CCFLAGS = ['-g','-O3', '-std=c++14', '-arch', 'x86_64'])
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env.Append(LINKFLAGS = ['-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup'])
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env.Append(CCFLAGS = [ '-fPIC', '-g', '-O3', '-std=c++14', '-Wwrite-strings' ])
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env.Append(LINKFLAGS = [ '-Wl,-R,\'$$ORIGIN\'' ])
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if platform == "linux":
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env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++14'])
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if target_arch == '32':
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env.Append(CCFLAGS = [ '-m32' ])
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env.Append(LINKFLAGS = [ '-m32' ])
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elif target_arch == '64':
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env.Append(CCFLAGS = [ '-m64' ])
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env.Append(LINKFLAGS = [ '-m64' ])
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env.Append(CPPPATH=['.', godot_headers_path, 'include', 'include/core'])
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elif target_platform == 'windows':
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result_name += '.windows.' + target_arch
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if platform == "windows":
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if target == "debug":
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env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '/MDd'])
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if host_platform == 'Windows':
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result_name += '.lib'
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env.Append(LINKFLAGS = [ '/WX' ])
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if target == 'debug':
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env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '/MDd' ])
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else:
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env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '/MD'])
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env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '/MD' ])
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else:
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if target_arch == '32':
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env['CXX']='i686-w64-mingw32-g++'
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elif target_arch == '64':
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env['CXX']='x86_64-w64-mingw32-g++'
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sources = []
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add_sources(sources, "src/core")
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env.Append(CCFLAGS = [ '-g', '-O3', '-std=c++14', '-Wwrite-strings' ])
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env.Append(LINKFLAGS = [ '--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++' ])
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if ARGUMENTS.get("generate_bindings", "no") == "yes":
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# TODO Generating the API should be done only if the Godot build is more recent than the JSON file
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json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
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elif platform == 'osx':
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if ARGUMENTS.get('use_llvm', 'no') == 'yes':
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env['CXX'] = 'clang++'
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env.Append(CCFLAGS = [ '-g','-O3', '-std=c++14', '-arch', 'x86_64' ])
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env.Append(LINKFLAGS = [ '-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup' ])
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env.Append(CPPPATH=['.', godot_headers, 'include', 'include/core'])
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# Generate bindings
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json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
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if os.path.exists(json_api_file) == False or ARGUMENTS.get('regenerate_bindings', 'no') == 'yes':
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subprocess.call([os.path.expanduser(godot_bin_path), '--gdnative-generate-json-api', json_api_file])
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# actually create the bindings here
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import binding_generator
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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)
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sources = []
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add_sources(sources, 'src/core', 'cpp')
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add_sources(sources, 'src', 'cpp')
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library = env.StaticLibrary(target=result_path + '/' + result_name, source=sources)
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Default(library)
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