Improve build usage
- Local dependency paths are now grouped in a few vars on top of SConstruct - Added an option to generate bindings as part of the buildpull/7/head
parent
ac51c7b141
commit
805ca9601f
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@ -1,5 +1,12 @@
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#!python
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import os
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import os, subprocess
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# Local dependency paths, adapt them to your setup
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godot_headers_path = "../../godot_headers/"
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godot_bin_path = "../../godot_fork/bin/"
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godot_lib_path = "../../godot_fork/bin/"
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env = Environment()
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@ -7,46 +14,59 @@ if ARGUMENTS.get("use_llvm", "no") == "yes":
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env["CXX"] = "clang++"
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target = ARGUMENTS.get("target", "core")
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platform = ARGUMENTS.get("p", "linux")
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if (target == "core"):
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godot_name = "godot." + platform + ".tools.64"
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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 == "core":
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if platform == "linux":
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env.Append(CCFLAGS = ['-g','-O3', '-std=c++14'])
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env.Append(CPPPATH=['.', './godot'])
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env.Append(CPPPATH=['.', godot_headers_path])
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if platform == "windows":
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env.Append(LIBS=['godot.windows.tools.64.lib'])
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env.Append(LIBS=[godot_name + '.lib'])
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env.Append(LIBPATH=[godot_lib_path])
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env.Append(CPPFLAGS=['-D_GD_CPP_CORE_API_IMPL'])
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sources = [
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'godot_cpp/core/Array.cpp',
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'godot_cpp/core/Basis.cpp',
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'godot_cpp/core/Color.cpp',
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'godot_cpp/core/Dictionary.cpp',
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'godot_cpp/core/Image.cpp',
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'godot_cpp/core/InputEvent.cpp',
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'godot_cpp/core/NodePath.cpp',
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'godot_cpp/core/Plane.cpp',
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'godot_cpp/core/PoolArrays.cpp',
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'godot_cpp/core/Quat.cpp',
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'godot_cpp/core/Rect2.cpp',
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'godot_cpp/core/Rect3.cpp',
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'godot_cpp/core/RID.cpp',
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'godot_cpp/core/String.cpp',
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'godot_cpp/core/Transform.cpp',
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'godot_cpp/core/Transform2D.cpp',
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'godot_cpp/core/Variant.cpp',
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'godot_cpp/core/Vector2.cpp',
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'godot_cpp/core/Vector3.cpp'
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]
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sources = []
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add_sources(sources, "godot_cpp/core")
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library = env.SharedLibrary(target='godot_cpp_core', source=sources)
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Default(library)
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elif target == "bindings":
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if ARGUMENTS.get("generate_bindings", "no") == "yes":
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godot_executable = godot_bin_path + godot_name
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if platform == "windows":
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godot_executable += ".exe"
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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 = 'godot_api.json'
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subprocess.call([godot_executable, '--gdnative-generate-json-api', json_api_file])
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binding_generator_executable = '../binding_generator/target/debug/binding_generator'
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if platform == "windows":
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binding_generator_executable += ".exe"
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# TODO Should that be the job of the generator?
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if not os.path.isdir('godot_cpp/impl'):
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os.mkdir('godot_cpp/impl')
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# Note: the binding generator should have been built before
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subprocess.call([binding_generator_executable, json_api_file, 'godot_cpp/'])
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if platform == "linux":
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if env["CXX"] == "clang++":
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env.Append(CCFLAGS = ['-Wno-writable-strings'])
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@ -55,16 +75,19 @@ elif target == "bindings":
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env.Append(CCFLAGS = ['-g','-O3', '-std=c++14'])
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env.Append(LINKFLAGS = ['-Wl,-R,\'$$ORIGIN\''])
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env.Append(CPPPATH=['.', './godot', './godot_cpp'])
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env.Append(CPPPATH=['.', godot_headers_path, './godot_cpp'])
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if platform == "windows":
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env.Append(LIBS=['godot.windows.tools.64'])
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env.Append(LIBS=[godot_name])
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env.Append(LIBPATH=[godot_lib_path])
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env.Append(LIBS=['godot_cpp_core'])
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env.Append(LIBPATH=["."])
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env.Append(LIBPATH=['.'])
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env.Append(CPPFLAGS=['-D_GD_CPP_BINDING_IMPL'])
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sources = [os.path.join("godot_cpp/impl/", f) for f in os.listdir("godot_cpp/impl/") if f.endswith('.cpp')]
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sources = []
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add_sources(sources, "godot_cpp/impl/")
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library = env.SharedLibrary(target='godot_cpp_bindings', source=sources)
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Default(library)
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