diff --git a/Makefile b/Makefile new file mode 100644 index 00000000..a3285edc --- /dev/null +++ b/Makefile @@ -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 diff --git a/SConstruct b/SConstruct index 50a63cdf..1c36cc09 100644 --- a/SConstruct +++ b/SConstruct @@ -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) -