Added crosscompiling for linux-windows; Added makefile

pull/99/head
QuentinCaffeino 2018-02-22 23:16:25 +01:00
parent 47989cb5ca
commit 55ce1da2dc
2 changed files with 115 additions and 30 deletions

48
Makefile Normal file
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@ -0,0 +1,48 @@
GODOT_BIN_PATH = ../godot_fork/bin/godot.x11.tools.64.llvm
HEADERS = ../godot_headers
TARGET = debug
NAME = godot-cpp
BASE = scons n=$(NAME) generate_bindings=yes target=$(TARGET) headers=$(HEADERS) godotbinpath=godot -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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@ -1,48 +1,83 @@
#!python
import os, subprocess
import os, subprocess, platform
def add_source(sources, name):
sources.append(name)
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 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'])
if target_platform == 'linux':
result_name += '.linux.' + target_arch
if platform == "linux":
env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++14'])
env['CXX']='gcc-5'
env.Append(CCFLAGS = [ '-fPIC', '-g', '-O3', '-std=c++14', '-Wwrite-strings' ])
env.Append(LINKFLAGS = [ '-Wl,-R,\'$$ORIGIN\'' ])
env.Append(CPPPATH=['.', godot_headers_path, 'include', 'include/core'])
if target_arch == '32':
env.Append(CCFLAGS = [ '-m32' ])
env.Append(LINKFLAGS = [ '-m32' ])
elif target_arch == '64':
env.Append(CCFLAGS = [ '-m64' ])
env.Append(LINKFLAGS = [ '-m64' ])
if platform == "windows":
if target == "debug":
env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '/MDd'])
elif target_platform == 'windows':
result_name += '.windows.' + target_arch
if host_platform == 'Windows':
result_name += '.dll'
env.Append(LINKFLAGS = [ '/WX' ])
if target == 'debug':
env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '/MDd' ])
else:
env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '/MD' ])
else:
env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '/MD'])
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":
elif 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(CPPPATH=['.', godot_headers, 'include', 'include/core'])
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
json_api_file = os.path.join(os.getcwd(), 'godot_api.json')
@ -52,11 +87,13 @@ if ARGUMENTS.get("generate_bindings", "no") == "yes":
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)