Improve the build system

- The SCons option system is now used for validation
- An help message can now be displayed using `scons -h`
- New `use_mingw` option to compile using MinGW on Windows
- Removed `arch` in favor of `bits`
- Renamed `headers` to `headers_dir`
- Built libraries now contain the target in the file name
pull/171/head
Hugo Locurcio 2018-08-16 16:14:35 +02:00
parent 499300ea6a
commit 46fe7ada03
No known key found for this signature in database
GPG Key ID: 39E8F8BE30B0A49C
1 changed files with 84 additions and 68 deletions

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@ -1,6 +1,6 @@
#!python #!python
import os, subprocess, platform import os, subprocess, platform, sys
def add_sources(sources, dir, extension): def add_sources(sources, dir, extension):
@ -8,80 +8,95 @@ def add_sources(sources, dir, extension):
if f.endswith('.' + extension): if f.endswith('.' + extension):
sources.append(dir + '/' + f) sources.append(dir + '/' + f)
# Try to detect the host platform automatically
# This is used if no `platform` argument is passed
if sys.platform.startswith('linux'):
host_platform = 'linux'
elif sys.platform == 'darwin':
host_platform = 'osx'
elif sys.platform == 'win32':
host_platform = 'windows'
else:
raise ValueError('Could not detect platform automatically, please specify with platform=<platform>')
opts = Variables([], ARGUMENTS)
opts.Add(EnumVariable('platform', 'Target platform', host_platform, ('linux', 'osx', 'windows')))
opts.Add(EnumVariable('bits', 'Target platform bits', 'default', ('default', '32', '64')))
opts.Add(BoolVariable('use_llvm', 'Use the LLVM compiler - only effective when targeting Linux', False))
opts.Add(BoolVariable('use_mingw', 'Use the MinGW compiler - only effective on Windows', False))
# Must be the same setting as used for cpp_bindings
opts.Add(EnumVariable('target', 'Compilation target', 'debug', ('debug', 'release')))
opts.Add(PathVariable('headers_dir', 'Path to the directory containing Godot headers', 'godot_headers'))
env = Environment() env = Environment()
host_platform = platform.system() opts.Update(env)
target_platform = ARGUMENTS.get('p', ARGUMENTS.get('platform', 'linux')) Help(opts.GenerateHelpText(env))
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 = ARGUMENTS.get('headers', 'godot_headers')
result_path = 'bin'
result_name = ARGUMENTS.get('n', ARGUMENTS.get('name', os.path.relpath('.', '..')))
is64 = sys.maxsize > 2**32
if env['bits'] == 'default':
env['bits'] = '64' if is64 else '32'
if target_platform == 'linux': if env['platform'] == 'linux':
result_name += '.linux.' + target_arch if env['use_llvm']:
if ARGUMENTS.get('use_llvm', 'no') == 'yes':
env['CXX'] = 'clang++' env['CXX'] = 'clang++'
env.Append(CCFLAGS = [ '-fPIC', '-g', '-std=c++14', '-Wwrite-strings' ]) env.Append(CCFLAGS=['-fPIC', '-g', '-std=c++14', '-Wwrite-strings'])
env.Append(LINKFLAGS = [ '-Wl,-R,\'$$ORIGIN\'' ]) env.Append(LINKFLAGS=["-Wl,-R,'$$ORIGIN'"])
if target == 'debug': if env['target'] == 'debug':
env.Append(CCFLAGS = ['-Og']) env.Append(CCFLAGS=['-Og'])
elif env['target'] == 'release':
env.Append(CCFLAGS=['-O3'])
if env['bits'] == '64':
env.Append(CCFLAGS=['-m64'])
env.Append(LINKFLAGS=['-m64'])
elif env['bits'] == '32':
env.Append(CCFLAGS=['-m32'])
env.Append(LINKFLAGS=['-m32'])
elif env['platform'] == 'osx':
if env['bits'] == '32':
raise ValueError('Only 64-bit builds are supported for the macOS target.')
env.Append(CCFLAGS=['-g', '-std=c++14', '-arch', 'x86_64'])
env.Append(LINKFLAGS=['-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup'])
if env['target'] == 'debug':
env.Append(CCFLAGS=['-Og'])
elif env['target'] == 'release':
env.Append(CCFLAGS=['-O3'])
elif env['platform'] == 'windows':
# This makes sure to keep the session environment variables on Windows
# This way, you can run SCons in a Visual Studio 2017 prompt and it will find all the required tools
if env['bits'] == '64':
env.Override(os.environ)
env.Append(TARGET_ARCH='amd64')
elif env['bits'] == '32':
env.Override(os.environ)
env.Append(TARGET_ARCH='x86')
if host_platform == 'windows' and not env['use_mingw']:
# MSVC
env.Append(LINKFLAGS=['/WX'])
if env['target'] == 'debug':
env.Append(CCFLAGS=['/EHsc', '/D_DEBUG', '/MDd'])
elif env['target'] == 'release':
env.Append(CCFLAGS=['/O2', '/EHsc', '/DNDEBUG', '/MD'])
else: else:
env.Append(CCFLAGS = ['-O3']) # MinGW
if env['bits'] == '64':
env['CXX'] = 'x86_64-w64-mingw32-g++'
elif env['bits'] == '32':
env['CXX'] = 'i686-w64-mingw32-g++'
if target_arch == '32': env.Append(CCFLAGS=['-g', '-O3', '-std=c++14', '-Wwrite-strings'])
env.Append(CCFLAGS = [ '-m32' ]) env.Append(LINKFLAGS=['--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++'])
env.Append(LINKFLAGS = [ '-m32' ])
elif target_arch == '64':
env.Append(CCFLAGS = [ '-m64' ])
env.Append(LINKFLAGS = [ '-m64' ])
elif target_platform == 'windows':
# 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
if (target_arch == '64'):
env = Environment(ENV = os.environ, TARGET_ARCH='amd64')
else:
env = Environment(ENV = os.environ, TARGET_ARCH='x86')
result_name += '.windows.' + target_arch
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++'
env.Append(CCFLAGS = [ '-g', '-O3', '-std=c++14', '-Wwrite-strings' ])
env.Append(LINKFLAGS = [ '--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++' ])
elif target_platform == 'osx':
if ARGUMENTS.get('use_llvm', 'no') == 'yes':
env['CXX'] = 'clang++'
# Only 64-bits is supported for OS X
target_arch = '64'
result_name += '.osx.' + target_arch
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']) env.Append(CPPPATH=['.', env['headers_dir'], 'include', 'include/core'])
# Generate bindings? # Generate bindings?
json_api_file = '' json_api_file = ''
@ -92,7 +107,7 @@ else:
json_api_file = os.path.join(os.getcwd(), 'godot_api.json') json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
if ARGUMENTS.get('generate_bindings', 'no') == 'yes': if ARGUMENTS.get('generate_bindings', 'no') == 'yes':
# actually create the bindings here # Actually create the bindings here
import binding_generator import binding_generator
@ -102,6 +117,7 @@ sources = []
add_sources(sources, 'src/core', 'cpp') add_sources(sources, 'src/core', 'cpp')
add_sources(sources, 'src', 'cpp') add_sources(sources, 'src', 'cpp')
library = env.StaticLibrary(
library = env.StaticLibrary(target=result_path + '/' + result_name, source=sources) target='bin/' + 'libgodot-cpp.{}.{}.{}'.format(env['platform'], env['target'], env['bits']), source=sources
)
Default(library) Default(library)